Monday, January 3, 2011

General Rules: Monsters - Camel

Camel (from the Monster Manual)
Large Animal

Hit Dice: 3d8+6 (19 hit points)
Initiative: +3
Speed: 50 feet
Armor Class: 13 (-1 size, +3 Dexterity, +1 natural); touch 12, flat-footed 10
BAB/Grapple: +2/+10
Attack: Bite +0 melee (1d4+2, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +0 melee (1d4+2, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 10 feet/5 feet
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fortitude +5, Reflex +6, Will +1
Abilities: Str 18, Int 2, Wis 11, Dex 16, Con 14, Cha 4
Skills: Listen +5, Spot +5
Feats: Endurance, Skill Augmentation (Listen and Spot)
Environment: Warm deserts
Organization: Domesticated or herd (6 - 30)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: -

Camels are known for their ability to travel long distances without food or water.

The statistics presented here are for the dromedary or one-humped camel, which thrives in warm deserts. A dromedary stands about 7 feet tall at the shoulder, with its hump rising 1 foot higher.

The two-humped, or Bactrian, camel is suited to cooler, rocky areas. It is stockier, slower (speed 40 feet), and has a higher Constitution score (16).

A camel's bite is treated as a secondary attack and adds only half the camel's Strength bonus to the damage roll.

Carrying Capacity: A light load for a camel is up to 300 pounds, a medium load is 301 - 600 pounds, and a heavy load is 601 - 900 pounds. A camel can drag 4,500 pounds.

Camels as Animal Companions
A camel may be trained using Handle Animal. A 1st-level druid, 3rd-level outdoorsman, or 1st-level ranger may take a camel as an animal companion.

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