Monday, January 3, 2011

General Rules: Monsters - Chipmunk

Chipmunk (from Dragon Magazine #277)
Diminutive Animal

Hit Dice: ½d8 (1 hit point)
Initiative: +3
Speed: 10 feet
Armor Class: 17 (+4 size, +3 Dexterity); touch 17, flat-footed 14
BAB/Grapple: +0/-21
Attack: None
Full Attack: None
Space/Reach: 1 foot by 1 foot/0 feet
Special Attacks: None
Special Qualities: Low-light vision, scent
Saves: Fortitude +2, Reflex +5, Will +1
Abilities: Str 1, Int 2, Wis 12, Dex 16, Con 11, Cha 4
Skills: Hide +22, Listen +11, Move Silently +11, Spot +3
Feats: Skill Augmentation (Listen and Spot)
Environment: Temperate forests
Organization: Solitary, pair, or scurry (3–8)
Challenge Rating: -
Treasure: None
Alignment: Always neutral
Advancement: -

These docile rodents thrive in temperate woods, where they eat mostly nuts, berries, and small insects.

Combat
With no effective attacks, the chipmunk flees from combat if at all possible.

Skills: Chipmunks gain a +4 racial bonus to Hide, Listen, and Move Silently checks.

Chipmunks as Familiars
Chipmunks can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with chipmunk familiars gain a +2 bonus to Reflex saves.

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