Medium Animal (Aquatic)
Initiative: +6
Speed: Swim 30 feet
Armor Class: 13 (+2 Dexterity, +1 natural); touch 12, flat-footed 11
BAB/Grapple: +1/+2
Attack: Bite +3 melee (1d4+1, piercing and slashing, 20 x2)
Full Attack: Bite +3 melee (1d4+1, piercing and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feetSpecial Attacks: Attach
Special Qualities: Low-light vision, scent
Saves: Fortitude +4, Reflex +5, Will +1
Abilities: Str 13, Int 1, Wis 12, Dex 15, Con 12, Cha 2
Skills: Hide +6 (+10 in coral or rock), Listen +3, Spot +4, Swim +9
Feats: Improved Initiative, Weapon FinesseEnvironment: Warm aquatic
Organization: Solitary pair
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: 3 - 5 HD (Medium)
Combat
Eels are generally shy and only attack if disturbed or surprised. They can strike with startling speed.
Eels as Familiars
Eels can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with eel familiars gain a +3 bonus to Spot checks.
Eels as Animal Companions
An eel may be trained using Handle Animal. A 1st-level druid, 3rd-level outdoorsman, or 1st-level ranger may take an eel as an animal companion.
Home Three Worlds Monsters
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