Monday, January 3, 2011

General Rules: Monsters - Fox, Flying

Fox, Flying (from Dragon Magazine #341)
Tiny Animal

Hit Dice: ¼d8 (1 hit point)
Initiative: +2
Speed: 10 feet, fly 40 feet (average)
Armor Class: 14 (+2 size, +2 Dexterity); touch 14, flat-footed 12
BAB/Grapple: +0/-13
Attack: Claws +4 melee (1d2-5, slashing, 20 x2)
Full Attack: Claws +4 melee (1d2-5, slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: None
Special Qualities: Low-light vision
Saves: Fortitude +2, Reflex +4, Will +2
Abilities: Str 1, Int 2, Wis 14, Dex 15, Con 10, Cha 6
Skills: Listen +5, Spot +7
Feats: Skill Augmentation (Listen and Spot), Weapon Finesse
Environment: Temperate forests
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Always neutral
Advancement: -

Clever and devious, this huge species of natural fruit bat is frightening to behold. It is not uncommon to find them with wingspans upwards of 5 feet long. The flying fox enjoys sweets. Like most fruit bats, it does not use echolocation.

Combat
Flying foxes combine both claws into a single attack.

Flying Foxes as Familiars
Flying foxes can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Flying foxes are accomplished pranksters and enjoy getting their masters in trouble. Arcane casters with flying fox familiars gain a gains a +3 bonus on Sleight of Hand checks.

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