Monday, January 3, 2011

General Rules: Monsters - Hare

Hare (from Dragon Magazine #280)
Tiny Animal

Hit Dice: ½d8 (2 hit points)
Initiative: +4
Speed: 30 feet
Armor Class: 16 (+2 size, +4 Dexterity, +1 natural); touch 16, flat-footed 12
BAB/Grapple: +0/-12
Attack: None
Full Attack: None
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: None
Special Qualities: Low-light vision, scent
Saves: Fortitude +2, Reflex +6, Will +1
Abilities: Str 3, Int 2, Wis 12, Dex 18, Con 11, Cha 7
Skills: Hide +5, Jump +12, Listen +8, Spot +2
Feats: Run
Environment: Temperate plains
Organization: Solitary, pair, or down (3 – 16)
Challenge Rating: -
Treasure: None
Alignment: Always neutral
Advancement: -

Hares are herbivores with short tails, long ears for sensing predators, and powerful hind legs that allow them to leap quickly to safety when threatened. An average hare is between 8 and 20 inches long and weighs 1 to 4 pounds.

Combat
Hares have no effective attacks, so they flee combat if at all possible.

Hares as Familiars
Hares can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with hare familiars gain a +3 bonus to Listen checks.

Home     Three Worlds     Monsters

No comments:

Post a Comment