Tiny Animal
Initiative: +2
Speed: 15 feet, climb 15 feet, swim 15 feet
Armor Class: 14 (+2 size, +2 Dexterity); touch 14, flat-footed 12
BAB/Grapple: +0/-12
Attack: Bite +4 melee (1d3-4, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +4 melee (1d3-4, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feetSpecial Attacks: None
Special Qualities: Low-light vision, scent
Saves: Fortitude +2, Reflex +4, Will +1
Abilities: Str 2, Int 2, Wis 12, Dex 15, Con 10, Cha 2
Skills: Balance +10, Climb +12, Hide +16, Move Silently +10, Swim +10
Feats: Skill Augmentation (Listen and Spot), Weapon FinesseEnvironment: Any arctic
Organization: Solitary, pair, nest (3 – 12), or plague (13 – 100)
Challenge Rating: ⅛
Treasure: None
Alignment: Always neutral
Advancement: -
Combat
Lemmings usually run away. They bite only as a last resort.
Lemmings as Familiars
Lemmings can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with lemming familiars gain a +2 bonus to Listen and Spot checks.
Home Three Worlds Monsters
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