Monday, January 3, 2011

General Rules: Monsters - Lemming

Lemming (from Frostburn)
Tiny Animal

Hit Dice: ¼d8 (1 hit point)
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 feet
Special 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 Finesse
Environment: Any arctic
Organization: Solitary, pair, nest (3 – 12), or plague (13 – 100)
Challenge Rating:
Treasure: None
Alignment: Always neutral
Advancement: -

Fecund and secretive, lemmings are omnivorous rodents that thrive in cold regions.

Combat
Lemmings usually run away. They bite only as a last resort.

Skills: Lemmings receive a +8 racial bonus on Balance checks and a +4 racial bonus on Hide and Move Silently checks. Lemmings use their Dexterity modifier instead of their Strength modifier for Climb and Swim checks. Lemmings can always take 10 on Climb checks even when rushed or threatened. Lemmings can always take 10 on Swim checks even when rushed or threatened. They can use the run action while swimming provided they swim in a straight line.

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.

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