Monday, January 3, 2011

General Rules: Monsters - Mouse

Mouse (from Dragon Magazine #280)
Fine Animal

Hit Dice: ¼d8 (1 hit point)
Initiative: +2
Speed: 15 feet, climb 15 feet
Armor Class: 20 (+8 size, +2 Dexterity); touch 20, flat-footed 18
BAB/Grapple: +0/-21
Attack: None
Full Attack: None
Space/Reach: ½ feet by ½ 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 14, Con 10, Cha 2
Skills: Balance +10, Climb +10, Hide +26, Listen +4, Move Silently +10
Feats: Skill Focus (Listen)
Environment: Any
Organization: Mischief (10 - 100)
Challenge Rating: -
Treasure: None
Alignment: Always neutral
Advancement: -

A mouse is a small rodent smaller than a rat, and much more docile and cowardly.

Mice flee from combat, too small and fragile to do much. Only in unusually large swarms do mice ever get the bravery to attack things, and often things still too small to pose harm to mankind.

Skills: Mice have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Listen checks. A mouse can always choose to take 10 on Climb checks, even if rushed or threatened. A mouse uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks.

Mice as Familiars
Mice can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with mouse familiars gain a +3 bonus to Hide checks. Mice are suitable familiars for Tiny spellcasters.

Home     Three Worlds     Monsters

No comments:

Post a Comment