Monday, January 3, 2011

General Rules: Monsters - Otter

Otter (from Dragon Magazine #280 and Stormwrack)
Tiny Animal

Hit Dice: ½d8+1 (3 hit points)
Initiative: +2
Speed: 20 feet, swim 20 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: Hold breath, low-light vision, scent
Saves: Fortitude +3, Reflex +4, Will +1
Abilities: Str 3, Int 2, Wis 12, Dex 15, Con 12, Cha 5
Skills: Balance +6, Climb +6, Listen +3, Spot +3, Swim +13
Feats: Skill Focus (Swim), Weapon Finesse
Environment: Temperate aquatic
Organization: Solitary, pair, or family (3 - 12)
Challenge Rating: ¼
Treasure: None
Alignment: Always neutral
Advancement: -

Otters inhabit rivers and lakes throughout temperate lands, preying on small fish and insects.

Otters are inquisitive animals. They fight only if cornered.

Skills: Otters have a +4 racial bonus on Balance and Climb checks. An otter has a +8 racial bonus on any Swim check to perform a special action of avoid a hazard. Otters use their Dexterity modifier instead of their Strength modifier for Climb and Swim checks. Otters can always take 10 on Swim checks even when rushed or threatened. It can use the run action while swimming provided it swims in a straight line.

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

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