Tiny Animal
Initiative: -1
Speed: 10 feet, swim 40 feet
Armor Class: 12 (+2 size, -1 Dexterity, +1 natural); touch 11, flat-footed 12
BAB/Grapple: +0/-12
Attack: Bite -4 melee (1d2-4, bludgeoning, piercing and slashing, 20 x2)
Full Attack: Bite -4 melee (1d2-4, bludgeoning, piercing and slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feetSpecial Attacks: None
Special Qualities: Hold breath, low-light vision
Saves: Fortitude +2, Reflex +1, Will +0
Abilities: Str 2, Int 2, Wis 11, Dex 9, Con 10, Cha 6
Skills: Listen +2, Spot +2, Swim +6
Feats: Endurance, Weapon FinesseEnvironment: Cold aquatic
Organization: Flock (11 - 30)
Challenge Rating: ⅙
Treasure: None
Alignment: Always neutral
Advancement: -
Combat
Penguins are virtually helpless on land. They flee from any landbound threat by taking to the water, and flee from aquatic threats by heading for land. A penguin's bite is considered a secondary attack.
Penguins as Familiars
Penguins can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with penguin familiars gain a +2 bonus to Fortitude saves.
Home Three Worlds Monsters
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