Monday, January 3, 2011

General Rules: Monsters - Penguin

Penguin (from Frostburn)
Tiny Animal

Hit Dice: ½d8 (2 hit points)
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 feet
Special 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 Finesse
Environment: Cold aquatic
Organization: Flock (11 - 30)
Challenge Rating:
Treasure: None
Alignment: Always neutral
Advancement: -

Penguins are flightless birds native to the ice floes and cold waters of arctic coasts.

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.

Hold Breath (Ex): A penguin can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.

Skills: A penguin has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

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.

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