Monday, January 3, 2011

General Rules: Monsters - Raccoon

Raccoon (from Dragon Magazine #280)
Tiny Animal

Hit Dice: 1d8+2 (6 hit points)
Initiative: +3
Speed: 30 feet
Armor Class: 16 (+2 size, +3 Dexterity, +1 natural); touch 15, flat-footed 13
BAB/Grapple: +0/-7
Attack: Bite +2 melee (1d4+1, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +2 melee (1d4+1, 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 +4, Reflex +5, Will +1
Abilities: Str 12, Int 2, Wis 12, Dex 17, Con 14, Cha 5
Skills: Hide +6, Listen +5, Move Silently +10, Spot +4, Spot +4, Sleight of Hand +6, Swim +2
Feats: Skill Focus (Sleight of Hand), Weapon Finesse
Environment: Temperate forests
Organization: Solitary, pair, or graze (2 - 5)
Challenge Rating:
Treasure: None
Alignment: Always neutral
Advancement: -

This animal is about the size of a small dog. Its fur is brownish-grey, and its bushy tail is ringed in black. Its paws and ears are black as well, and it has a black and white mask-like marking on its face. Raccoons are inquisitive and cunning, and often have strangely humanoid mannerisms, like washing their food in streams.

Combat
In combat a raccoon engages in an intimidating display of shrill growls, stamping feet, and puffed up fur. Raccoons have sharp, strong teeth and use them well if cornered.

Raccoons as Familiars
Raccoons can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with raccoon familiars gain a +3 bonus to Sleight of Hand checks.

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