Monday, January 3, 2011

General Rules: Monsters - Shrew

Shrew (from Tome & Blood)
Fine Animal

Hit Dice: 1d8 (4 hit points)
Initiative: +3
Speed: 15 feet, climb 15 feet
Armor Class: 22 (+8 size, +3 Dexterity, +1 natural); touch 21, flat-footed 19
BAB/Grapple: +0/-21
Attack: Bite +11 melee (1d2-5 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +11 melee (1d2-5 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: ½ feet by ½ feet/0 feet
Special Attacks: Poison
Special Qualities: Low-light vision, scent
Saves: Fortitude +2, Reflex +5, Will +1
Abilities: Str 1, Int 2, Wis 12, Dex 17, Con 11, Cha 2
Skills: Balance +11, Climb +12, Hide +23, Listen +10, Spot +10
Feats: Skill Augmentation (Listen and Spot), Weapon Finesse
Environment: Any land
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Always neutral
Advancement: -

Shrews are small mole-like mammals. Although its external appearance is generally that of a long-nosed mouse, a shrew is not a rodent. In general, shrews are terrestrial creatures that forage for seeds, insects, nuts, worms, and a variety of other foods in leaf litter and dense vegetation, but some specialise in climbing trees, living underground, living under snow, or even hunting in water. Shrews are fiercely territorial, driving off rivals, and coming together only to mate.

Combat
Unlike most mammals, shrews are venomous and use their bite to kill their usual prey of mice and other small rodents.

Poison (Ex): Bite; Fortitude negates DC 11, initial secondary damage 1d3 Constitution. The save DC is Constitution-based.

Shrews as Familiars
Shrews can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with shrew familiars gain a poisonous bite attack that inflicts the same base damage and poison as the shrew's does. Shrews are suitable familiars for Tiny spellcasters.

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