Monday, January 3, 2011

General Rules: Monsters - Squirrel

Squirrel (from Dragon Magazine #280 and Dragon Magazine #341)
Diminutive Animal

Hit Dice: ¼d8 (1 hit point)
Initiative: +3
Speed: 10 feet, climb 15 feet
Armor Class: 17 (+4 size, +3 Dexterity); touch 14, flat-footed 17
BAB/Grapple: +0/-17
Attack: Bite +7 melee (1d2–4, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +7 melee (1d2–4, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 1 foot by 1 foot/0 feet
Special Attacks: None
Special Qualities: Low-light vision, scent
Saves: Fortitude +4, Reflex +5, Will +1
Abilities: Str 2, Int 2, Wis 12, Dex 16, Con 11, Cha 4
Skills: Climb +18, Hide +22, Listen +9, Move Silently +11
Feats: Skill Focus (Climb), Weapon Finesse
Environment: Temperate forest
Organization: Solitary, pair, or scurry (3 - 8)
Challenge Rating:
Treasure: None
Alignment: Always neutral
Advancement: -

These statistics describe a typical gray squirrel. They grow to 15 to 20 inches, with their tails adding an extra 6 to 10 inches to their length. They typically weigh between one and one and a half pounds.

Squirrels are surprisingly wily creatures. When they know they are being watched, they pretend to bury nuts, but instead sneak them into their mouths and take them away to hide elsewhere when no one is watching. They eat most things, occasionally even preying on small snakes and birds.

Combat
Squirrels flee from combat if at all possible, usually taking refuge in the trees.

Skills: Squirrels use their Dexterity modifier instead of their Strength modifier for Climb checks. Squirrels can always take 10 on Climb checks, even when rushed or threatened.

Squirrels as Familiars
Squirrels can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with squirrel familiars gain a +2 bonus to Reflex saves or +3 bonus to Jump checks.

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