Monday, January 3, 2011

General Rules: Monsters - Syfa's Fox

Syfa's Fox (adapted from the Creature Collection; originally Tanil's fox)
Tiny Animal

Hit Dice: 1d8 (4 hit points)
Initiative: +12
Speed: 40 feet
Armor Class: 31 (+2 size, +8 Dexterity, +11 natural); touch 20, flat-footed 23
BAB/Grapple: +0/-10
Attack: Bite +0 melee (1d6-2, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +0 melee (1d6-2, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: None
Special Qualities: Low-light vision, skill mastery
Saves: Fortitude +0, Reflex +10, Will +2
Abilities: Str 6, Int 2, Wis 15, Dex 27, Con 10, Cha 8
Skills: Climb +2, Escape Artist +4, Hide +12, Jump +4, Listen +3, Move Silently +5, Spot +3, Swim +1
Feats: Endurance, Improved Initiative, Run
Environment: Temperate and warm forests
Organization: Solitary
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: -

Legend holds that Syfa blessed a family of foxes with supernatural speed and guile. Syfa's foxes are quick, clever, and divinely lucky.

Combat
Syfa's foxes generally avoid fighting. Though one might put up a struggle in the near-impossible event it was cornered, such foxes are more likely to flee at the sign of danger.

Skill Mastery (Ex): Syfa's foxes are masters of the Hide skill. These creatures can take 10 when hiding, even in stressful situations.

Syfa's Foxes as Familiars
Syfa's foxes can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with Syfa's foxes as familiars gain a +3 bonus to Hide checks.

Notes: As presented in the Creature Collection, Syfa's foxes had way too many feats, most of which weren't really necessary. One of these feats, Mobility, the creature didn't have a required prerequisite for. I removed the Lightning Reflexes and Mobility feats and simply didn't replace them.

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