Showing posts with label Animal. Show all posts
Showing posts with label Animal. Show all posts

Monday, January 3, 2011

General Rules: Monsters - Squid

Squid (from the Monster Manual)
Medium Animal (Aquatic)

Hit Dice: 3d8 (13 hit points)
Initiative: +3
Speed: Swim 60 feet
Armor Class: 16 (+3 Dexterity, +3 natural); touch 13, flat-footed 13
BAB/Grapple: +2/+8
Attack: Arms +4 melee (0)
Full Attack: Arms +4 melee (0) and bite -1 melee (1d6+1, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Improved grab
Special Qualities: Ink cloud, jet, low-light vision
Saves: Fortitude +3, Reflex +6, Will +2
Abilities: Str 14, Int 1, Wis 12, Dex 17, Con 11, Cha 2
Skills: Listen +7, Spot +7, Swim +10
Feats: Endurance, Skill Augmentation (Listen and Spot)
Environment: Temperate aquatic
Organization: Solitary or school (6 - 11)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4 - 6 Hit Dice (Medium); 7 - 11 Hit Dice (Large)

These free-swimming mollusks are fairly aggressive. They are more feared than sharks in some locales.

Combat
Squids attempt to grapple foes and then bite them.

Improved Grab (Ex): To use this ability, a squid must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage. A squid has a +4 racial bonus on grapple checks.

Ink Cloud (Ex): A squid can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex): A squid can jet backward once per round as a full-round action, at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Skills: A squid has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to 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.

Squids as Animal Companions
A squid may be trained using Handle Animal. A 1st-level druid, 3rd-level outdoorsman, or 1st-level ranger may take a squid as an animal companion.

Home     Three Worlds     Monsters

General Rules: Monsters - Owl, Screech

Owl, Screech (from Tome & Blood)
Diminutive Animal

Hit Dice: 1d8 (4 hit points)
Initiative: +3
Speed: 10 feet, fly 30 feet (average)
Armor Class: 18 (+4 size, +3 Dexterity, +1 natural); touch 17, flat-footed 15
BAB/Grapple: +0/-15
Attack: Talons +7 melee (1d2-3, piercing and slashing, 20 x2)
Full Attack: Talons +7 melee (1d2-3, piercing and slashing, 20 x2)
Space/Reach: 1 foot by 1 foot/0 feet
Special Attacks: None
Special Qualities: Low-light vision
Saves: Fortitude +2, Reflex +5, Will +2
Abilities: Str 4, Int 2, Wis 14, Dex 17, Con 10, Cha 4
Skills: Listen +14, Move Silently +20, Spot +6 (+14 in areas of shadowy illumination)
Feats: Skill Augmentation (Listen and Spot), Weapon Finesse
Environment: Temperate forests
Organization: Solitary or pair
Challenge Rating: ¼
Treasure: None
Alignment: Always neutral
Advancement: -

Screech owls are nocturnal, rodent-eating birds that make very little noise in flight.

Combat
Screech owls swoop quietly down onto prey, attacking with their powerful talons.

Skills: Screech owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. They have a +8 racial bonus on Spot checks in areas of shadowy illumination.

Screech Owls as Familiars
Screech Owls can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with screech owl familiars gain a +3 bonus to Move Silently checks. Screech owls are suitable familiars for Tiny spellcasters.

Home     Three Worlds     Monsters

General Rules: Monsters - Horned Lizard

Horned Lizard (from Sandstorm)
Tiny Animal

Hit Dice: 1d8+1 (5 hit points)
Initiative: +1
Speed: 15 feet, burrow 5 feet
Armor Class: 16 (+2 size, +1 Dexterity, +3 natural); touch 13, flat-footed 15
BAB/Grapple: +0/-10
Attack: Bite +0 melee (1d3-2, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +0 melee (1d3-2, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: Blood squirt
Special Qualities: Low-light vision, spines
Saves: Fortitude +3, Reflex +3, Will +2
Abilities: Str 7, Int 1, Wis 14, Dex 12, Con 13, Cha 6
Skills: Hide +13, Listen +6, Spot +6
Feats: Skill Augmentation (Listen and Spot)
Environment: Warm deserts
Organization: Solitary or clutch (5 – 50)
Challenge Rating: ¼
Treasure: None
Alignment: Always neutral
Advancement: -

Horned lizards are adapted to life in the waste. They are generally harmless - their diet consists of insects, spiders, and similar creatures - but they are capable of defending themselves effectively.

Horned lizards resemble large toads, but their flat, round bodies are covered with sharp spines. They have short, thick tails, and their skin is a collage of desert colors.

Combat
A horned lizard that is threatened uses its blood squirt ability to surprise and distract predators. It then escapes by burrowing into the sand.

Blood Squirt (Ex): A horned lizard can spray a small quantity of blood from its eyes, out to a distance of 5 feet. The blood loss causes no harm to the creature, but it is disconcerting to those who view this ability. Foes who see this display must make a DC 11 Will save or be shaken for 1 round. The save DC is Constitution-based.

Spines (Ex): A horned lizard is covered with sharp, thornlike spines. An opponent that hits it with a natural weapon or an unarmed attack automatically takes 1d2 points of piercing damage.

Skills: A horned lizard gains a +4 racial bonus to Hide checks.

Horned Lizards as Familiars
Horned lizards can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with horned lizard familiars gain a +2 bonus to Will saves.

Horned Lizards as Animal Companions
A horned lizard may be trained using Handle Animal. A 1st-level druid, 3rd-level outdoorsman, or 1st-level ranger may take a horned lizard as an animal companion.

Home     Three Worlds     Monsters

General Rules: Monsters - Fox, Flying

Fox, Flying (from Dragon Magazine #341)
Tiny Animal

Hit Dice: ¼d8 (1 hit point)
Initiative: +2
Speed: 10 feet, fly 40 feet (average)
Armor Class: 14 (+2 size, +2 Dexterity); touch 14, flat-footed 12
BAB/Grapple: +0/-13
Attack: Claws +4 melee (1d2-5, slashing, 20 x2)
Full Attack: Claws +4 melee (1d2-5, slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: None
Special Qualities: Low-light vision
Saves: Fortitude +2, Reflex +4, Will +2
Abilities: Str 1, Int 2, Wis 14, Dex 15, Con 10, Cha 6
Skills: Listen +5, Spot +7
Feats: Skill Augmentation (Listen and Spot), Weapon Finesse
Environment: Temperate forests
Organization: Solitary
Challenge Rating: ⅙
Treasure: None
Alignment: Always neutral
Advancement: -

Clever and devious, this huge species of natural fruit bat is frightening to behold. It is not uncommon to find them with wingspans upwards of 5 feet long. The flying fox enjoys sweets. Like most fruit bats, it does not use echolocation.

Combat
Flying foxes combine both claws into a single attack.

Flying Foxes as Familiars
Flying foxes can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Flying foxes are accomplished pranksters and enjoy getting their masters in trouble. Arcane casters with flying fox familiars gain a gains a +3 bonus on Sleight of Hand checks.

Home     Three Worlds     Monsters

General Rules: Monsters - Shark, Medium

Medium Shark (from the Monster Manual)
Medium Animal (Aquatic)

Hit Dice: 3d8+3 (16 hit points)
Initiative: +2
Speed: Swim 60 feet
Armor Class: 15 (+2 Dexterity, +3 natural); touch 12, flat-footed 13
BAB/Grapple: +2/+3
Attack: Bite +4 melee (1d6+1, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +4 melee (1d6+1, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: -
Special Qualities: Blindsense, keen scent
Saves: Fortitude +4, Reflex +5, Will +2
Abilities: Str 13, Int 1, Wis 12, Dex 15, Con 13, Cha 2
Skills: Listen +6, Spot +6, Swim +9
Feats: Skill Augmentation (Listen and Spot), Weapon Finesse
Environment: Cold aquatic
Organization: Solitary, school (2 - 5), or pack (6 - 11)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4 - 6 Hit Dice (Medium)

These carnivorous fish are aggressive and liable to make unprovoked attacks against anything that approaches them. Medium sharks are from 5 to 8 feet long and not usually dangerous to creatures other than their prey.

Combat
Sharks circle and observe potential prey, then dart in and bite with their powerful jaws.

Blindsense (Ex): A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.

Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Skills: A shark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to 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.

Medium Sharks as Animal Companions
A Medium shark may be trained using Handle Animal. A 1st-level druid, 3rd-level outdoorsman, or 1st-level ranger may take a Medium shark as an animal companion.

Home     Three Worlds     Monsters

General Rules: Monsters - Lemming

Lemming (from Frostburn)
Tiny Animal

Hit Dice: ¼d8 (1 hit point)
Initiative: +2
Speed: 15 feet, climb 15 feet, swim 15 feet
Armor Class: 14 (+2 size, +2 Dexterity); touch 14, flat-footed 12
BAB/Grapple: +0/-12
Attack: Bite +4 melee (1d3-4, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +4 melee (1d3-4, 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 +2, Reflex +4, Will +1
Abilities: Str 2, Int 2, Wis 12, Dex 15, Con 10, Cha 2
Skills: Balance +10, Climb +12, Hide +16, Move Silently +10, Swim +10
Feats: Skill Augmentation (Listen and Spot), Weapon Finesse
Environment: Any arctic
Organization: Solitary, pair, nest (3 – 12), or plague (13 – 100)
Challenge Rating: ⅛
Treasure: None
Alignment: Always neutral
Advancement: -

Fecund and secretive, lemmings are omnivorous rodents that thrive in cold regions.

Combat
Lemmings usually run away. They bite only as a last resort.

Skills: Lemmings receive a +8 racial bonus on Balance checks and a +4 racial bonus on Hide and Move Silently checks. Lemmings use their Dexterity modifier instead of their Strength modifier for Climb and Swim checks. Lemmings can always take 10 on Climb checks even when rushed or threatened. Lemmings can always take 10 on Swim checks even when rushed or threatened. They can use the run action while swimming provided they swim in a straight line.

Lemmings as Familiars
Lemmings can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with lemming familiars gain a +2 bonus to Listen and Spot checks.

Home     Three Worlds     Monsters

General Rules: Monsters - Ferret

Ferret (adapted from Tome & Blood)
Diminutive Animal

Hit Dice: ½d8 (2 hit points)
Initiative: +2
Speed: 15 feet, climb 15 feet
Armor Class: 17 (+4 size, +2 Dexterity, +1 natural); touch 16, flat-footed 15
BAB/Grapple: +0/-20
Attack: Bite +6 melee (1d2-4, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +6 melee (1d2-4, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 1 foot by 1 foot/0 feet
Special Attacks: Attach
Special Qualities: Low-light vision, scent
Saves: Fortitude +2, Reflex +4, Will +3
Abilities: Str 3, Int 2, Wis 14, Dex 15, Con 10, Cha 4
Skills: Balance +6, Climb +2, Listen +11, Move Silently +6, Spot +11
Feats: Skill Augmentation (Listen and Spot), Weapon Finesse
Environment: Temperate hills
Organization: Solitary
Challenge Rating: ¼
Treasure: None
Alignment: Always neutral
Advancement: -

These little mammals are aggressive predators but usually confine themselves to smaller prey.

Combat
Ferrets stalk their prey in the dark and then leap on it, biting and clawing.

Attach (Ex): If a ferret hits with its bite attack, it uses its powerful jaws to latch onto the opponent's body and automatically deals bite damage each round it remains attached. An attached ferret loses its Dexterity bonus to Armor Class, and has an Armor Class of 15. An attached ferret can be struck with a weapon of grappled itself. To remove an attached ferret through grappling, the opponent must achieve a pin against the creature.

Skills: A ferret receives a +8 racial bonus on Balance checks and a +4 racial bonus on Move Silently checks. It uses its Dexterity modifier for Climb checks. A ferret can always choose to take 10 on a Climb check, even if rushed or threatened.

Ferrets as Familiars
Ferrets can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with ferret familiars gain a +2 bonus to Reflex saves. Ferret familiars are suitable for Tiny spellcasters.

Home     Three Worlds     Monsters

General Rules: Monsters - Snake, Tiny Sea

Snake, Tiny Sea (from Stormwrack)
Tiny Animal

Hit Dice: ¼d8 (1 hit point)
Initiative: +7
Speed: 10 feet, climb 15 feet, swim 30 feet
Armor Class: 17 (+2 size, +3 Dexterity, +2 natural); touch 15, flat-footed 14
BAB/Grapple: +0/-11
Attack: Bite +5 melee (1 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +5 melee (1 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: Poison
Special Qualities: Low-light vision, scent
Saves: Fortitude +2, Reflex +5, Will +1
Abilities: Str 4, Int 1, Wis 12, Dex 17, Con 11, Cha 2
Skills: Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7
Feats: Improved Initiative, Weapon Finesse
Environment: Warm aquatic.
Organization: Solitary.
Challenge Rating: ⅓
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

The sea snake is a particularly venomous variation of the typical viper that lives in warm, shallow seas. It typically only attacks if provoked.

Combat
Sea snakes usually only bite once and then withdraw, waiting for the venom to take effect.

Poison (Ex): Bite; Fortitude save DC 12, initial and secondary damage 1d6 Constitution. The save DC is Constitution-based and includes a +2 racial bonus.

Skills: Sea snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A sea snake can always choose to take 10 on a Climb check, even if rushed or threatened. Sea snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher.

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

Tiny Sea Snakes as Familiars
Tiny sea snakes can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with tiny sea snake familiars gain a +3 bonus to Bluff checks.

Home     Three Worlds     Monsters

General Rules: Monsters - Vrail

Vrail (adapted from the Creature Collection)
Tiny Animal

Hit Dice: 2d8 (9 hit points)
Initiative: +4
Speed: 10 feet, fly 60 feet (good)
Armor Class: 23 (+2 size, +1 Dodge, +4 Dexterity, +6 natural); touch 17, flat-footed 18
BAB/Grapple: +1/-11
Attack: Talons +7 melee (1d6-3, piercing and slashing, 20 x2)
Full Attack: Talons +7 melee (1d6-3, piercing and slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: Diving attack
Special Qualities: Low-light vision
Saves: Fortitude +3, Reflex +7, Will +0
Abilities: Str 4, Int 2, Wis 10, Dex 18, Con 10, Cha 10
Skills: Listen +3, Spot +12
Feats: Dodge, Flyby Attack, Weapon Finesse
Environment: Any mountains
Organization: Flock (5 - 8) or bloodletting (21 - 32)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 1 - 4 Hit Dice (Tiny)

Vrail are communal raptors, and a serious threat in many alpine wilderness areas. Vrail make their rookeries in high, rocky cliff faces, which are typically quite inaccessible.

Combat
Vrail hunt in groups. When a vrail flock attacks, they attack as a group and then circle to survey the results. Vrail typically do not attack groups of more than three individuals, but circle, waiting for one target to stray too far from the group.

Diving Attack (Ex): When making a charge attack while flying, a vrail's talons inflict an extra 1d6 points of damage.

Vrail as Familiars
Vrail can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with vrail familiars gain a +2 bonus to Fortitude saving throws.

Home     Three Worlds     Monsters

General Rules: Monsters - Porpoise

Porpoise (from the Monster Manual)
Medium Animal

Hit Dice: 2d8+2 (11 hit points)
Initiative: +3
Speed: Swim 80 feet
Armor Class: 15 (+3 Dexterity, +2 natural); touch 13, flat-footed 12
BAB/Grapple: +1/+1
Attack: Slam +4 melee (2d4, bludgeoning, 20 x2)
Full Attack: Slam +4 melee (2d4, bludgeoning, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: -
Special Qualities: Blindsight 120 feet, hold breath, low-light vision
Saves: Fortitude +4, Reflex +6, Will +1
Abilities: Str 11, Int 2, Wis 12, Dex 17, Con 13, Cha 6
Skills: Listen +8, Spot +7, Swim +8
Feats: Weapon Finesse
Environment: Temperate aquatic
Organization: Solitary, pair, or school (3 - 20)
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: 3 - 4 Hit Dice (Medium); 5 - 6 Hit Dice (Large)


Porpoises are mammals that tend to be playful, friendly, and helpful. A typical porpoise is 4 to 6 feet long and weighs 110 to 160 pounds. The statistics presented here can describe any small whale of similar size.

Combat
Porpoises generally avoid combat, but if forced to fight, they crash into their enemies like a battering ram.

Blindsight (Ex): Porpoises can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the porpoise to rely on its vision, which is approximately as good as a human’s.

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

Skills: A porpoise has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to 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. A porpoise has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.

Porpoises as Animal Companions
A porpoise may be trained using Handle Animal. A 1st-level druid, 3rd-level outdoorsman, or 1st-level ranger may take a porpoise as an animal companion.

Home     Three Worlds     Monsters

General Rules: Monsters - Stegosaurus

Stegosaurus (from Serpent Kingdoms)
Gargantuan Animal

Hit Dice: 18d8+198 (279 hit points)
Initiative: -2
Speed: 40 feet
Armor Class: 14 (-4 size, -2 Dexterity, +10 natural); touch 4, flat-footed 14
BAB/Grapple: +13/+33
Attack: Slam +17 melee (2d6+8, bludgeoning, 20 x2)
Full Attack: 2 slams +17 melee (2d6+8, bludgeoning, 20 x2) and tail slap +12 melee (4d6+12, bludgeoning and piercing, 20 x2)
Space/Reach: 20 feet by 30 feet/10 feet
Special Attacks: Powerful charge, trample 2d6+12
Special Qualities: Low-light vision, scent
Saves: Fortitude +23, Reflex +9, Will +8
Abilities: Str 27, Int 1, Wis 14, Dex 7, Con 30, Cha 10
Skills: Listen +14, Spot +18
Feats: Cleave, Great Fortitude, Power Attack, Run, Skill Augmentation (Listen and Spot), Skill Focus (Spot), Toughness
Environment: Warm plains
Organization: Solitary, pair, or herd (5 - 8)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 19 - 36 Hit Dice (Gargantuan); 37 - 54 Hit Dice (Colossal)

The stegosaurus is an immense yet stupid herbivore often found in the plains and jungles where it feats on grasses, plants, and leaves. These creatures are most often encountered in herds, which are vicious enough as a group that only the more brazen predators dare attack them.

The stegosaurus has a small head and a tiny brain. Its mouth is a powerful beak, and its thick legs end in round feet studded with hoof-like claws. Its hind legs are longer and stronger than its front ones, allowing it to rear up to get at leaves high above the ground. The two rows of bony, leaf=-shaped plated along its back and tail are used for the collection and dispersion of heat. These plates give way to vicious spikes at the end of an unusually muscular tail.

Combat
The stegosaurus is by and large a peaceful animal, but it is quick to defend itself from predators and hunters. When threatened, it uses its two front hooves to kick opponents, while swinging its mighty tail about, catching its enemies with the vicious spikes.

Powerful Charge (Ex): A stegosaurus typically begins a battle by charging at its opponent. In addition to the normal benefits and hazards of a charge, this tactic allows the creature to make a single slam attack with a +17 attack bonus that deals 4d8+12 points of damage.

Trample (Ex): Reflex DC 27 for half damage. The save DC is Strength-based.

Home     Three Worlds     Monsters

General Rules: Monsters - Camel

Camel (from the Monster Manual)
Large Animal

Hit Dice: 3d8+6 (19 hit points)
Initiative: +3
Speed: 50 feet
Armor Class: 13 (-1 size, +3 Dexterity, +1 natural); touch 12, flat-footed 10
BAB/Grapple: +2/+10
Attack: Bite +0 melee (1d4+2, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +0 melee (1d4+2, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 10 feet/5 feet
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fortitude +5, Reflex +6, Will +1
Abilities: Str 18, Int 2, Wis 11, Dex 16, Con 14, Cha 4
Skills: Listen +5, Spot +5
Feats: Endurance, Skill Augmentation (Listen and Spot)
Environment: Warm deserts
Organization: Domesticated or herd (6 - 30)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: -

Camels are known for their ability to travel long distances without food or water.

The statistics presented here are for the dromedary or one-humped camel, which thrives in warm deserts. A dromedary stands about 7 feet tall at the shoulder, with its hump rising 1 foot higher.

The two-humped, or Bactrian, camel is suited to cooler, rocky areas. It is stockier, slower (speed 40 feet), and has a higher Constitution score (16).

Combat
A camel's bite is treated as a secondary attack and adds only half the camel's Strength bonus to the damage roll.

Carrying Capacity: A light load for a camel is up to 300 pounds, a medium load is 301 - 600 pounds, and a heavy load is 601 - 900 pounds. A camel can drag 4,500 pounds.

Camels as Animal Companions
A camel may be trained using Handle Animal. A 1st-level druid, 3rd-level outdoorsman, or 1st-level ranger may take a camel as an animal companion.

Home     Three Worlds     Monsters

General Rules: Monsters - Ebon Eel

Ebon Eel (from the Creature Collection)
Medium Animal

Hit Dice: 3d8 (13 hit points)
Initiative: +3
Speed: Swim 60 feet
Armor Class: 13 (+ Dexterity); touch 13, flat-footed 10
BAB/Grapple: +2/+4
Attack: Bite +5 melee (1d8+3, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +5 melee (1d8+3, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Blinding spray
Special Qualities: Low-light vision
Saves: Fortitude +3, Reflex +6, Will -1
Abilities: Str 15, Int 1, Wis 6, Dex 17, Con 10, Cha 4
Skills: Hide +6, Spot +1
Feats: Cleave, Power Attack, Weapon Finesse
Environment: Any aquatic and marsh
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Always neutral
Advancement: 2 - 6 Hit Dice (Medium)

The ebon eel is a voracious and territorial predator that favors shallow-water caves and the wrecks of sailing ships, lying in wait to dart out and trap unwary passersby in its powerful jaws. The eel can reach up to nine feet in length and is colored a deep cobalt blue. Its long snout is filled with a double row of razor-sharp triangular teeth.

The eel attacks its victims by exuding an amber-tinted cloud of liquid from pores around its head that spreads quickly through the water and attacks the prey's eyes, causing them to swell shut. Thus blinded, the victim is an easy meal for the predator's lightning speed and powerful jaws.

Combat
Unless an unlucky creature sticks its face or hand into an ebon eel's hiding place, its normal method of attack is to spend up to a minute lying in wait and pumping its blindness-producing toxin into the surrounding waters. When the victim begins to thrash and churn the water, the creature strikes, darting in to bite deeply and then swimming away again.

Blinding Spray (Ex): The ebon eel initiates it attack by exuding a chemical irritant into the water that causes pain and swelling in the victim's eyes. Individuals within 10 feet of the eel must make a DC 17 Fortitude save or be blinded for 1d6 minutes. This roll must be made each turn for unaffected creatures within 10 feet of the eel for as long as it is still alive.

Notes: I fixed the ebon eel's save bonuses to bring them into compliance with the rules for animals in 3.5e D&D. I also gave it appropriate skills and the Weapon Finesse feat as a bonus feat.

Home     Three Worlds     Monsters

General Rules: Monsters - Albatross

Albatross (from Stormwrack)
Small Animal

Hit Dice: 1d8+2 (6 hit points)
Initiative: +1
Speed: 10 feet, fly 50 feet (average)
Armor Class: 13 (+1 size, +1 Dexterity, +1 natural); touch 12, flat-footed 12
BAB/Grapple: +0/-4
Attack: Bite +2 melee (1d3, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +2 melee (1d3, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: None
Special Qualities: Low-light vision
Saves: Fortitude +4, Reflex +3, Will +2
Abilities: Str 10, Int 2, Wis 14, Dex 13, Con 14, Cha 6
Skills: Spot +10
Feats: Endurance, Weapon Finesse
Environment: Warm aquatic
Organization: Solitary or pair
Challenge Rating: ¼
Treasure: None
Alignment: Always neutral
Advancement: 2 - 3 HD (Small)

This seagoing bird feeds on squid and fish, but sometimes trails behind ships to feed o the refuse dumped overboard. Capable of incredibly long flights, the albatross can be encountered surprisingly far from land. Killing an albatross is taboo among sailors of most races.

A typical albatross is about 2 to 3 feet long and has a wingspan of up to 10 feet.

Combat
An albatross only bites when threatened by a creature it cannot easily escape.

Skills: Albatrosses gain a +4 racial bonus to Spot checks.

Albatrosses as Familiars
Albatrosses can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with albatross familiars gain a +1 bonus to Spot checks in bright light.

Home     Three Worlds     Monsters

General Rules: Monsters - Viper Swarm

Viper Swarm (from Dawnforge: Crucible of Legend)
Tiny Animal (Swarm)

Hit Dice: 3d8 (13 hit points)
Initiative: +3
Speed: 15 feet, climb 15 feet, swim 15 feet
Armor Class: 17 (+2 size, +3 Dexterity, +2 natural); touch 15, flat-footed 14
BAB/Grapple: +2/-
Attack: Swarm (1d6 plus poison)
Full Attack: Swarm (1d6 plus poison)
Space/Reach: 10 feet by 10 feet/0 feet
Special Attacks: Distraction, poison
Special Qualities: Low-light vision, scent, immune to weapon damage, swarm traits
Saves: Fortitude +3, Reflex +8, Will +2
Abilities: Str 6, Int 1, Wis 12, Dex 17, Con 11, Cha 2
Skills: Balance, +12, Climb +7, Hide +8, Listen +8, Spot +8, Swim +7
Feats: Lightning Reflexes, Skill Augmentation (Listen and Spot)
Environment: Any
Organization: Solitary, tangle (2 - 4 swarms), or colony (7 - 12 swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: -

A viper swarm is a terrifying tanle of tiny snakes, all writhing and slithering over one another to get where they are going.

Combat
Viper swarms slither over their prey, delivering a number of poisonous bites to each foe.

In order to attack, a viper swarm moves into opponents' spaces, which provokes attacks of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey, but remains a creature with a 10 foot by 10 foot space. Viper swarms never make attacks of opportunity, but they can provoke attacks of opportunity. A viper swarm’s attacks are nonmagical. Damage reduction sufficient to reduce the swarm attack’s damage to 0, being incorporeal, and other special abilities usually give a creature immunity (or at least resistance) to damage from a swarm.

Unlike other creatures with a 10 foot by 10 foot space, a viper swarm is shapeable. It can occupy any four contiguous space and it can squeeze through any space large enough to contain one of its component creatures.

Distraction (Ex): Any living creature that begins its turn with a viper swarm in its space must succeed at a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d6 Constituion. The save DC is Constitution-based.

Swarm: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A viper swarm is immune to all weapon damage. Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent. A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells. A viper swarm is susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a viper swarm, treat the swarm as a creature of Tiny size. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.

Skills: A viper swarm has a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened. Viper swarms have a +8 racial bonus on all Swim checks to perform a special action or avoid a hazard. They can always take 10 on Swim checks, even if distracted or endangered. Viper swarms can use the run action while swimming, provided they swim in a straight line.

Vulnerabilities
Viper swarms are extremely difficult to fight with physical attacks. They have a few special vulnerabilities as follows.

A lit torch swung as an improvised weapon deals 1d3 points of fire damage per hit.

A weapon with a special ability such as flaming or frost deals its full energy damage with each hit, even if the weapon's normal damage can't affect the swarm.

A lit lantern can be used as a thrown weapon, dealing 1d4 points of fire damage to all creatures in squares adjacent to where it breaks.

Home     Three Worlds     Monsters

General Rules: Monsters - Badger

Badger (from the Monster Manual)
Small Animal

Hit Dice: 1d8+2 (6 hit points)
Initiative: +3
Speed: 30 feet, burrow 10 feet
Armor Class: 15 (+1 size, +3 Dexterity, +1 natural); touch 14, flat-footed 12
BAB/Grapple: +0/-5
Attack: Claw +4 melee (1d2-1, piercing and slashing, 20 x2)
Full Attack: 2 claws +4 melee (1d2-1, piercing and slashing, 20 x2) and bite -1 melee (1d3-1, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Rage
Special Qualities: Low-light vision, scent
Saves: Fortitude +4, Reflex +5, Will +1
Abilities: Str 8, Int 2, Wis 12, Dex 17, Con 15, Cha 6
Skills: Balance +5, Escape Artist +9, Listen +3, Spot +3
Feats: Skill Augmentation (Balance and Escape Artist), Track, Weapon Finesse
Environment: Temperate forests
Organization: Solitary, pair, or cete (3 - 5)
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small)

The badger is a furry animal with a squat, powerful body. Its strong forelimbs are armed with long claws for digging. An adult badger is 2 to 3 feet long and weighs 25 to 35 pounds.

Combat
Badgers attack with their sharp claws and teeth.

Rage (Ex): A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. it gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

Skills: A badger has a +4 racial bonus on Escape Artist checks.

Badgers as Familiars
Badgers can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with badger familiars gain a +2 bonus to Will saves.

Badgers as Animal Companions
A badger may be trained using Handle Animal. A 1st-level druid, 3rd-level outdoorsman, or 1st-level ranger may take a badger as an animal companion.

Home     Three Worlds     Monsters

General Rules: Monsters - Crow

Crow (from the Dragon Magazine #341)
Tiny Animal

Hit Dice: ¼d8 (1 hit point)
Initiative: +2
Speed: 10 feet, fly 40 feet (average)
Armor Class: 14 (+2 size, +2 Dexterity); touch 14, flat-footed 12
BAB/Grapple: +0/-13
Attack: Claws +4 melee (1d2-5, piercing and slashing, 20 x2)
Full Attack: Claws +4 melee (1d2-5, piercing and slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: None
Special Qualities: Low-light vision
Saves: Fortitude +2, Reflex +4, Will +2
Abilities: Str 1, Int 2, Wis 14, Dex 15, Con 10, Cha 6
Skills: Listen +5, Spot +7
Feats: Skill Augmentation (Listen and Spot), Weapon Finesse
Environment: Temperate forests
Organization: Solitary
Challenge Rating: ⅙
Treasure: None
Alignment: Always neutral
Advancement: -

Companions of the dead and gluttons of decay, these birds can eat almost anything. Many cultures consider them harbingers of woe and see them as ill omens. Arcane spellcasters who surround themselves with death, rot, and filth favor the companionship of crows.

Combat
Crows combine both claws into a single attack.

Crows as Familiars
Crows can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with crow familiars gain a +2 bonus on Fortitude saves.

Home     Three Worlds     Monsters

General Rules: Monsters - Raven

Raven (from the Monster Manual)
Tiny Animal

Hit Dice: ¼d8 (1 hit point)
Initiative: +2
Speed: 10 feet, fly 40 feet (average)
Armor Class: 14 (+2 size, +2 Dexterity); touch 14, flat-footed 12
BAB/Grapple: +0/-13
Attack: Claws +4 melee (1d2-5, slashing, 20 x2)
Full Attack: Claws +4 melee (1d2-5, slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: None
Special Qualities: Low-light vision
Saves: Fortitude +2, Reflex +4, Will +2
Abilities: Str 1, Int 2, Wis 14, Dex 15, Con 10, Cha 6
Skills: Listen +5, Spot +7
Feats: Skill Augmentation (Listen and Spot), Weapon Finesse
Environment: Temperate forests
Organization: Solitary
Challenge Rating: ⅙
Treasure: None
Alignment: Always neutral
Advancement: -

These glossy black birds are about 2 feet long and have wingspans of about 4 feet. The statistics presented here can describe most nonpredatory birds of similar size.

Combat
Ravens combine both claws into a single attack.

Ravens as Familiars
Ravens can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with raven familiars gain a gains a +3 bonus on Appraise checks or a +3 bonus to Move Silently checks. In addition, the raven gains the ability to speak one language.

Home     Three Worlds     Monsters

General Rules: Monsters - Giganotosaurus

Giganotosaurus (from Dragon Magazine #318)
Gargantuan Animal

Hit Dice: 24d8+288 (396 hit points)
Initiative: +1
Speed: 40 feet
Armor Class: 15 (-4 size, +1 Dex, +8 natural); touch 7, flat-footed 14
BAB/Grapple: +18/+44
Attack: Bite +28 melee (4d6+21, bludgeoning, piercing, and slashing, 19-20 x3)
Full Attack: Bite +28 melee (4d6+21, bludgeoning, piercing, and slashing, 19-20 x3) and 2 claws +23 melee (1d8+10, piercing and slashing 20 x2)
Space/Reach: 20 feet by 20 feet/20 feet
Special Attacks: Improved grab, pinning, swallow whole, wounding bite
Special Qualities: Keen scent, low-light vision
Saves: Fortitude +22, Reflex +15, Will +10
Abilities: Str 38, Int 2, Wis 14, Dex 12, Con 26, Cha 10
Skills: Listen +15, Spot +16
Feats: Skill Augmentation (Listen and Spot), Improved Critical (Bite), Improved Natural Attack (Bite), Run, Toughness x4, Track
Environment: Warm plains
Organization: Solitary, pair, or group (3 - 6)
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 25 - 36 Hit Dice (Gargantuan), 37 - 72 Hit Dice (Colossal)

This massive bipedal reptile is formidable both in size and armament. Its front arms are somewhat short for its body, but are still quite muscular and end in large talons. It is the creature's head that it most terrifying: Over six feet long, it possesses stubby horns over the eyes and a mouthful of razor-sharp teeth.

The giganotosaurus represents the pinnacle of the dinosaurian food chain. It is a massive predator capable of inflicting terrible wounds with its teeth.

The giganotosaurus fears nothing, simply because there isn't much that can threaten it without being eaten. Although they are powerful predators, they aren't above scavenging for food. Gigantosauruses often travel in small family groups led by a dominant male.

A giganotosaurus typically measures 50 feet long from head to tail, and stands about 12 feet high at the hip. They can weigh up to 8 tons.

Combat
Giganotosauruses often hunt in pairs or small groups and use cunning tactics.

A favored tactic finds one or two giganotosauruses charging into the midst of their chosen prey and flushing them toward the others who lurk in ambush. Against single targets, a giganotosaurus uses its formidable special attacks to grab, pin, and swallow victims with shocking speed.

Improved Grab (Ex): To use this ability, a giganotosaurus must hit an opponent at least one size smaller than itself with its bite attack. it can then attempt to start a grapple as a free action without provoking an attack of opportunity. if it wins the grapple, it establishes a hold and can try to swallow or pin the foe the following round.

Pinning (Ex): A giganotosaurus can pin a grabbed opponent of up to two sizes smaller than itself to the ground with one of its feet by making a successful grapple check. The pinned creature takes 2d6+21 points of bludgeoning damage per round and cannot move as long as the pin persists. The giganotosaurus gains a +4 circumstance bonus on attack rolls to hit a pinned target with its bite. A giganotosaurus can pin one creature at a time.

Swallow Whole (Ex): A giganotosaurus can try to swallow a grabbed opponent of up to two sizes smaller than itself by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the giganotosaurus's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapons to deal 35 points of damage to the AC 14 gizzard. Once the creature exits, muscular action closes the whole; another swallowed opponent must cut its own way out.

A Gargantuan giganotosaurus's immense gizzard can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller opponents.

Wounding Bite (Ex): A giganotosaurus's teeth are razor-sharp an slice through flesh with shocking ease. Its it naturally threatens a critical hit on a 19-20 and inflicts triple damage on a successful critical hit. In addition, a creature critically hit by giganotosaurus's bite takes 2 points of Constitution damage from the terrible nature of the wound.

Keen Scent (Ex): A giganotosaurus can detect creatures by scent in a 180-foot radius.

Giganotosauruses as Animal Companions
If raised from an egg, a giganotosaurus can be trained using Handle Animal. A 21st-level druid, 23rd-level outdoorsman, or 21st-level ranger may take a giganotosaurus as an animal companion.

Home     Three Worlds     Monsters

General Rules: Monsters - Compsognathus

Compsognathus (from Dragon Magazine #318)
Tiny Animal

Hit Dice: 1d8 (4 hit points)
Initiative: +4
Speed: 30 feet
Armor Class: 16 (+2 size, +4 Dexterity); touch 16, flat-footed 12
BAB/Grapple: +0/-11
Attack: Bite +6 melee (1d3-3 plus infection, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +6 melee (1d3-3 plus infection, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: Infection
Special Qualities: Low-light vision, resistant to disease, scent
Saves: Fortitude +2, Reflex +6, Will +2
Abilities: Str 4, Int 2, Wis 14, Dex 19, Con 10, Cha 11
Skills: Hide +14, Listen +4, Move Silently +6, Spot +4
Feats: Skill Augmentation (Hide and Move Silently), Weapon Finesse
Environment: Warm forests
Organization: Solitary, pair, pack (3 - 6), or swarm (7 - 12)
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: 2 - 3 HD (Tiny)

The compsognathus is a quick and surprisingly small dinosaur, one of the smallest in fact.

These dinosaurs are quite vocal, and their chirps and twitters grow very rapid and excited when they sense a nearby source of food or danger. Their speed and tiny size make them popular familiars with wizards and sorcerers who dwell in areas populated by these and other dinosaurs.

A compsognathus rarely grows to a length of more than 3 feet, and even then nearly half of its length is composed of its tail and long neck.

Combat
A compsognathus never attacks a creature larger than itself unless it is part of a swarm that grossly outnumbers the enemy. The jaws of a compsognathus contains dozens of tiny pockets that collect virulent bits of infected food. When they bite, this infected material is transferred to the victim's wound. They prefer to dart in and bite at their prey, then run a safe distance away and watch as their infectious bite takes effect before moving back in for the kill.

Infection (Ex): When a creature is bitten by a compsognathus, it must succeed at a DC 10 Fortitude save or take 1 point of Strength damage. This saving throw must be repeated once per minute for 1d6 minutes to avoid taking additional Strength damage. The effects of multiple bites are cumulative.

Although this effect is similar to poison, it is in fact more closely related to disease. Neutralize poison and poison immunity have no effect on this Strength damage, but remove disease immediately stops the effects of all such wounds. creatures that are immune to disease are also immune to this infection. The save DC is Constitution-based.

Resistant to Disease (Ex): A compsognathus is immune to the infectious material produced by its bite and to the bites of other compsognathi. Against other diseases, it gains a +4 racial bonus on all saving throws.

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

Compsognathi as Animal Companions
If raised from an egg, a compsognathus can be trained using Handle Animal. A 1st-level druid, 3rd-level outdoorsman, or 1st-level ranger may take a compsognathus as an animal companion.

Home     Three Worlds     Monsters