This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
MONSTERS (Animals)
Ape Baboon Badger
Large Animal Medium-Size Animal Tiny Animal
Hit Dice: 4d8+8 (26 hp) 1d8+1 (5 hp) 1d8+2 (6 hp)
Initiative: +2 (Dex) +2 (Dex) +3 (Dex)
Speed: 30 ft., climb 30 ft. 40 ft., climb 30 ft. 30 ft., burrow 10 ft.
AC: 14 (-1 size, +2 Dex, +3 natural) 13 (+2 Dex, +1 natural) 15 (+2 size, +3 Dex)
Attacks: 2 claws +7 melee, bite +2 melee Bite +2 melee 2 claws +5 melee,
bite +0 melee
Damage: Claw 1d6+5, bite 1d6+2 Bite 1d6+3 Claw 1d2-1, bite 1d3-1
Face/Reach: 5 ft. by 5 ft./10 ft. 5 ft. by 5 ft./5 ft. 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Attacks: - - Rage
Special Qualities: Scent Scent Scent
Saves: Fort +6, Ref +6, Will +2 Fort +3, Ref +4, Will +1 Fort +4, Ref +5, Will +1
Abilities: Str 21, Dex 15, Con 14, Str 15, Dex 14, Con 12, Str 8, Dex 17, Con 15,
Int 2, Wis 12, Cha 7 Int 2, Wis 12, Cha 4 Int 2, Wis 12, Cha 6
Skills: Climb +18, Listen +6, Spot +6 Climb +13, Listen +5, Spot +5 Escape Artist +7, Listen
+4, Spot +4
Feats: - - Weapon Finesse (bite,
claw)
Climate/Terrain: Warm forest and mountains Warm desert and plains Temperate forest, hill,
plains, and underground
Organization: Solitary or company (2-5) Solitary or troop (10-40) Solitary or cete (2-5)
Challenge Rating: 2 1/2 1/2
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: 5-8 HD (Large) 2-3 HD (Medium-size) 2 HD (Tiny)
Badger
Rage (Ex): A badger that takes damage in combat flies into a berserk rage the following round, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.
Bat Bear, Black Bear, Brown
Diminutive Animal Medium-Size Animal Large Animal
Hit Dice: 1/4 d8 (1 hp) 3d8+6 (19 hp) 6d8+24 (51 hp)
Initiative: +2 (Dex) +1 (Dex) +1 (Dex)
Speed: 5 ft., fly 40 ft. (good) 40 ft. 40 ft.
AC: 16 (+4 size, +2 Dex) 13 (+1 Dex, +2 natural) 15 (-1 size, +1 Dex, +5 natural)
Attacks: - 2 claws +6 melee, bite +1 melee 2 claws +11 melee, bite +6 melee
Damage: - Claw 1d4+4, bite 1d6+2 Claw 1d8+8, bite 2d8+4
Face/Reach: 1 ft. by 1 ft./0 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 10 ft./5 ft.
Special Attacks: - - Improved grab
Special Qualities: Blindsight Scent Scent
Saves: Fort +2, Ref +4, Will +2 Fort +5, Ref +4, Will +2 Fort +9, Ref +6, Will +3
Abilities: Str 1, Dex 15, Con 10 Str 19, Dex 13, Con 15, Str 27, Dex 13, Con 19,
Int 2, Wis 14, Cha 4 Int 2, Wis 12, Cha 6 Int 2, Wis 12, Cha 6
Skills: Listen +9, Move Climb +6, Listen +4, Listen +4, Spot +7,
Silently +6, Spot +9* Spot +7, Swim +8 Swim +14
Climate/Terrain: Temperate and Temperate and warm forest, hill, Any forest, hill, mountains,
hill, plains, and underground and mountains and underground
Organization: Colony (10-40) Solitary or pair Solitary or pair
or swarm (10-50)
Challenge Rating: 1/10 2 4
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: - 4-5 HD (Medium-size) 7-10 HD (Large)
Bat
Blindsight (Ex): Bats 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 bat to rely on its weak vision, which has a maximum range of 10 feet.
Skills: *Bats receive a +4 racial bonus to Spot and Listen checks. These bonuses are lost if Blindsight is negated.
Combat: A brown bear attacks by rending opponents with its claws.
Improved Grab (Ex): To use this ability, the brown bear must hit with a claw attack
Bear, Polar Bison Boar
Large Animal Large Animal Medium-Size Animal
Hit Dice: 8d8+32 (68 hp) 5d8+15 (37 hp) 3d8+9 (22 hp)
Initiative: +1 (Dex) +0 +0
Speed: 40 ft., swim 30 ft. 40 ft. 40 ft.
AC: 15 (-1 size, +1 Dex, +5 natural) 13 (-1 size, +4 natural) 16 (+6 natural)
Attacks: 2 claws +13 melee, bite +8 melee Butt +6 melee Gore +4 melee
Damage: Claw 1d8+8, bite 2d8+4 Butt 1d8+6 Gore 1d8+3
Face/Reach: 5 ft. by 10 ft./5 ft. 5 ft. by 10 ft./5 ft. 5 ft. by 5 ft./5 ft.
Special Attacks: Improved grab Stampede Ferocity
Special Qualities: Scent Scent Scent
Saves: Fort +10, Ref +7, Will +3 Fort +7, Ref +4, Will +1 Fort +6, Ref +3, Will +2
Abilities: Str 27, Dex 13, Con 19, Str 18, Dex 10, Con 16, Str 15, Dex 10, Con 17,
Int 2, Wis 12, Cha 6 Int 2, Wis 11, Cha 4 Int 2, Wis 13, Cha 4
Skills: Hide -2*, Listen +4, Spot +7 Listen +8, Spot +5 Listen +7, Spot +5
Climate/Terrain: Any cold land Temperate plains Temperate and warm
forest
Organization: Solitary or pair Solitary or herd (6-30) Solitary or Herd (5-8)
Challenge Rating: 4 2 2
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: 9-12 HD (Large) 6-7 HD (Large) 4-5 HD (Medium-size)
Polar Bear
Skills: *A polar bear’s white coat bestows a +12 racial bonus to Hide checks in snowy areas.
Bison
Stampede (Ex): A frightened herd of bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of size Large or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd. A successful Reflex save (DC 16) halves the damage.
Boar
Ferocity (Ex): A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Camel Cat Cheetah
Large Animal Tiny Animal Medium-Size Animal
Hit Dice: 3d8+6 (19 hp) 1/2 d8 (2 hp) 3d8+6 (19 hp)
Initiative: +3 (Dex) +2 (Dex) +4 (Dex)
Speed: 50 ft. 30 ft. 50 ft.
AC: 13 (-1 size, +3 Dex, +1 natural) 14 (+2 size, +2 Dex) 15 (+4 Dex, +1 natural)
Attacks: Bite +5 melee 2 claws +4 melee, bite -1 melee Bite +6 melee, 2 claws +1
melee
Damage: Bite 1d4+6 Claw 1d2-4, bite 1d3-4 Bite 1d6+3, claw 1d2+1
Face/Reach: 5 ft. by 10 ft./5 ft. 2 1/2 ft. by 2 1/2 ft./0 ft. 5 ft. by 5 ft./5 ft.
Special Attacks: - - Trip
Special Qualities: Scent - Sprint
Saves: Fort +5, Ref +6, Will +1 Fort +2, Ref +4, Will +1 Fort +5, Ref +7, Will +2
Abilities: Str 18, Dex 16, Con 14, Str 3, Dex 15, Con 10, Str 16, Dex 19, Con 15,
Int 1, Wis 11, Cha 4 Int 2, Wis 12, Cha 7 Int 2, Wis 12, Cha 6
Skills: Listen +5, Spot +5 Balance +10, Climb +5, Hide +7, Listen +5,
Listen +4, Move Silently +9 Hide +17*, Spot +4 Move Silently +8, Spot +5
Feats: - Weapon Finesse (claw, bite) Weapon Finesse (bite,
claw)
Climate/Terrain: Any desert, hill, and mountains Any land Warm plains
Organization: Solitary Solitary Solitary, pair, or family
(3-5)
Challenge Rating: 1 1/4 2
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: - - 4-5 HD (Medium-size)
Crocodile Crocodile, Giant Dog
Medium-Size Animal (Aquatic) Huge Animal (Aquatic) Small Animal
Hit Dice: 3d8+9 (22 hp) 7d8+28 (59 hp) 1d8+2 (6 hp)
Initiative: +1 (Dex) +1 (Dex) +3 (Dex)
Speed: 20 ft., swim 30 ft. 20 ft., swim 30 ft. 40 ft.
AC: 15 (+1 Dex, +4 natural) 16 (-2 size, +1 Dex, +7 natural) 15 (+1 size, +3 Dex, +1
natural)
Attacks: Bite +6 melee; Bite +11 melee; Bite +2 melee
or tail slap +6 melee or tail slap +11 melee
Damage: Bite 1d8+6; tail slap 1d12+6 Bite 2d8+12; tail slap 1d12+12 Bite 1d4+1
Face/Reach: 5 ft. by 5 ft./5 ft. 10 ft. by 20 ft./10 ft. 5 ft. by 5 ft./5 ft.
Special Attacks: Improved grab Improved grab -
Special Qualities: - - Scent
Saves: Fort +6, Ref +4, Will +2 Fort +9, Ref +6, Will +3 Fort +4, Ref +5, Will +1
Abilities: Str 19, Dex 12, Con 17, Str 27, Dex 12, Con 19, Str 13, Dex 17, Con 15,
Int 2, Wis 12, Cha 2 Int 1, Wis 12, Cha 2 Int 2, Wis 12, Cha 6
Skills:
Hide +7*, Listen
+5, Spot
+5
Hide +0*, Listen +5, Spot
+5
Listen +5,
Spot +5, Swim +5,
Wilderness Lore +1*
Climate/Terrain: Warm marsh and aquatic Warm marsh and aquatic Any land
Organization: Solitary or colony (6-11) Solitary or colony (6-11) Solitary or pack (5-12)
Challenge Rating: 2 4 1/3
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: 4-5 HD (Medium-size) 8-14 HD (Huge) -
Camel
The two-humped, or Bactrian, camel is suited to cooler, rocky areas. It is stockier, slower (speed 40), and has a better Constitution score (16).
Carrying Capacity: A light load for a camel is up to 300 pounds; a medium load, 301-600 pounds; a heavy load, 601-900 pounds. A camel can drag 4,500 pounds.
Cat
Skills: Cats receive a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance checks. They use their Dexterity modifier for Climb checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.
Cheetah
Trip (Ex): A cheetah that hits with a claw or bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the cheetah.
Sprint (Ex): Once an hour, a cheetah can take a charge action to move ten times its normal speed (500 feet).
Crocodile
Improved Grab (Ex): To use this ability, the crocodile must hit a Medium-size or smaller opponent with its bite attack. If it gets a hold, the crocodile grabs the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
Skills: *A crocodile gains a +12 racial bonus to Hide checks when submerged.
Giant Crocodile
Giant crocodiles can grab and hold creatures of Large or smaller size but otherwise fight and behave like their smaller cousins.
Dog
Skills: *Dogs receive a +8 racial bonus to Wilderness Lore checks when tracking by scent.
Dog, Riding Donkey Eagle
Medium-Size Animal Medium-Size Animal Small Animal
Hit Dice: 2d8+4 (13 hp) 2d8+2 (11 hp) 1d8+1 (5 hp)
Initiative: +2 (Dex) +1 (Dex) +2 (Dex)
Speed: 40 ft. 30 ft. 10 ft., fly 80 ft. (average)
AC: 16 (+2 Dex, +4 natural) 13 (+1 Dex, +2 natural) 14 (+1 size, +2 Dex, +1 natural)
Attacks: Bite +3 melee Bite +1 melee 2 claws +3 melee, bite -2 melee
Damage: Bite 1d6+3 Bite 1d2 Claw 1d3, bite 1d4
Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft.
Special Qualities: Scent Scent -
Saves: Fort +5, Ref +5, Will +1 Fort +4, Ref +4, Will +0 Fort +3, Ref +4, Will +2
Abilities: Str 15, Dex 15, Con 15, Str 10, Dex 13, Con 12, Str 10, Dex 15, Con 12,
Int 2, Wis 12, Cha 6 Int 1, Wis 11, Cha 4 Int 2, Wis 14, Cha 6
Skills: Listen +5, Spot +5, Balance +3, Listen +5, Spot +5 Listen +6, Spot +6*,
Swim +5 Wilderness Lore +1*
Feats: - - Weapon Finesse (claw, bite)
Climate/Terrain: Any land Temperate and warm desert, hill, Any forest, hill, plains, and
plains, and mountains mountains
Organization: Solitary Solitary Solitary or pair
Challenge Rating: 1 1/6 1/2
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: - - 2-3 HD (Medium-size)
Riding Dog
If trained for war, these animals can make trip attacks just as wolves do (see the Wolf entry). A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check.
Carrying Capacity: A light load for a riding dog is up to 100 pounds; a medium load, 101-200 pounds; a heavy load, 201-300 pounds. A riding dog can drag 1,500 pounds.
Skills: *Riding dogs receive a +4 racial bonus to Wilderness Lore checks when tracking by scent.
Donkey
Carrying Capacity: A light load for a donkey is up to 50 pounds; a medium load, 51-100 pounds; a heavy load, 101-150 pounds. A donkey can drag 750 pounds.
Skills: Donkeys receive a +2 racial bonus to Balance.
Eagle
Skills: *Eagles receive a +8 racial bonus to Spot checks during daylight.
Elephant Hawk Horse, Heavy
Huge Animal Tiny Animal Large Animal
Hit Dice: 11d8+55 (104 hp) 1d8 (4 hp) 3d8+6 (19 hp)
Initiative: +0 (Dex) +3 (Dex) +1 (Dex)
Speed: 40 ft. 10 ft., fly 60 ft. (average) 50 ft.
AC: 15 (-2 size, +7 natural) 17 (+2 size, +3 Dex, +2 natural) 13 (-1 size, +1 Dex, +3 natural)
Attacks: Slam +16 melee, Claws +5 melee 2 hooves +3 melee
2 stamps +11 melee;or gore +16 melee
Damage: Slam 2d6+10, stamp 2d6+5; Claws 1d4-2 Hoof 1d6+2
gore 2d8+15
Face/Reach: 10 ft. by 20 ft./10 ft. 2 1/2 ft. by 2 1/2 ft./0 ft. 5 ft. by 10 ft./5 ft.
Special Attacks: Trample 2d8+15 - -
Special Qualities: Scent - Scent
Saves: Fort +12, Ref +7, Will +4 Fort +2, Ref +5, Will +2 Fort +5, Ref +4, Will +2
Abilities: Str 30, Dex 10, Con 21, Str 6, Dex 17, Con 10, Str 15, Dex 13, Con 15,
Int 2, Wis 13, Cha 7 Int 2, Wis 14, Cha 6 Int 2, Wis 12, Cha 6
Skills: Listen +6, Spot +6 Listen +6, Spot +6* Listen +6, Spot +6
Feats: - Weapon Finesse (claws) -
Climate/Terrain: Warm forest and plains Any forest, hill, plains, Any land
and mountains
Organization: Solitary or herd (6-30) Solitary or pair Solitary
Challenge Rating: 8 1/3 1
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: 12-22 HD (Huge) - -
Horse, Heavy War Horse, Light Horse, Light War
Large Animal Large Animal Large Animal
Hit Dice: 4d8+12 (30 hp) 3d8+6 (19 hp) 3d8+9 (22 hp)
Initiative: +1 (Dex) +1 (Dex) +1 (Dex)
Speed: 50 ft. 60 ft. 60 ft.
AC: 14 (-1 size, +1 Dex, +4 natural) 1 3 (-1 size, +1 Dex, +3 natural) 14 (-1 size, +1 Dex, +4 natural)
Attacks: 2 hooves +6 melee; 2 hooves +2 melee 2 hooves +4 melee; bite -1 melee
bite +1 melee
Damage: Hoof 1d6+4; bite 1d4+2 Hoof 1d4+1 Hoof 1d4+3; bite 1d3+1
Face/Reach: 5 ft. by 10 ft./5 ft. 5 ft. by 10 ft./5 ft. 5 ft. by 10 ft./5 ft.
Special Qualities: Scent Scent Scent
Saves: Fort +7, Ref +5, Will +2 Fort +5, Ref +4, Will +2 Fort +6, Ref +4, Will +2
Abilities: Str 18, Dex 13, Con 17, Str 13, Dex 13, Con 15, Str 16, Dex 13, Con 17,
Int 2, Wis 13, Cha 6 Int 2, Wis 12, Cha 6 Int 2, Wis 13, Cha 6
Skills: Listen +7, Spot +7 Listen +6, Spot +6 Listen +7, Spot +7
Climate/Terrain: Any land Any land Any land
Organization: Domesticated Solitary Solitary
Challenge Rating: 2 1 1
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: - - -
Elephant
This entry describes an African elephant. Indian elephants are slightly smaller and weaker (Strength 28), but more readily trained (Wisdom 15). These statistics can also represent prehistoric creatures such as mammoths and mastodons.
Trample (Ex): An elephant can trample Medium-size or smaller creatures for automatic gore damage. Opponents who do not make attacks of opportunity against the elephant can attempt a Reflex save (DC 20) to halve the damage.
Hawk
Skills: *Hawks gain a +8 racial bonus to Spot checks in daylight.
Heavy Horse
Carrying Capacity: A light load for a heavy horse is up to 200 pounds; a medium load, 201-400 pounds; a heavy load, 401-600 pounds. A heavy horse can drag 3,000 pounds.
Heavy Warhorse
These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check (DC 10).
Carrying Capacity: A light load for a heavy warhorse is up to 300 pounds; a medium load, 301-600 pounds; a heavy load, 601-900 pounds. A heavy warhorse can drag 4,500 pounds.
Light Horse
A light horse cannot fight while carrying a rider.
Carrying Capacity: A light load for a light horse is up to 150 pounds; a medium load, 151-300 pounds; a heavy load, 301-450 pounds. A light horse can drag 2,250 pounds.
Light Warhorse
A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check (DC 10).
Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231-460 pounds; a heavy load, 461-690 pounds. A light warhorse can drag 3,450 pounds.
Leopard Lion Lizard
Medium-Size Animal Large Animal Tiny Animal
Hit Dice: 3d8+6 (19 hp) 5d8+10 (32 hp) 1/2 d8 (2 hp)
Initiative: +4 (Dex) +3 (Dex) +2 (Dex)
Speed: 40 ft., climb 20 ft. 40 ft. 20 ft., climb 20 ft.
AC: 15 (+4 Dex, +1 natural) 15 (-1 size, +3 Dex, +3 natural) 14 (+2 size, +2 Dex)
Attacks: Bite +6 melee; 2 claws +1 melee 2 claws +7 melee, bite +2 melee Bite +4 melee
Damage: Bite 1d6+3; claw 1d3+1 Claw 1d4+5, bite 1d8+2 Bite 1d4-4
Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 10 ft./5 ft. 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Attacks: Pounce, Pounce, -
improved grab, rake 1d3+1 improved grab, rake 1d4+2
Special Qualities: Scent Scent -
Saves: Fort +5, Ref +7, Will +2 Fort +6, Ref +7, Will +2 Fort +2, Ref +4, Will +1
Abilities: Str 16, Dex 19, Con 15, Str 21, Dex 17, Con 15, Str 3, Dex 15, Con 10,
Int 2, Wis 12, Cha 6 Int 2, Wis 12, Cha 6 Int 2, Wis 12, Cha 2
Skills: Balance +12, Climb +11, Balance +7, Hide +4*, Jump +5, Balance +10, Climb +12, Hide +13,
Hide +9*,Listen +6, Listen +5, Move Silently +11, Listen +4, Spot +4
Move Silently +9, Spot +6 Spot +5
Feats: Weapon Finesse (bite, claw) - Weapon Finesse (bite)
Climate/Terrain: Warm forest and plains Warm plains Any warm land
Organization: Solitary or pair Solitary, pair, or pride (6-10) Solitary
Challenge Rating: 2 3 1/6
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: 4-5 HD (Medium-size) 6-8 HD (Large) -
Lizard, Giant Monkey Mule
Medium-Size Animal Tiny Animal Large Animal
Hit Dice: 3d8+9 (22 hp) 1d8 (4 hp) 3d8+9 (22 hp)
Initiative: +2 (Dex) +2 (Dex) +1 (Dex)
Speed: 30 ft., swim 30 ft. 30 ft., climb 30 ft. 30 ft.
AC: 15 (+2 Dex, +3 natural) 14 (+2 size, +2 Dex) 13 (-1 size, +1 Dex, +3 natural)
Attacks: Bite +5 melee Bite +4 melee 2 hooves +4 melee
Damage: Bite 1d8+4 Bite 1d3-4 Hoof 1d4+3
Face/Reach: 5 ft. by 5 ft./5 ft. 2 1/2 ft. by 2 1/2 ft./0 ft. 5 ft. by 10 ft./5 ft.
Special Attacks: - - -
Special Qualities: - - -
Saves: Fort +6, Ref +5, Will +2 Fort +2, Ref +4, Will +1 Fort +6, Ref +4, Will +1
Abilities: Str 17, Dex 15, Con 17, Str 3, Dex 15, Con 10, Str 16, Dex 13, Con 17,
Int 2, Wis 12, Cha 2 Int 2, Wis 12, Cha 5 Int 2, Wis 11, Cha 6
Skills: Climb +9, Hide +7*, Balance + 10, Climb +13, Listen +6, Spot +6
Move Silently +6, Hide +13,Listen +4, Spot +4
Spot +4, Listen +4,
Feats: - Weapon Finesse (bite) -
Climate/Terrain: Any warm land Warm forest Warm plains
Organization: Solitary Troop (10-40) Solitary
Challenge Rating: 2 1/6 1
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: 4-5 HD (Medium-size) 2-3 HD (Medium-size) -
Leopard
Pounce (Ex): If a leopard leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Improved Grab (Ex): To use this ability, the leopard must hit with its bite attack. If it gets a hold, it can rake.
Rake (Ex): A leopard that gets a hold can make two rake attacks (+6 melee) with its hind legs for 1d3+1 damage each. If the leopard pounces on an opponent, it can also rake.
Skills: Leopards receive a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
Lion
Pounce (Ex): If a lion leaps
upon a foe during the first round of combat, it can make a full attack even if
it has already taken a move action.
Improved Grab (Ex): To use this ability, the lion must hit with its bite
attack. If it gets a hold, it can rake.
Rake (Ex): A lion that gets a hold can make two rake attacks (+7 melee) with its hind legs for 1d4+2 damage each. If the lion pounces on an opponent, it can also rake.
Skills: Lions receive a +4 racial bonus to Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.
Lizard
Skills: Lizards use their Dexterity modifier for Climb checks and receive a +8 bonus to Balance checks.
Giant Lizard
Skills: Giant lizards receive a +4 racial bonus to Hide and Move Silently checks. *In forested or overgrown areas, the Hide bonus improves to +8.
Monkey
Skills: Monkeys use their Dexterity modifier for Climb checks and receive a +8 racial bonus to Balance checks.
Mule
Carrying Capacity: A light load for a mule is up to 230 pounds; a medium load, 231-460 pounds; a heavy load, 461-690 pounds. A mule can drag 3,450 pounds.
Skills: Mules receive a +2 racial bonus to Dexterity checks to avoid slipping or falling.
Octopus Octopus, Giant Owl
Small Animal (Aquatic) Large Animal (Aquatic) Tiny Animal
Hit Dice: 2d8 (9 hp) 8d8+8 (44 hp) 1d8 (4 hp)
Initiative: +3 (Dex) +2 (Dex) +3 (Dex)
Speed: 20 ft., swim 30 ft. 20 ft., swim 30 ft. 10 ft., fly 40 ft. (average)
AC: 16 (+1 size, +3 Dex, +2 natural) 18 (-1 size, +2 Dex, +7 natural) 17 (+2 size, +3 Dex, +2 natural)
Attacks: 8 arms +5 melee, 8 tentacle rakes +10 melee, Claws +5 melee
bite +0 melee bite +5 melee
Damage: Arms 0, bite 1d3 Tentacle rake 1d4+5, bite 1d8+2 Claws 1d4-2
Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./10 ft. 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Attacks: Improved grab Improved grab, constrict -
Special Qualities: Ink cloud, jet Ink cloud, jet -
Saves: Fort +3, Ref +6, Will +1 Fort +7, Ref +8, Will +3 Fort +2, Ref +5, Will +2
Abilities: Str 12, Dex 17, Con 11, Str 20, Dex 15, Con 13, Str 6, Dex 17, Con 10,
Int 2, Wis 12, Cha 3 Int 2, Wis 12, Cha 3 Int 2, Wis 14, Cha 4
Skills: Escape Artist +16, Hide +11, Listen +4, Spot +4 Listen +14, Move Silently +20,
Hide +15, Listen +5, Spot +6*
Spot +5
Feats: Weapon Finesse (arms, bite) - Weapon Finesse (claws)
Climate/Terrain: Temperate and Temperate and warm aquatic Any forest, hill, plains, and
warm aquatic mountains
Organization: Solitary Solitary Solitary
Challenge Rating: 1 8 1/4
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: 3-6 HD (Medium-size); 9-12 HD (Large); 1 HD (Medium-size);
7 HD (Large) 13-24 HD (Huge) 2 HD (Large)
Octopus
Improved Grab (Ex): To use this ability, the octopus must hit with its arms attack. If it gets a hold, it automatically deals bite damage each round the hold is maintained.
Ink Cloud (Ex): An octopus can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once a minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. Creatures within the cloud suffer the effects of total darkness.
Jet (Ex): An octopus can jet backward once a round as a double move action, at a speed of 200 feet.
Skills: An octopus can change colors, giving it a +4 racial bonus to Hide checks. An octopus also can squeeze and contort its body, giving it a +10 racial bonus to Escape Artist checks.
Giant Octopus
Improved Grab (Ex): To use this ability, the giant octopus must hit a Medium-size or smaller opponent with a tentacle rake attack. If it gets a hold, it can constrict.
Constrict (Ex): A giant octopus deals 2d8+6 points of damage with a successful grapple check against Medium-size or smaller creatures.
Ink Cloud (Ex): A giant octopus can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once a minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. Creatures within the cloud suffer the effects of total darkness.
Jet (Ex): A giant octopus can jet backward once a round as a double move action, at a speed of 200 feet.
Skills: A giant octopus can change colors, giving it a +4 racial bonus to Hide checks.
Owl
Skills: Owls receive a +8 racial bonus to Listen checks, and a +14 to Move Silently checks. *They receive a +8 racial bonus to Spot checks in dusk and darkness.
Pony Pony, War Porpoise
Medium-Size Animal Medium-Size Animal Medium-Size Animal (Aquatic)
Hit Dice: 2d8+2 (11 hp) 2d8+4 (13 hp) 2d8+2 (11 hp)
Initiative: +1 (Dex) +1 (Dex) +3 (Dex)
Speed: 40 ft. 40 ft. Swim 80 ft.
AC: 13 (+1 Dex, +2 natural) 13 (+1 Dex, +2 natural) 15 (+3 Dex, +2 natural)
Attacks: 2 hooves +2 melee 2 hooves +3 melee Butt +4 melee
Damage: Hoof 1d3+1 Hoof 1d3+2 Butt 2d4
Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft.
Special Qualities: Scent Scent Blindsight
Saves: Fort +4, Ref +4, Will +0 Fort +5, Ref +4, Will +0 Fort +4, Ref +6, Will +1
Abilities: Str 13, Dex 13, Con 12, Str 15, Dex 13, Con 14, Str 11, Dex 17, Con 13,
Int 2, Wis 11, Cha 4 Int 2, Wis 11, Cha 4 Int 2, Wis 12, Cha 6
Skills: Listen +5, Spot +5 Listen +5, Spot +5 Listen +10*, Spot +10*
Feats: - - Weapon Finesse (butt)
Climate/Terrain: Any land Any land Any aquatic
Organization: Solitary Solitary Solitary or school (2-20)
Challenge Rating: 1/4 1/4 1/2
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: - - 3-4 HD (Medium-size);
5-6 HD (Large)
Pony
Carrying Capacity: A light load for a pony is up to 75 pounds; a medium load, 76-150 pounds; and a heavy load, 151-225 pounds. A pony can drag 1,125 pounds.
Warpony
A warpony can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check.
Carrying Capacity: A light load for a warpony is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A warpony can drag 1,500 pounds.
Porpoise
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.
Skills: Porpoises gain a +4 racial bonus to Spot and Listen checks. *These bonuses are lost if blindsight is negated.
Rat Raven Rhinoceros
Tiny Animal Tiny Animal Large Animal
Hit Dice: 1/4 d8 (1 hp) 1/4 d8 (1 hp) 8d8+40 (76 hp)
Initiative: +2 (Dex) +2 (Dex) +0 (Dex)
Speed: 15 ft., climb 15 ft. 10 ft., fly 40 ft. (average) 30 ft.
AC: 14 (+2 size, +2 Dex) 14 (+2 size, +2 Dex) 16 (-1 size, +7 natural)
Attacks: Bite +4 melee Claws +4 melee Gore +13 melee
Damage: Bite 1d3-4 Claws 1d2-5 Gore 2d6+12
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft. 2 1/2 ft. by 2 1/2 ft./0 ft. 5 ft. by 10 ft./5 ft.
Special Qualities: Scent - -
Saves: Fort +2, Ref +4, Will +1 Fort +2, Ref +4, Will +2 Fort +11, Ref +6, Will +3
Abilities: Str 2, Dex 15, Con 10, Str 1, Dex 15, Con 10, Str 26, Dex 10, Con 21,
Int 2, Wis 12, Cha 2 Int 2, Wis 14, Cha 6 Int 2, Wis 13, Cha 2
Skills: Balance +10, Climb +12, Listen +6, Spot +6 Listen +11
Hide +18, Move Silently +10
Feats: Weapon Finesse (bite) Weapon Finesse (claws) -
Climate/Terrain: Any land Any forest, hill, Warm plains
and underground plains, and mountains
Organization: Swarm (10-100) Solitary Solitary or herd (2-12)
Challenge Rating: 1/8 1/6 4
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: - - 9-12 HD (Large);
13-24 HD (Huge)
Shark, Medium-Size Shark, Large Shark, Huge
Medium-Size Animal (Aquatic) Large Animal (Aquatic) Huge Animal (Aquatic)
Hit Dice: 3d8+3 (16 hp) 7d8+7 (38 hp) 10d8+20 (65 hp)
Initiative: +2 (Dex) +2 (Dex) +2 (Dex)
Speed: Swim 60 ft. Swim 60 ft. Swim 60 ft.
AC: 15 (+2 Dex, +3 natural) 15 (-1 size, +2 Dex, +4 natural) 15 (-2 size, +2 Dex, +5 natural)
Attacks: Bite +4 melee Bite +7 melee Bite +10 melee
Damage: Bite 1d6+1 Bite 1d8+4 Bite 2d6+7
Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 10 ft./5 ft. 10 ft. by 20 ft./10 ft.
Special Qualities: Keen scent Keen scent Keen scent
Saves: Fort +4, Ref +5, Will +2 Fort +6, Ref +7, Will +3 Fort +9, Ref +9, Will +4
Abilities: Str 13, Dex 15, Con 13, Str 17, Dex 15, Con 13, Str 21, Dex 15, Con 15,
Int 1, Wis 12, Cha 2 Int 1, Wis 12, Cha 2 Int 1, Wis 12, Cha 2
Skills: Listen +7, Spot +7 Listen +7, Spot +7 Listen +7, Spot +7
Feats: Weapon Finesse (bite) - -
Climate/Terrain: Any aquatic Any aquatic Any aquatic
Organization: Solitary, school (2-5), Solitary, school (2-5), Solitary, school (2-5), or
or pack (6-11) or pack (6-11) pack (6-11)
Challenge Rating: 1 2 4
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: 4-6 HD (Medium-size) 8-10 HD (Large) 11-17 HD (Huge)
Rat
Skills: Rats receive a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance checks. They use their Dexterity modifier for Climb checks.
Shark
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.
Snake, Constrictor Snake, Giant Constrictor Snake, Tiny Viper
Medium-Size Animal Huge Animal Tiny Animal
Hit Dice: 3d8+3 (16 hp) 11d8+11 (60 hp) 1/4 d8 (1 hp)
Initiative: +3 (Dex) +3 (Dex) +3 (Dex)
Speed: 20 ft., climb 20 ft., swim 20 ft. 20 ft., climb 20 ft. 15 ft., climb 15 ft., swim 15 ft.
AC: 15 (+3 Dex, +2 natural) 15 (-2 size, +3 Dex, +4 natural) 17 (+2 size, +3 Dex, +2 natural)
Attacks: Bite +5 melee Bite +13 melee Bite +5 melee
Damage: Bite 1d3+4 Bite 1d8+10 Bite poison
Face/Reach: 5 ft. by 5 ft. (coiled)/5 ft. 15 ft. by 15 ft. (coiled)/10 ft. 2 1/2 ft. by 2 1/2 ft. (coiled)/0 ft.
Special Attacks: Improved grab, Improved grab, constrict 1d8+10 Poison
constrict 1d3+4
Special Qualities: Scent Scent Scent
Saves: Fort +4, Ref +6, Will +2 Fort +8, Ref +10, Will +4 Fort +2, Ref +5, Will +1
Abilities: Str 17, Dex 17, Con 13, Str 25, Dex 17, Con 13, Str 6, Dex 17, Con 11,
Int 1, Wis 12, Cha 2 Int 1, Wis 12, Cha 2 Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +14, Balance +11, Climb +18, Balance +11, Climb +12, Hide +18
Hide +11, Listen +9, Spot +9 Hide +3, Listen +9, Spot +9 Listen +8, Spot +8
Feats: - - Weapon Finesse (bite)
Climate/Terrain: Warm forest Warm forest and aquatic Temperate and warm land,
and aquatic aquatic, and underground
Organization: Solitary Solitary Solitary
Challenge Rating: 2 5 1/3
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: 4-5 HD (Medium-size); 12-16 HD (Huge); -
6-10 HD (Large) 17-33 HD (Gargantuan)
Snake, Small Viper Snake, Medium-Size Viper Snake, Large Viper
Small Animal Medium-Size Animal Large Animal
Hit Dice: 1d8 (4 hp) 2d8 (9 hp) 3d8 (13 hp)
Initiative: +3 (Dex) +3 (Dex) +3 (Dex)
Speed: 20 ft., climb 20 ft., 20 ft., climb 20 ft., swim 20 ft. 20 ft., climb 20 ft., swim 20 ft.
swim 20 ft.
AC: 17 (+1 size, +3 Dex, 16 (+3 Dex, +3 natural) 15 (-1 size, +3 Dex, +3 natural)
+3 natural)
Attacks: Bite +4 melee Bite +4 melee Bite +4 melee
Damage: Bite 1d2-2 and poison Bite 1d4-1 and poison Bite 1d4 and poison
Face/Reach: 5 ft. by 5 ft. (coiled)/5 ft. 5 ft. by 5 ft. (coiled)/5 ft. 5 ft. by 5 ft. (coiled)/10 ft.
Special Attacks: Poison Poison Poison
Special Qualities: Scent Scent Scent
Saves: Fort +2, Ref +5, Will +1 Fort +3, Ref +6, Will +1 Fort +3, Ref +6, Will +2
Abilities: Str 6, Dex 17, Con 11, Str 8, Dex 17, Con 11, Str 10, Dex 17, Con 11,
Int 1, Wis 12, Cha 2 Int 1, Wis 12, Cha 2 Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +12, Balance +11, Climb +11, Balance +11, Climb +11, Hide +8,
Hide +15,Listen +9, Hide +12, Listen +9, Spot +9 Listen +9, Spot +9
Spot +9
Feats: Weapon Finesse (bite) Weapon Finesse (bite) Weapon Finesse (bite)
Climate/Terrain: Temperate and Temperate and warm land, Temperate and warm land,
warm land, aquatic, and underground aquatic, and underground aquatic, and underground
Organization: Solitary Solitary Solitary
Challenge Rating: 1/2 1 2
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: - - -
Snake, Huge Viper Squid Squid, Giant
Huge Animal Medium-Size Animal (Aquatic) Huge Animal (Aquatic)
Hit Dice: 4d8+4 (22 hp) 3d8 (13 hp) 12d8+12 (66 hp)
Initiative: +4 (Dex) +3 (Dex) +3 (Dex)
Speed : 20 ft., climb 20 ft., Swim 60 ft. Swim 80 ft.
swim 20 ft.
AC: 15 (-2 size, +4 Dex, +3 natural) 16 (+3 Dex, +3 natural) 17 (-2 size, +3 Dex, +6 natural)
Attacks: Bite +5 melee 10 arms +5 melee, 10 tentacle rakes +15 melee,
bite +0 melee bite +10 melee
Damage: Bite 1d4 and poison Arms 0, bite 1d6+1 Tentacle 1d6+8, bite 2d8+4
Face/Reach: 15 ft. by 15 ft. 5 ft. by 5 ft./5 ft. 10 ft. by 20 ft./10 ft. (40 ft.
(coiled)/10 ft. with tentacle)
Special Attacks: Poison Improved grab Improved grab, constrict 1d6+8
Special Qualities: Scent Ink cloud, jet Ink cloud, jet
Saves: Fort +5, Ref +8, Will +2 Fort +3, Ref +6, Will +2 Fort +9, Ref +11, Will +5
Abilities: Str 10, Dex 19, Con 13, Str 14, Dex 17, Con 11, Str 26, Dex 17, Con 13,
Int 1, Wis 12, Cha 2 Int 1, Wis 12, Cha 2 Int 1, Wis 12, Cha 2
Skills: Balance, +12, Climb +12, Listen +8, Spot +8 Listen +9, Spot +9
Hide +3, Listen +7, Spot +7
Feats: Weapon Finesse (bite) - -
Climate/Terrain: Temperate and Any aquatic Any aquatic
warm land, aquatic, and underground
Organization: Solitary Solitary or school (6-11) Solitary
Challenge Rating: 3 1 9
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: 5-6 HD (Huge); 4-6 HD (Medium-size); 13-18 HD (Huge);
7-12 HD (Gargantuan) 7-11 HD (Large) 19-36 HD (Gargantuan)
Snake
Skills: Snakes receive a +4 racial bonus to Hide, Listen, and Spot checks and a +8 racial bonus to Balance checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is better.
Constrictor
Improved Grab (Ex): To use this ability, the constrictor snake must hit with its bite attack. If it gets a hold, it can constrict.
Constrict (Ex): A constrictor snake deals 1d3+4 points of damage with a successful grapple check against Medium-size or smaller creatures.
Giant Constrictor
Can constrict opponents of up to Large size, dealing 1d8+10 points of damage per round.
Viper
Poison (Ex): Bite, Fortitude save (DC 11 for all sizes Large and smaller, DC 13 for a Huge viper); initial and secondary damage 1d6 temporary Constitution.
Squid
Improved Grab (Ex): To use this ability, the squid must hit with its arms attack. If it gets a hold, it automatically deals bite damage each round the hold is maintained.
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 a minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. Creatures within the cloud suffer the effects of total darkness.
Jet (Ex): A squid can jet backward once a round as a double move action, at a speed of 240 feet.
Giant Squid
Improved Grab (Ex): To use this ability, the giant squid must hit a Medium-size or smaller opponent with a tentacle rake attack. If it gets a hold, it can constrict.
Constrict (Ex): A giant squid deals automatic tentacle rake damage with a successful grapple check against Medium-size or smaller creatures.
Ink Cloud (Ex): A giant squid can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 40 feet long once a minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. Creatures within the cloud suffer the effects of total darkness.
Jet (Ex): A giant squid can jet backward once a round as a double move action, at a speed of 320 feet.
Tiger Toad Weasel
Large Animal Diminutive Animal Tiny Animal
Hit Dice: 6d8+18 (45 hp) 1/4 d8 (1 hp) 1/2 d8 (2 hp)
Initiative: +2 (Dex) +1 (Dex) +2 (Dex)
Speed: 40 ft. 5 ft. 20 ft., climb 20 ft.
AC: 14 (-1 size, +2 Dex, +3 natural) 15 (+4 size, +1 Dex) 14 (+2 size, +2 Dex)
Attacks: 2 claws +9 melee, bite +4 melee - Bite +4 melee
Damage: Claw 1d8+6, bite 2d6+3 - Bite 1d3-4
Face/Reach: 5 ft. by 10 ft./5 ft. 1 ft. by 1 ft./0 ft. 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Attacks: Pounce, improved grab, - Attach
rake 1d8+3
Special Qualities: - - Scent
Saves: Fort +8, Ref +7, Will +3 Fort +2, Ref +3, Will +2 Fort +2, Ref +4, Will +1
Abilities: Str 23, Dex 15, Con 17, Str 1, Dex 12, Con 11, Str 3, Dex 15, Con 10,
Int 2, Wis 12, Cha 6 Int 1, Wis 14, Cha 4 Int 2, Wis 12, Cha 5
Skills: Balance +6, Hide +5*, Hide +21, Listen +5, Spot +5 Balance +10, Climb +11, Hide +13,
Listen +3, Move Silently +9, Move Silently +9, Spot +4
Spot +3, Swim +11
Feats: - - Weapon Finesse (bite)
Climate/Terrain: Any forest, hill, Temperate and warm land Temperate forest, hill, mountains, and plains and aquatic and plains
Organization: Solitary Swarm (10-100) Solitary
Challenge Rating: 4 1/10 1/4
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: 7-12 HD (Large); - -
13-18 HD (Huge)
Tiger
Pounce (Ex): If a tiger leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Improved Grab (Ex): To use this ability, the tiger must hit with a claw or bite attack. If it gets a hold, it can rake.
Rake (Ex): A tiger that gets a hold can make two rake attacks (+9 melee) with its hind legs for 1d8+3 damage each. If the tiger pounces on an opponent, it can also rake.
Skills: Tigers receive a +4 racial bonus to Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
Toad
Skills: A toad’s coloration gives it a +4 racial bonus to Hide checks.
Weasel
Attach (Ex): If a weasel hits with a 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 weasel loses its Dex bonus to AC and thus has an AC of 12.
Skills: Weasels receive a +4 racial bonus to Move Silently checks and a +8 racial bonus to Balance checks. They use their Dexterity modifier for Climb checks.
Whale, Baleen Whale, Cachalot Whale, Orca
Gargantuan Animal (Aquatic) Gargantuan Animal (Aquatic) Huge Animal (Aquatic)
Hit Dice: 12d8+72 (126 hp) 12d8+84 (138 hp) 9d8+45 (85 hp)
Initiative: +1 (Dex) +1 (Dex) +2 (Dex)
Speed: Swim 40 ft. Swim 40 ft. Swim 50 ft.
AC: 16 (-4 size, +1 Dex, +9 natural) 16 (-4 size, +1 Dex, +9 natural) 16 (-2 size, +2 Dex, +6 natural)
Attacks: Tail slap +17 melee Bite +17 melee, Bite +12 melee
tail slap +12 melee
Damage: Tail slap 1d8+18 Bite 4d6+12, tail slap 1d8+6 Bite 2d6+12
Face/Reach: 20 ft. by 40 ft./10 ft. 20 ft. by 40 ft./10 ft. 10 ft. by 20 ft./10 ft.
Special Qualities: Blindsight Blindsight Blindsight
Saves: Fort +14, Ref +9, Will +5 Fort +15, Ref +9, Will +6 Fort +11, Ref +8, Will +5
Abilities: Str 35, Dex 13, Con 22, Str 35, Dex 13, Con 24, Str 27, Dex 15, Con 21,
Int 2, Wis 12, Cha 6 Int 2, Wis 14, Cha 6 Int 2, Wis 14, Cha 6
Skills: Listen +10*, Spot +11* Listen +11*, Spot +12* Listen +12*, Spot +12*
Climate/Terrain: Any aquatic Any aquatic Any aquatic
Organization: Solitary Solitary or pod (6-11) Solitary or pod (6-11)
Challenge Rating: 5 6 5
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: 13-18 HD (Gargantuan); 13-18 HD (Gargantuan); 10-13 HD (Huge);
19-36 HD (Colossal) 19-36 HD (Colossal) 14-27 HD (Gargantuan)
Wolf Wolverine
Medium-Size Animal Medium-Size Animal
Hit Dice: 2d8+4 (13 hp) 3d8+12 (25 hp)
Initiative: +2 (Dex) +2 (Dex)
Speed: 50 ft. 30 ft., burrow 10 ft., climb 10 ft.
AC: 14 (+2 Dex, +2 natural) 14 (+2 Dex, +2 natural)
Attacks: Bite +3 melee 2 claws +4 melee; bite -1 melee
Damage: Bite 1d6+1 Claw 1d4+2; bite 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft.
Special Attacks: Trip Rage
Special Qualities: Scent Scent
Saves: Fort +5, Ref +5, Will +1 Fort +7, Ref +5, Will +2
Abilities: Str 13, Dex 15, Con 15, Str 14, Dex 15, Con 19,
Int 2, Wis 12, Cha 6 Int 1, Wis 12, Cha 10
Skills: Hide +3, Listen +6, Move Silently +4, Climb +15, Listen +6, Spot +6
Spot +4, Wilderness Lore +1*
Feats: Weapon Finesse (bite) -
Climate/Terrain: Any forest, hill, plains, and mountains Cold and temperate forest and hill
Organization: Solitary, pair, or pack (7-16) Solitary
Challenge Rating: 1 2
Treasure: None None
Alignment: Always neutral Always neutral
Advancement: 3 HD (Medium-size); 4-5 HD (Large)
4-5 HD (Large)
Whale
Blindsight (Ex): Whales 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 whale to rely on its vision, which is approximately as good as a human’s.
Skills: Whales gain a +4 racial bonus to Spot and Listen checks. *These bonuses are lost if Blindsight is negated.
Wolf
Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Skills: *Wolves receive a +4 racial bonus to Wilderness Lore checks when tracking by scent.
Wolverine
Rage (Ex): A wolverine that takes damage in combat flies into a berserk rage the following round, clawing and biting madly until either it or its opponent is dead. An enraged wolverine gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.