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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.

 

Bear, Brown

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.