| Post/Author/DateTime | Post |
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| JiCi12-13-05, 08:00 AM | Greetings guys, I want to start an animal encyclopedia, where you can post any new animals , whether it's a normal one, dire one or even legendary one. I don't want dinosaurs, because I want to focus on real animals. What do you think ? I start by reminding about the books which already published animals: - Monster Manual I - Monster Manual II (dire: toad, hawk, snake, horse, elk, elephant / legendary: eagle, ape, wolf, snake, horse, bear, tiger, shark) - Races of Fearun (ibis, hound mastiff, lynx) - Races of Stone (dire: eagle) - Fiend Folio (dire: rhinoceros) - Frostburn (dire: polar bear / normal: caribou, arctic fox, sea otter, seal penguin, walrus) - Sandstorm (dire: hippopotamus, jackal, puma, tortoise, vulture / normal: dromedary camel, bactrian camel, war camel, hippopotamus, horned lizard, jackal, serval, vulture) - Stormwrack (dire: barracuda, eel / normal: albatross, barracuda, eel, otter, sea lion, seal, snapping turtle, stingray) I start with an african herbivor mammal, also the source of inspiration for Toys 'R' Us. :P Giraffe Huge Animal Hit Dice: 5d8+10 (33 hp). Initiative: +1. Speed: 50 feet (8 squares). Armor Class: 13 (-2 size, +1 dex, +5 natural), touch 9, flat-footed 13. Base Attack/Grapple: +3/+15. Attack: Hoof -2 melee* (1d4+1*). Full Attack: 2 hooves -2 melee* (1d4+1*). Space/Reach: 15 ft./10ft. Special Attacks: -- Special Qualities: Low-light vision, scent. Saves: Fort +6, Ref +5, Will +3. Abilities: Str 16, Dex 13, Con 15, Int 2, Wis 14, Cha 6. Skills: Listen +6, Spot +6. Feats: Alertness, Endurance. Environment: Any warm. Organization: Solitary or herd (4-10). Challenge Rating: 1 Treasure: None. Alignment: Always neutral. Advancement: 6-7 Hit Dice (Huge). Level Adjustment: — Combat *A giraffe’s hooves are treated as secondary attacks and adds only ˝ the giraffe’s Strength bonus to the damage roll. I based the stats on the cameleopardel from Sandstorm. |
| lugnut7112-13-05, 08:24 AM | Giraffes actually kick predators. |
| I Am Famine12-13-05, 09:20 AM | I want to start an animal encyclopedia, where you can post any new animals , whether it's a normal one, dire one or even legendary one. I don't want dinosaurs, because I want to focus on real animals. What do you think ? Not normally the one to nitpick but Dinosaurs were real animals, Dire and Legendary Animals are the fictional ones. Do you mean post animals that alive at present and based upon (dire/legendary) present-day animals? Otherwise an cxcellent idea for a thread... :D |
| JiCi12-13-05, 09:22 AM | Giraffes actually kick predators.Really ? oops. Corrected |
| JiCi12-13-05, 09:26 AM | Do you mean post animals that alive at present and based upon (dire/legendary) present-day animals?Yes Otherwise an cxcellent idea for a thread... :Dthank you I know dinos were real animals. I just want to focus on "non-dinosaur" species. |
| I Am Famine12-13-05, 09:44 AM | Yes thank you I know dinos were real animals. I just want to focus on "non-dinosaur" species. I just wanted to make sure I knew where you coming from, theres already a big Dino thread anyway. I haven't seen stats (normal or otherwise) for the following creatures. Angler Fish Babirusa Black Mamba Electric Eel Kangaroo Moray Eel Taipan Viper Fish |
| The Vorpal Tribble12-13-05, 10:04 AM | Dire and Legendary Animals are the fictional ones. Not really. Dire wolves (Canis dirus), apes (Gigantopithecus blackii), deer (Megaloceros giganteus), tigers, bears (Ursus spelaeus), boar (Archaeotherium), and sharks (Carcharodon megalodon) actually existed. I'm even pretty sure there were dire bats, weasels, and a few others, but I'm not positive about those. |
| I Am Famine12-13-05, 10:13 AM | Not really. Dire wolves (Canis dirus), apes (Gigantopithecus blackii), deer (Megaloceros giganteus), tigers, bears (Ursus spelaeus), boar (Archaeotherium), and sharks (Carcharodon megalodon) actually existed. I'm even pretty sure there were dire bats, weasels, and a few others, but I'm not positive about those. True but they are just the larger ancestors of todays smaller mammals. Nobody refers to them as the big, spiky Dire Animals. The two are comparable but not the same. I amm aware that the ancient mammalian animals often had larger horns, antlers, etc. |
| The Vorpal Tribble12-13-05, 10:20 AM | Nobody refers to them as the big, spiky Dire Animals. Canis dirus literally means 'Dire Wolf'. Thats basically where the other ancient animals of great size and such got the nick of 'dire beast'. Kinda like lycanthrope means any were (despite the fact lycan means canine). |
| I Am Famine12-13-05, 10:35 AM | Canis dirus literally means 'Dire Wolf'. Thats basically where the other ancient animals of great size and such got the nick of 'dire beast'. Kinda like lycanthrope means any were (despite the fact lycan means canine). Fine have it your way... :D Seriously though I didn't know that, but if that is the case is it okay for use to post extinct animals? :P |
| JiCi12-13-05, 11:13 AM | I just wanted to make sure I knew where you coming from, theres already a big Dino thread anyway. I haven't seen stats (normal or otherwise) for the following creatures. Angler Fish Babirusa Black Mamba Electric Eel Kangaroo Moray Eel Taipan Viper FishScratch that creature. Stormwrack already published it as "eel". |
| AlanBruce12-13-05, 02:01 PM | I think this is a great thread. Does anyone have any stats for a hummingbird? I'm playing a druid and would like to wildshape into that bird for a quick escape later on. Thank you |
| The Vorpal Tribble12-13-05, 02:41 PM | Does anyone have any stats for a hummingbird? I'm playing a druid and would like to wildshape into that bird for a quick escape later on. Thank you Aye, would be fun, but the problem is is that a humming bird would be dimunitive, so you'd have to be epic before you could turn into something that size. |
| cwslyclgh12-13-05, 04:17 PM | Black Mamba black mamba's are in the monster manual, along with just about every other poisonious snake under the heading of Snake, Viper D&D doesn't make any distiction between poisonious snakes based upon actual species, or real world toxicity of thier poison. this is a great idea for a thread, good luck with getting lots of animal stats out of it :) |
| savant_warlord1312-13-05, 04:28 PM | I'll be right back with a dimetrodon and a pteranodon! Also, one of these has already been done, but with search down, another won't hurt |
| madd0g20012-13-05, 04:54 PM | Magic Karp Small Animal (Aquatic) Hit Dice: 1d10+3 (10 hp). Initiative: -4. Swim: 30 feet (6 squares). Armor Class: 8 (+1 size, -4 dex, +1 natural), touch 7, flat-footed 8. Base Attack/Grapple: +0/-6. Attack: n/a Full Attack: n/a Space/Reach: 5 ft./5 ft. Special Attacks: Splash Special Qualities: n/a Saves: Fort +2, Ref -4, Will -5. Abilities: Str 4, Dex 2, Con 10, Int 1, Wis 1, Cha 10. Skills: Swim +5. Feats: Toughness. Environment: Any aquatic. Organization: Solitary or school (5-100). Challenge Rating: 0 Treasure: None. Alignment: Always neutral. Language: Magic Karp Advancement: 5-6 Hit Dice (Medium). Level Adjustment: — Splash (ex): On a successful ranged touch attack, Magic Karp gets target opponent wet. Range 5 ft. Combat All a Magic Karp can do is splash and say "Karp Karp." Magic Karps are real. |
| Athanatos12-13-05, 09:04 PM | I'll be right back with a dimetrodon You are my hero. |
| ele12-13-05, 09:16 PM | on the girafe you still have the gore listed in the rules text and even though the girafes not particularly powerfull fighter i fell that d4 damage is pretty weak for a size huge creature. also they should probally get a penalty to hide in addition to there size becuase they cant crouch easily |
| moosekickedmysisterstoof12-14-05, 05:49 AM | Bully good thread! Here's one for ya! - Johnny :D Turkey Small Animal HD:1d8 (4 hp) Initiative:+2 (Dex) Speed: 30 ft (6 squares), fly 40 ft (poor) AC:13 (+1 size, +2 Dex), touch 13, flat-footed 11 Base Attack/Grapple: +0/-6 Attack: Talon +2 melee (1d3-2) Full Attack: Talon +2 melee (1d3-2) Space/Reach: 5ft/5ft Special Attacks:- Special Qualities: Low-lighvision Saves: Fort +2, Ref +4, Will +2 Abilities:Str 6, Dex 14, Con 11, Int 2, Wis 15, Cha 6 Skills: Listen +6, Spot +6, Hide +6* Feats: Alertness (B), Weapon Finesse Environment: Temperate Forests Organization: Solitary, pair, or flock (3-6) CR: 1/4 Alignment: Always Neutral Treasure: None Advancement: 2 HD (Medium) The stats above apply to the wild turkey, but can also apply to any other small bird of similar proportions such as the prairie chicken or grouse. Combat: Turkeys generally choose to flee from combat, but they can be fierce fighters when cornered. Their fluttering wing buffets may inadvertently confuse spell casters (possible Concentration DC 12 [10 + Dex Mod.]). Skills*: Turkeys recieve a +4 racial bonus to hide checks when hiding in woodland areas. This bonus increases to +8 during the fall months. |
| moosekickedmysisterstoof12-14-05, 06:00 AM | ...and this... Aardvark Small Animal HD: 1d8+1 (5 hp) Initiative: +2 Speed: 30 feet (6 squares), burrow 20 feet Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12 Base Attack/Grapple: +0/-4 Attack: Claw +1 melee (1d3) Full Attack: 4 claws +1 melee (1d3) Space/Reach: 5 ft/5 ft Special Attacks: — Special Qualities: Low-light vision, scent Saves: Fort +3, Ref +4, Will +1 Abilities: Str 10, Dex 14, Con 13, Int 2, Wis 12, Cha 4 Skills: Listen +5, Spot +5 Feats: Alertness Environment: Warm deserts and plains Organization: Solitary CR: 1/2 Advancement: 2 HD (Medium) Level Adjustment: — Aardvarks are odd mammals with tubular snouts and donkey-like ears. They are mostly nocturnal creatures and prefer to sleep during the daylight hours, emerging at nightfall to tunnel into termite mounds in search of prey. Combat: Aardvarks usually attempt to flee from potential threats by tunneling rapidly underground. If unable to escape, the aardvark falls onto its back so it can scratch and kick its attacker with all four of its feet. Familiar Benefits: When taken as a familiar, an aardvarks grants its master a +2 bonus to Listen checks. |
| Slagger the Chuul12-14-05, 06:54 AM | Well, it makes sense to post them together, so here's my version. Aardvark Medium Animal Hit Dice: 2d8+6 (15 hp) Initiative: +2 Speed: 20 ft. (4 squares), burrow 15 ft. AC: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15 Base Attack/Grapple: +1/+2 Attack: Claw +2 melee (1d4+1) Full Attack: 2 claws +2 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: -- Special Qualities: Low-light vision, scent Saves: Fort +6, Ref +5, Will +1 Abilities: Str 13, Dex 15, Con 17, Int 2, Wis 12, Cha 6 Skills: Listen +8, Spot +3, Survival +3 Feats: Endurance Environment: Warm plains Organization: Solitary, pair, or family (3-4) Challenge Rating: 1 Treasure: None Alignment: Always neutral Advancement: 3-6 HD (Medium) This vaguely pig-like animal has a tapering head, long ears and a thick tail. It feeds almost exclusively on ants and termites which it digs up with its stout claws. COMBAT Aardvarks are tough for their size, but not especially dangerous. Skills: An aardvark has a +2 racial bonus on Listen and Survival checks. |
| Slagger the Chuul12-14-05, 06:57 AM | Chicken Tiny Animal Hit Dice: 1/4d8 (1 hp) Initiative: +1 Speed: 20 ft. (4 squares), fly 20 ft. (clumsy) AC: 13 (+2 size, +1 Dex), touch 13, flat-footed 12 Base Attack/Grapple: +0/-12 Attack: - Full Attack: - Space/Reach: 2-1/2 ft./0 ft. Special Attacks: - Special Qualities: Headless rush, low-light vision Saves: Fort +2, Ref +3, Will +0 Abilities: Str 1, Dex 13, Con 10, Int 1, Wis 10, Cha 2 Skills: Hide +11 Listen +1, Spot +1 Feats: Run Environment: Temperate plains Organization: Solitary, pair, or roost (3-20) Challenge Rating: 1/10 Treasure: None Alignment: Always neutral Advancement: - These plump birds are innocuous and beneficial, serving mainly as a source of meat and eggs. They are poor fliers and many have their wings clipped (removing their fly speed). COMBAT Chickens flee at the first sign of danger, and are only threatening by accident. Headless Run (Ex): A chicken with its head cut off (as by a vorpal weapon) is not automatically slain. It flees in a random direction for 2d6 rounds, and may be attacked or targeted with spells as normal. Once this duration expires, the chicken drops dead if it has not already been killed. Carrying Capacity: A light load for a chicken is up to 1 1/2 pounds; a medium load , 2-3 pounds; and a heavy load, 3 1/2-5 pounds. A chicken can drag 25 pounds. Chicken Familiars: A sorceror or wizard who selects a chicken as a familiar gains the Run feat while they are within 1 mile of each other. |
| Slagger the Chuul12-14-05, 07:00 AM | Platypus Tiny Animal Hit Dice: 1/2 d8+1 (3 hp) Initiative: +2 Speed: 15 ft. (3 squares), burrow 5 ft., swim 30 ft. AC: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +0/-12 Attack: Claw +4 melee (1d2-4 plus poison) Full Attack: 2 claws +4 melee (1d2-4 plus poison) Space/Reach: 2 1/2 ft./0 ft. Special Attacks: Poison Special Qualities: Blindsight 20 ft., hold breath, low-light vision Saves: Fort +3, Ref +4, Will +1 Abilities: Str 3, Dex 15, Con 12, Int 2, Wis 12, Cha 5 Skills: Hide+14*, Listen +3, Move Silently+6, Spot +3, Swim +10 Feats: Weapon Finesse Environment: Temperate aquatic Organization: Solitary or pair Challenge Rating: 1/4 Treasure: None Alignment: Always neutral Platypuses inhabit temperate riverbanks and similar wetland areas, where they hunt worms, insects, and small crustaceans using their underwater blindsight. They sometimes become familars to amphibious sorcerors or wizards. A platypus familiar grants its master a +3 bonus on Search checks. COMBAT Platypuses are fairly solitary creatures that fight only if cornered. Only male platypuses have poisonous spurs, which they use as part of their claw attack. Poison (Ex): Injury, Fortitude DC 10, initial damage nausea 1d10 rounds secondary damage 1d4 Con. The save DC is Constitution-based. Blindsight (Ex): Platypuses can "see" by detecting electrical impluses in the water, allowing them to locate objects and creatures within 20 feet. This ability only functions underwater. Hold Breath (Ex): A platypus can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning. For a typical platypus, this is 48 rounds, or almost 5 minutes. Skills: A platypus has a +4 racial bonus on Hide and Move Silently checks. A platypus uses its Dexterity modifier instead of its Strength modifier for Swim checks. A platypus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *In the water, the Hide bonus rises to +8. |
| Slagger the Chuul12-14-05, 07:02 AM | Hummingbird Fine Animal Hit Dice: 1/4 d8 (1 hp) Initiative: +3 Speed: 10 ft. (2 squares), fly 40 ft. (perfect) AC: 21 (+8 size, +3 Dex), touch 21, flat-footed 18 Base Attack/Grapple: +0/-21 Attack: -- Full Attack: -- Space/Reach: 1/2 ft./0 ft. Special Attacks: -- Special Qualities: Low-light vision Saves: Fort +2, Ref +5, Will +2 Abilities: Str 1, Dex 17, Con 10, Int 1, Wis 14, Cha 6 Skills: Listen +8, Spot +8 Feats: Alertness Environment: Temperate forests Organization: Solitary or pair Challenge Rating: 1/10 Treasure: None Alignment: Always neutral These tiny, hovering birds subsist on a diet of nectar and insects. COMBAT Skills: Hummingbirds have a +2 bonus on Listen and Spot checks. |
| JiCi12-14-05, 08:01 AM | Carrying Capacity: A light load for a chicken is up to 1 1/2 pounds; a medium load , 2-3 pounds; and a heavy load, 3 1/2-5 pounds. A chicken can drag 25 pounds.Wha...? Why ? |
| Amadan12-14-05, 01:47 PM | Hummingbird Fine Animal Speed: 10 ft. (2 squares), fly 40 ft. (perfect) Abilities: Str 1, Dex 17, Con 10, Int 1, Wis 14, Cha 6 Dex of 17 seems a bit low. and from the SRD: (emphasis added) Good: The creature is very agile in the air (like a housefly or a hummingbird), but cannot change direction as readily as those with perfect maneuverability. |
| cwslyclgh12-14-05, 03:40 PM | Wha...? Why ? for chicken mounts and beasts of burden obviously :) |
| Braids12-14-05, 10:49 PM | I'm looking for a kitten. Nothing special, just a cute, cuddly kitten. BTW, the DMG seems to have stats for the Ferret, Hedgehod, Screech Owl, and thrush. They are Familiars, but that just needs a bit of alterations to be plain old animals. |
| Xaktsaroth12-14-05, 11:29 PM | Actually, I never seen a rabbit in any DnD book, any takers? :P |
| AlanBruce12-15-05, 12:02 AM | Any ideas on a Koala? I think that cute little marsupial could be a great animal companion or familiar. Perhaps give the master a +2 on Climb checks? If anyone could make up the stats for such an animal I would be most grateful. |
| Slagger the Chuul12-15-05, 03:54 AM | Dex of 17 seems a bit low. and from the SRD: (emphasis added) Good: The creature is very agile in the air (like a housefly or a hummingbird), but cannot change direction as readily as those with perfect maneuverability. Yes, but frankly I can't see a housefly having anything less than perfect maneuverability, either. Sure, they have a turning circle, but the scale is so small that they might as well have perfect flight when you're using 5-foot squares. for chicken mounts and beasts of burden obviously :) Correct; chickens are very cheap (no pun intended), and these stats were made with the consideration of a cart pulled by a herd of chickens. |
| Slagger the Chuul12-15-05, 04:29 AM | Rabbit Tiny Animal Hit Dice: 1/4 d8 (1 hp) Initiative: +2 Speed: 40 ft. (8 squares), burrow 5 ft. AC: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +0/-12 Attack: Bite -1 melee (1d3-4) Full Attack: Bite -1 melee (1d3-4) Space/Reach: 2 1/2 ft./0 ft. Special Attacks: -- Special Qualities: Low-light vision, scent Saves: Fort +2, Ref +4, Will +1 Abilities: Str 2, Dex 15, Con 10, Int 1, Wis 12, Cha 6 Skills: Hide +14, Jump +14, Listen +5, Move Silently +10, Spot +5 Feats: Alertness Environment: Temperate forest and plains Organization: Solitary or herd (3-20) Challenge Rating: 1/10 Treasure: None Alignment: Always neutral Advancement: -- These furry herbivores have long ears, large hind legs, and short fluffy tails. They typically move by hopping, and dig extensive warrens. A rabbit familiar grants its master a +3 bonus on Jump checks. COMBAT Rabbits usually run away. They bite only as a last resort. A rabbit's bite is treated as a secondary attack and adds only half the rabbit's Strength bonus to damage. Skills: Rabbits have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Jump checks. A rabbit uses its Dexterity modifier instead of its Strength modifier for Jump checks. |
| Slagger the Chuul12-15-05, 04:56 AM | Koala Small Animal Hit Dice: 1d8+2 (6 hp) Initiative: +2 Speed: 20 ft. (4 squares), climb 20 ft. AC: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12 Base Attack/Grapple: +0/-5 Attack: Claw +3 melee (1d3-1) Full Attack: 2 claws +3 melee (1d3-1) Space/Reach: 5 ft./5 ft. Special Attacks: -- Special Qualities: Low-light vision Saves: Fort +4, Ref +4, Will +1 Abilities: Str 8, Dex 14, Con 15, Int 1, Wis 12, Cha 6 Skills: Climb +7, Listen +3, Spot +3 Feats: Weapon Finesse Environment: Warm forests Organization: Solitary or pair Challenge Rating: 1/3 Treasure: None Alignment: Always neutral Advancement: -- These furry, bear-like animals live in trees and subsist on a diet of eucalyptus leaves. They spend most of their time eating or sleeping. COMBAT Koalas prefer to avoid predators, but can be aggressive if provoked. Skills: Koalas have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. |
| Thamiorathon12-15-05, 07:04 AM | How about a piggy! |
| Xaktsaroth12-15-05, 09:24 AM | Rabbit Tiny Animal Hit Dice: 1/4 d8 (1 hp) Initiative: +2 Speed: 40 ft. (8 squares), burrow 5 ft. AC: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +0/-12 Attack: Bite -1 melee (1d3-4) Full Attack: Bite -1 melee (1d3-4) Space/Reach: 2 1/2 ft./0 ft. Special Attacks: -- Special Qualities: Low-light vision, scent Saves: Fort +2, Ref +4, Will +1 Abilities: Str 2, Dex 15, Con 10, Int 1, Wis 12, Cha 6 Skills: Hide +14, Jump +14, Listen +5, Move Silently +10, Spot +5 Feats: Alertness Environment: Temperate forest and plains Organization: Solitary or herd (3-20) Challenge Rating: 1/10 Treasure: None Alignment: Always neutral Advancement: -- These furry herbivores have long ears, large hind legs, and short fluffy tails. They typically move by hopping, and dig extensive warrens. A rabbit familiar grants its master a +3 bonus on Jump checks. COMBAT Rabbits usually run away. They bite only as a last resort. A rabbit's bite is treated as a secondary attack and adds only half the rabbit's Strength bonus to damage. Skills: Rabbits have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Jump checks. A rabbit uses its Dexterity modifier instead of its Strength modifier for Jump checks. Whoo! Thanks! |
| Slagger the Chuul12-16-05, 08:11 AM | How about a piggy! Isn't that mostly covered by the boar? Of course, they're pretty damn tough, so something more domestic might be in order. |
| moosekickedmysisterstoof12-16-05, 04:16 PM | Koala Small Animal Hit Dice: 1d8+2 (6 hp) Initiative: +2 Speed: 20 ft. (4 squares), climb 20 ft. AC: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12 Base Attack/Grapple: +0/-5 Attack: Claw +3 melee (1d3-1) Full Attack: 2 claws +3 melee (1d3-1) Space/Reach: 5 ft./5 ft. Special Attacks: -- Special Qualities: Low-light vision Saves: Fort +4, Ref +4, Will +1 Abilities: Str 8, Dex 14, Con 15, Int 1, Wis 12, Cha 6 Skills: Climb +7, Listen +3, Spot +3 Feats: Weapon Finesse Environment: Warm forests Organization: Solitary or pair Challenge Rating: 1/3 Treasure: None Alignment: Always neutral Advancement: -- These furry, bear-like animals live in trees and subsist on a diet of eucalyptus leaves. They spend most of their time eating or sleeping. COMBAT Koalas prefer to avoid predators, but can be aggressive if provoked. Skills: Koalas have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. A Con of 15? I dunno about that. I would also venture to say that they are Tiny but can advance to Small. Just my :twocents: though. - Johnny |
| Slagger the Chuul12-16-05, 11:45 PM | Here's a downsized version of the koala. Koala Tiny Animal Hit Dice: 1/2 d8+2 (4 hp) Initiative: +3 Speed: 20 ft. (4 squares), climb 20 ft. AC: 16 (+2 size, +3 Dex, +1 natural), touch 15, flat-footed 13 Base Attack/Grapple: +0/-11 Attack: Claw +5 melee (1d2-3) Full Attack: 2 claws +5 melee (1d2-3) Space/Reach: 2 1/2 ft./0 ft. Special Attacks: -- Special Qualities: Low-light vision Saves: Fort +4, Ref +5, Will +1 Abilities: Str 4, Dex 16, Con 15, Int 1, Wis 12, Cha 6 Skills: Climb +11, Listen +3, Spot +3 Feats: Weapon Finesse Environment: Warm forests Organization: Solitary or pair Challenge Rating: 1/4 Treasure: None Alignment: Always neutral Advancement: 2 HD (Small) These furry, bear-like animals live in trees and subsist on a diet of eucalyptus leaves. They spend most of their time eating or sleeping. A koala familiar grants its master a +3 bonus on Climb checks. COMBAT Koalas prefer to avoid predators, but can be aggressive if provoked. Skills: Koalas have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks. |
| Hakar Maloye12-18-05, 08:12 AM | Rabbit Tiny Animal Hit Dice: 1/4 d8 (1 hp) Initiative: +2 Speed: 40 ft. (8 squares), burrow 5 ft. AC: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +0/-12 Attack: Bite -1 melee (1d3-4) Full Attack: Bite -1 melee (1d3-4) Space/Reach: 2 1/2 ft./0 ft. Special Attacks: -- Special Qualities: Low-light vision, scent Saves: Fort +2, Ref +4, Will +1 Abilities: Str 2, Dex 15, Con 10, Int 1, Wis 12, Cha 6 Skills: Hide +14, Jump +14, Listen +5, Move Silently +10, Spot +5 Feats: Alertness Environment: Temperate forest and plains Organization: Solitary or herd (3-20) Challenge Rating: 1/10 Treasure: None Alignment: Always neutral Advancement: -- These furry herbivores have long ears, large hind legs, and short fluffy tails. They typically move by hopping, and dig extensive warrens. A rabbit familiar grants its master a +3 bonus on Jump checks. COMBAT Rabbits usually run away. They bite only as a last resort. A rabbit's bite is treated as a secondary attack and adds only half the rabbit's Strength bonus to damage. Skills: Rabbits have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Jump checks. A rabbit uses its Dexterity modifier instead of its Strength modifier for Jump checks. Just watch out for any bunnies with 20 levels of Fighter. ;) |
| Olly12-18-05, 08:59 AM | For those of you planning adventures on a dairy farm... Bull Large Animal Hit Dice: 5d8+15 (37 hit points). Initiative: +0. Speed: 40 feet (8 squares). Armour Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13. Base Attack/Grapple: +3/+11. Attack: Gore +6 melee (1d8+6). Full Attack: Gore +6 melee (1d8+6). Space/Reach: 10 feet by 5 feet. Special Attacks: Rage. Special Qualities: Low-light vision, scent. Saves: Fortitude +7, Reflex +4, Will +1. Abilities: Strength 18, Dexterity 10, Constitution 16, Intelligence 2, Wisdom 11, Charisma 4. Skills: Listen +6, Spot +6. Feats: Alertness, Endurance. Environment: Any. Organization: Solitary or accompanied by a herd of cows (10-100). Challenge Rating: 2. Treasure: None. Alignment: Always neutral. Advancement: 6-7 Hit Dice (Large). Level Adjustment: — Bulls are horned, male bovines, used primarily for breeding cattle. A fully-grown bull typically stands five to six feet tall at the shoulder. Unlike cows, bulls are very aggressive and should be approached with extreme caution. In some realms, bull fighting is a very popular sport. Combat An enraged bull is a frightening sight, best avoided by all but the bravest of warriors. Because of the great danger posed by a bull’s horns, many farmers have their bull’s horns removed. A dehorned bull replaces the gore attack with a headbutt attack that deals only 1d8+4 points of damage. Rage (Ex): When a bull enters combat, it may enter a rage similar to that of a barbarian rage. Each round of combat, the bull should make a Will saving throw (DC 15) during its action. If it fails, it will enter a rage. As in a barbarian’s rage, a bull gains a +4 bonus to Strength, +4 to Constitution and a +2 morale bonus to Will saves. However, it suffers a –2 Armour Class penalty. The rage lasts eight rounds and may not be ended voluntarily. Cow Large Animal Hit Dice: 2d8+4 (13 hit points). Initiative: -2 (-2 Dexterity). Speed: 30 feet (6 squares). Armour Class: 9 (-2 Dexterity, -1 size, +2 natural), touch 7, flat-footed 9. Base Attack/Grapple: +1/+9. Attack: Headbutt +4 melee (1d6+6). Full Attack: Headbutt +4 melee (1d6+6). Space/Reach: 10 feet by 5 feet. Special Attacks: Stampede*. Special Qualities: Low-light vision. Saves: Fortitude +5, Reflex -2, Will –1. Abilities: Strength 19, Dexterity 7, Constitution 15, Intelligence 1, Wisdom 8, Charisma 2. Skills: Listen +2, Spot +5. Feats: Endurance. Environment: Any. Organization: Herd (10-40). Challenge Rating: 1. Treasure: None. Alignment: Always neutral. Advancement: 3-6 Hit Dice (Large). Level Adjustment: — Cows are peaceful herbivores that are kept for their milk and meat. Clumsy and slow-moving, cows are generally not very aggressive. The average cow weighs between eight hundred to one thousand, five hundred pounds and stands about five feet high at the shoulder. Their hides are used to make leather and their milk can be used to make cheese, butter and other foodstuffs. Combat Cows are docile herd animals and seldom initiate combat. Nine times out of ten cows will flee rather than enter into combat. Stampede* (Ex): A herd of cows that becomes panicked will flee at a full run in a random direction, charging in a solid mass of packed flesh. They run over anything their own size or smaller, dealing 1d12 points of damage for each animal in the stampede. Skills: Cows receive a +4 racial bonus to Spot checks. *Certain breeds of cattle may have this ability, and certain breeds may not. Generally, those that do are tough, free-ranging longhorns, and not the fat, lazy heifers you see in the cow pens at a dairy farm! |
| Raymond_Luxury_Yacht12-18-05, 12:04 PM | Isn't that mostly covered by the boar? Of course, they're pretty damn tough, so something more domestic might be in order. Not really. Domestic pigs are still total bastards. Most farms nowadays clip the tusks, assuming they can knock out the pig to do so. |
| Vestigial_Thumb12-18-05, 12:09 PM | Wha...? Why ? Why not? |
| JiCi12-19-05, 08:55 AM | butp ! Bring Up This Post. |
| I Am Famine12-21-05, 04:59 AM | I would like an unusual animal familiar for my next character. Does anyone have any unusual and obscure ideas for any animals of at least Tiny size? I know some pretty interesting have come up here like Slagger's Koala and Platypus. Just ideas would be good for the time being, thanks. :D |
| Pliskit12-21-05, 07:16 AM | Here's my personal bit of animal statting: a Dire Cheetah I have written to be the animal companion of my druidchar. I've been playing with it for some time now and it works out really fine as a chaser... Multiple times we had baddies running away to fetch their bigger brothers, this little kitten succesfully tackles that most of the time :) DIRE CHEETAH Size large HD/HP 6d8+16 (43hp) Initiative +6 Speed 50ft AC 21 (16nat, -1size, +6dex) Bab/grapple +6/+15 Attack +11 (1d8+5) Full att 1x +11 (1d8+5), 2x +6 (1d4+3) Space/reach 10ft/5ft Special att Pounce, Trip (as MM cheetah) Spec qual Lowl vision, scent, sprint Saves Fort+8, ref+11, will+3 Abilities Str20, dex23, con15, Int2, wis12, cha6 Skills Hide+4, Listen+10, Move Silent+6, Spot+12 Feats Alert, weapon finesse Edit: There may be one or two smaller mistakes in the stats because the animal had been upgraded since my druid reached high enough lvl and I may have overlooked things in recreating the original stats. Also, I have the stats at home for a Lammergeyer, the eurasian variant of the american Condor... it's 3.0 so it may need some updating but I'll see what I can do :) |
| Schmacker12-21-05, 07:22 AM | My girlfriend is looking for a Beaver for an AC. Any one got stats for that? |
| Pliskit12-21-05, 07:27 AM | My girlfriend is looking for a Beaver Ayyee... frantically trying to refrain myself from making bad remarks on this one :D |
| Olly12-21-05, 02:16 PM | Ayyee... frantically trying to refrain myself from making bad remarks on this one :D At least he didn't say '****'. ;) Edit: Curses! Oh well... Let's just say 'rooster' for now... |
| Schmacker12-21-05, 05:25 PM | I thought about that, but then didnt care :) |
| savant_warlord1312-21-05, 05:31 PM | I just wanted to make sure I knew where you coming from, theres already a big Dino thread anyway. I haven't seen stats (normal or otherwise) for the following creatures. Angler Fish Babirusa Black Mamba Electric Eel Kangaroo Moray Eel Taipan Viper Fish angler fish and viperfish are a few inches long and extremely slow moving. also, their teeth would break off if you tried to pull away mid-bite dire versions would be acceptable |
| Slagger the Chuul12-21-05, 11:44 PM | I just added the familiar line to the Tiny version of the Koala. |
| Olly12-22-05, 07:58 AM | Someone wanted a black mamba, so here it is. Black Mamba Large Animal Hit Dice: 3d8 (13 hit points) Initiative: +7. Speed: 30 feet (6 squares), climb 20 feet (4 squares), swim 20 feet (4 squares). Armour Class: 15 (-1 size, +3 Dexterity, +3 natural), touch 12, flat-footed 12. Base Attack/Grapple: +2/+4. Attack: Bite +4 melee (1d4, plus poison). Full Attack: Bite +4 melee (1d4, plus poison). Space/Reach: 10 feet by 10 feet. Special Attacks: Poison. Special Qualities: Scent. Saves: Fortitude +3, Reflex +6, Will +2. Abilities: Strength 10, Dexterity 17, Constitution 11, Intelligence 1, Wisdom 12, Charisma 2. Skills: Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8. Feats: Improved Initiative, Weapon Finesse. Environment: Warm plains and forests. Organization: Solitary. Challenge Rating: 4. Treasure: None. Alignment: Always neutral. Advancement: – Level Adjustment: – A large, grey snake lunges at you with gaping jaws. The inside of its mouth is purplish-black. The black mamba ('dendroaspis polylepis') is one of the world's most feared snakes, and, measuring in at anywhere from nine to thirteen feet in length, it's not very hard to see why. Even baby black mambas are two feet long at birth, longer than many other snakes. The name 'black mamba' is somewhat confusing as black mambas are actually a dark shade of olive green or gunmetal grey in colour. Some of them will show a light banding around their body. Slightly speckled black mambas are also not uncommon. Combat Black mambas hunt prey actively. They are dangerous snakes indeed, for they are large and, unusually for snakes, very fast, easily capable of catching up with prey that attempts to escape from them. Thankfully, the black mamba is only likely to attack when it feels threatened, often when it feels its territory has been encroached upon. Poison (Ex): Fortitude save (DC 17). Initial damage: 2d4 Constitution, secondary damage: 2d4 Constitution. |
| Olly12-22-05, 08:02 AM | angler fish and viperfish are a few inches long and extremely slow moving. also, their teeth would break off if you tried to pull away mid-bite Doesn't matter. The game is fantasy. If you want to have anglerfish taking snaps at people, you're fully entitled to. After all, I don't see anyone writing out explanations as to just why necromancy wouldn't work in the real world or how a creature as big as the Tarrasque could remain hidden for so long and surprise everyone when it woke up. :rolleyes: |