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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Conversion of System Rules Document monster information to XML format Copyright 2001 John Hanju Kim.
Animal:Ape
SizeAndType: Large Animal
HitDice: 4d8+8 (26)
Initiative: +2 (Dex)
Speed: 30 ft., climb 30 ft.
ArmorClass: 14 (-1 size, +2 Dex, +3 natural)
Attacks: 2 claws +7 melee, bite +2 melee
Damage: Claw 1d6+5, bite 1d6+2
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Scent
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7
Skills: Climb +18, Listen +6, Spot +6
ClimateAndTerrain: Warm forest and mountains
Organization: Solitary or company (2-5)
ChallengeRating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large)
Description
General
Animal:Baboon
SizeAndType: Medium-Size Animal
HitDice: 1d8+1 (5)
Initiative: +2 (Dex)
Speed: 40 ft., climb 30 ft.
ArmorClass: 13 (+2 Dex, +1 natural)
Attacks: Bite +2 melee
Damage: Bite 1d6+3
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Scent
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 15, Dex 14, Con 12, Int 2, Wis 12, Cha 4
Skills: Climb +13, Listen +5, Spot +5
ClimateAndTerrain: Warm desert and plains
Organization: Solitary or troop (10-40)
ChallengeRating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Medium-size)
Description
General
Animal:Badger
SizeAndType: Tiny Animal
HitDice: 1d8+2 (6)
Initiative: +3 (Dex)
Speed: 30 ft., burrow 10 ft.
ArmorClass: 15 (+2 size, +3 Dex)
Attacks: 2 claws +5 melee, bite +0 melee
Damage: Claw 1d2-1, bite 1d3-1
FaceAndReach: 2 1/2 ft. by 2 1/2 ft./0 ft.
SpecialAttacks: Rage
SpecialQualities: Scent
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Escape Artist +7, Listen +4, Spot +4
Feats: Weapon Finesse (bite, claw)
ClimateAndTerrain: Temperate forest, hill, plains, and underground
Organization: Solitary or cete (2-5)
ChallengeRating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Tiny)
Description
General
Special Ability

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.

Animal:Bat
SizeAndType: Diminutive Animal
HitDice: 1/4 d8 (1)
Initiative: +2 (Dex)
Speed: 5 ft., fly 40 ft. (good)
ArmorClass: 16 (+4 size, +2 Dex)
FaceAndReach: 1 ft. by 1 ft./0 ft.
SpecialQualities: Blindsight
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Skills: Listen +9, Move Silently +6, Spot +9*
ClimateAndTerrain: Temperate and warm desert, forest, hill, plains, and underground
Organization: Colony (10-40) or swarm (10-50)
ChallengeRating: 1/10
Treasure: None
Alignment: Always neutral
Description
General
Special Ability

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.

Animal:Bear, Black
SizeAndType: Medium-Size Animal
HitDice: 3d8+6 (19)
Initiative: +1 (Dex)
Speed: 40 ft.
ArmorClass: 13 (+1 Dex, +2 natural)
Attacks: 2 claws +6 melee, bite +1 melee
Damage: Claw 1d4+4, bite 1d6+2
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Scent
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Climb +6, Listen +4, Spot +7, Swim +8
ClimateAndTerrain: Temperate and warm forest, hill, and mountains
Organization: Solitary or pair
ChallengeRating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (Medium-size)
Description
General
Animal:Bear, Brown
SizeAndType: Large Animal
HitDice: 6d8+24 (51)
Initiative: +1 (Dex)
Speed: 40 ft.
ArmorClass: 15 (-1 size, +1 Dex, +5 natural)
Attacks: 2 claws +11 melee, bite +6 melee
Damage: Claw 1d8+8, bite 2d8+4
FaceAndReach: 5 ft. by 10 ft./5 ft.
SpecialAttacks: Improved grab
SpecialQualities: Scent
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +7, Swim +14
ClimateAndTerrain: Any forest, hill, mountains, and underground
Organization: Solitary or pair
ChallengeRating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-10 HD (Large)
Description
General
Animal:Bear, Polar
SizeAndType: Large Animal
HitDice: 8d8+32 (68)
Initiative: +1 (Dex)
Speed: 40 ft., swim 30 ft.
ArmorClass: 15 (-1 size, +1 Dex, +5 natural)
Attacks: 2 claws +13 melee, bite +8 melee
Damage: Claw 1d8+8, bite 2d8+4
FaceAndReach: 5 ft. by 10 ft./5 ft.
SpecialAttacks: Improved grab
SpecialQualities: Scent
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Skills: Hide -2*, Listen +4, Spot +7
ClimateAndTerrain: Any cold land
Organization: Solitary or pair
ChallengeRating: 4
Treasure: None
Alignment: Always neutral
Advancement: 9-12 HD (Large)
Description
General

Skills: *A polar bear's white coat bestows a +12 racial bonus to Hide checks in snowy areas.

Animal:Bison
SizeAndType: Large Animal
HitDice: 5d8+15 (37)
Initiative: +0
Speed: 40 ft.
ArmorClass: 13 (-1 size, +4 natural)
Attacks: Butt +6 melee
Damage: Butt 1d8+6
FaceAndReach: 5 ft. by 10 ft./5 ft.
SpecialAttacks: Stampede
SpecialQualities: Scent
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 18, Dex 10, Con 16, Int 2, Wis 11, Cha 4
Skills: Listen +8, Spot +5
ClimateAndTerrain: Temperate plains
Organization: Solitary or herd (6-30)
ChallengeRating: 2
Treasure: None
Alignment: Always neutral
Advancement: 6-7 HD (Large)
Description
General
Special Ability

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.

Animal:Boar
SizeAndType: Medium-Size Animal
HitDice: 3d8+9 (22)
Initiative: +0
Speed: 40 ft.
ArmorClass: 16 (+6 natural)
Attacks: Gore +4 melee
Damage: Gore 1d8+3
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Ferocity
SpecialQualities: Scent
Saves: Fort +6, Ref +3, Will +2
Abilities: Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4
Skills: Listen +7, Spot +5
ClimateAndTerrain: Temperate and warm forest
Organization: Solitary
ChallengeRating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (Medium-size)
Description
General
Special Ability

Ferocity (Ex): A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Animal:Camel
SizeAndType: Large Animal
HitDice: 3d8+6 (19)
Initiative: +3 (Dex)
Speed: 50 ft.
ArmorClass: 13 (-1 size, +3 Dex, +1 natural)
Attacks: Bite +5 melee
Damage: Bite 1d4+6
FaceAndReach: 5 ft. by 10 ft./5 ft.
SpecialQualities: Scent
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 18, Dex 16, Con 14, Int 1, Wis 11, Cha 4
Skills: Listen +5, Spot +5
ClimateAndTerrain: Any desert, hill, and mountains
Organization: Solitary
ChallengeRating: 1
Treasure: None
Alignment: Always neutral
Description
General

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.

Animal:Cat
SizeAndType: Tiny Animal
HitDice: 1/2 d8 (2)
Initiative: +2 (Dex)
Speed: 30 ft.
ArmorClass: 14 (+2 size, +2 Dex)
Attacks: 2 claws +4 melee, bite -1 melee
Damage: Claw 1d2-4, bite 1d3-4
FaceAndReach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7
Skills: Balance +10, Climb +5, Hide +17*, Listen +4, Move Silently +9, Spot +4
Feats: Weapon Finesse (claw, bite)
ClimateAndTerrain: Any land
Organization: Solitary
ChallengeRating: 1/4
Treasure: None
Alignment: Always neutral
Description
General

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.

Animal:Cheetah
SizeAndType: Medium-Size Animal
HitDice: 3d8+6 (19)
Initiative: +4 (Dex)
Speed: 50 ft.
ArmorClass: 15 (+4 Dex, +1 natural)
Attacks: Bite +6 melee, 2 claws +1 melee
Damage: Bite 1d6+3, claw 1d2+1
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Trip
SpecialQualities: Sprint
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +7, Listen +5, Move Silently +8, Spot +5
Feats: Weapon Finesse (bite, claw)
ClimateAndTerrain: Warm plains
Organization: Solitary, pair, or family (3-5)
ChallengeRating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (Medium-size)
Description
General
Special Ability

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.

Special Ability

Sprint (Ex): Once an hour, a cheetah can take a charge action to move ten times its normal speed (500 feet).

Animal:Crocodile
SizeAndType: Medium-Size Animal
HitDice: 3d8+9 (22)
Initiative: +1 (Dex)
Speed: 20 ft., swim 30 ft.
ArmorClass: 15 (+1 Dex, +4 natural)
Attacks: Bite +6 melee; or tail slap +6 melee
Damage: Bite 1d8+6; tail slap 1d12+6
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Improved grab
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 19, Dex 12, Con 17, Int 2, Wis 12, Cha 2
Skills: Hide +7*, Listen +5, Spot +5
ClimateAndTerrain: Warm marsh and aquatic
Organization: Solitary or colony (6-11)
ChallengeRating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (Medium-size)
Description
General
Special Ability

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. The crocodile automatically deals bite damage each round it maintains the pin.

Skills: *A crocodile gains a +12 racial bonus to Hide checks when submerged.

Animal:Crocodile, Giant
SizeAndType: Huge Animal
HitDice: 7d8+28 (59)
Initiative: +1 (Dex)
Speed: 20 ft., swim 30 ft.
ArmorClass: 16 (-2 size, +1 Dex, +7 natural)
Attacks: Bite +11 melee; or tail slap +11 melee
Damage: Bite 2d8+12; tail slap 1d12+12
FaceAndReach: 10 ft. by 20 ft./10 ft.
SpecialAttacks: Improved grab
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 27, Dex 12, Con 19, Int 1, Wis 12, Cha 2
Skills: Hide +0*, Listen +5, Spot +5
ClimateAndTerrain: Warm marsh and aquatic
Organization: Solitary or colony (6-11)
ChallengeRating: 4
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Huge)
Description
General

Giant crocodiles can grab and hold creatures of Large or smaller size but otherwise fight and behave like their smaller cousins.

Animal:Dog
SizeAndType: Small Animal
HitDice: 1d8+2 (6)
Initiative: +3 (Dex)
Speed: 40 ft.
ArmorClass: 15 (+1 size, +3 Dex, +1 natural)
Attacks: Bite +2 melee
Damage: Bite 1d4+1
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Scent
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +5, Spot +5, Swim +5, Wilderness Lore +1*
ClimateAndTerrain: Any land
Organization: Solitary
ChallengeRating: 1/3
Treasure: None
Alignment: Always neutral
Description
General

Skills: *Dogs receive a +8 racial bonus to Wilderness Lore checks when tracking by scent.

Animal:Dog, Riding
SizeAndType: Medium-Size Animal
HitDice: 2d8+4 (13)
Initiative: +2 (Dex)
Speed: 40 ft.
ArmorClass: 16 (+2 Dex, +4 natural)
Attacks: Bite +3 melee
Damage: Bite 1d6+3
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +5, Spot +5, Swim +5, Wilderness Lore +1*
ClimateAndTerrain: Any land
Organization: Solitary
ChallengeRating: 1
Treasure: None
Alignment: Always neutral
Description
General

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.

Skills: *Riding dogs receive a +4 racial bonus to Wilderness Lore checks when tracking by scent.

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.

Animal:Donkey
SizeAndType: Medium-Size Animal
HitDice: 2d8+2 (11)
Initiative: +1 (Dex)
Speed: 30 ft.
ArmorClass: 13 (+1 Dex, +2 natural)
Attacks: Bite +1 melee
Damage: Bite 1d2
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Scent
Saves: Fort +4, Ref +4, Will +0
Abilities: Str 10, Dex 13, Con 12, Int 1, Wis 11, Cha 4
Skills: Balance +3, Listen +5, Spot +5
ClimateAndTerrain: Temperate and warm desert, hill, plains, and mountains
Organization: Solitary
ChallengeRating: 1/6
Treasure: None
Alignment: Always neutral
Description
General

Skills: Donkeys receive a +2 racial bonus to Balance.

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.

Animal:Eagle
SizeAndType: Small Animal
HitDice: 1d8+1 (5)
Initiative: +2 (Dex)
Speed: 10 ft., fly 80 ft. (average)
ArmorClass: 14 (+1 size, +2 Dex, +1 natural)
Attacks: 2 claws +3 melee, bite -2 melee
Damage: Claw 1d3, bite 1d4
FaceAndReach: 5 ft. by 5 ft./5 ft.
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Skills: Listen +6, Spot +6*
Feats: Weapon Finesse (claw, bite)
ClimateAndTerrain: Any forest, hill, plains, and mountains
Organization: Solitary or pair
ChallengeRating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Medium-size)
Description
General

Skills: *Eagles receive a +8 racial bonus to Spot checks during daylight.

Animal:Elephant
SizeAndType: Huge Animal
HitDice: 11d8+55 (104)
Initiative: +0 (Dex)
Speed: 40 ft.
ArmorClass: 15 (-2 size, +7 natural)
Attacks: Slam +16 melee, 2 stamps +11 melee; or gore +16 melee
Damage: Slam 2d6+10, stamp 2d6+5; gore 2d8+15
FaceAndReach: 10 ft. by 20 ft./10 ft.
SpecialAttacks: Trample 2d8+15
SpecialQualities: Scent
Saves: Fort +12, Ref +7, Will +4
Abilities: Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7
Skills: Listen +6, Spot +6
ClimateAndTerrain: Warm forest and plains
Organization: Solitary or herd (6-30)
ChallengeRating: 8
Treasure: None
Alignment: Always neutral
Advancement: 12-22 HD (Huge)
Description
General

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.

Special Ability

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.

Animal:Hawk
SizeAndType: Tiny Animal
HitDice: 1d8 (4)
Initiative: +3 (Dex)
Speed: 10 ft., fly 60 ft. (average)
ArmorClass: 17 (+2 size, +3 Dex, +2 natural)
Attacks: Claws +5 melee
Damage: Claws 1d4-2
FaceAndReach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6
Skills: Listen +6, Spot +6*
Feats: Weapon Finesse (claws)
ClimateAndTerrain: Any forest, hill, plains, and mountains
Organization: Solitary or pair
ChallengeRating: 1/3
Treasure: None
Alignment: Always neutral
Description
General

Skills: *Hawks gain a +8 racial bonus to Spot checks in daylight.

Animal:Horse, Heavy
SizeAndType: Large Animal
HitDice: 3d8+6 (19)
Initiative: +1 (Dex)
Speed: 50 ft.
ArmorClass: 13 (-1 size, +1 Dex, +3 natural)
Attacks: 2 hooves +3 melee
Damage: Hoof 1d6+2
FaceAndReach: 5 ft. by 10 ft./5 ft.
SpecialQualities: Scent
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 15, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +6, Spot +6
ClimateAndTerrain: Any land
Organization: Solitary
ChallengeRating: 1
Treasure: None
Alignment: Always neutral
Description
General

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.

Animal:Horse, Heavy War
SizeAndType: Large Animal
HitDice: 4d8+12 (30)
Initiative: +1 (Dex)
Speed: 50 ft.
ArmorClass: 14 (-1 size, +1 Dex, +4 natural)
Attacks: 2 hooves +6 melee; bite +1 melee
Damage: Hoof 1d6+4; bite 1d4+2
FaceAndReach: 5 ft. by 10 ft./5 ft.
SpecialQualities: Scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +7, Spot +7
ClimateAndTerrain: Any land
Organization: Domesticated
ChallengeRating: 2
Treasure: None
Alignment: Always neutral
Description
General

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.

Animal:Horse, Light
SizeAndType: Large Animal
HitDice: 3d8+6 (19)
Initiative: +1 (Dex)
Speed: 60 ft.
ArmorClass: 13 (-1 size, +1 Dex, +3 natural)
Attacks: 2 hooves +2 melee
Damage: Hoof 1d4+1
FaceAndReach: 5 ft. by 10 ft./5 ft.
SpecialQualities: Scent
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +6, Spot +6
ClimateAndTerrain: Any land
Organization: Solitary
ChallengeRating: 1
Treasure: None
Alignment: Always neutral
Description
General

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.

Animal:Horse, Light War
SizeAndType: Large Animal
HitDice: 3d8+9 (22)
Initiative: +1 (Dex)
Speed: 60 ft.
ArmorClass: 14 (-1 size, +1 Dex, +4 natural)
Attacks: 2 hooves +4 melee; bite -1 melee
Damage: Hoof 1d4+3; bite 1d3+1
FaceAndReach: 5 ft. by 10 ft./5 ft.
SpecialQualities: Scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +7, Spot +7
ClimateAndTerrain: Any land
Organization: Solitary
ChallengeRating: 1
Treasure: None
Alignment: Always neutral
Description
General

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.

Animal:Leopard
SizeAndType: Medium-Size Animal
HitDice: 3d8+6 (19)
Initiative: +4 (Dex)
Speed: 40 ft., climb 20 ft.
ArmorClass: 15 (+4 Dex, +1 natural)
Attacks: Bite +6 melee; 2 claws +1 melee
Damage: Bite 1d6+3; claw 1d3+1
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Pounce, improved grab, rake 1d3+1
SpecialQualities: Scent
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +12, Climb +11, Hide +9*, Listen +6, Move Silently +9, Spot +6
Feats: Weapon Finesse (bite, claw)
ClimateAndTerrain: Warm forest and plains
Organization: Solitary or pair
ChallengeRating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (Medium-size)
Description
General
Special Ability

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.

Special Ability

Improved Grab (Ex): To use this ability, the leopard must hit with its bite attack. If it gets a hold, it can rake.

Special Ability

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.

Animal:Lion
SizeAndType: Large Animal
HitDice: 5d8+10 (32)
Initiative: +3 (Dex)
Speed: 40 ft.
ArmorClass: 15 (-1 size, +3 Dex, +3 natural)
Attacks: 2 claws +7 melee, bite +2 melee
Damage: Claw 1d4+5, bite 1d8+2
FaceAndReach: 5 ft. by 10 ft./5 ft.
SpecialAttacks: Pounce, improved grab, rake 1d4+2
SpecialQualities: Scent
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +7, Hide +4*, Jump +5, Listen +5, Move Silently +11, Spot +5
ClimateAndTerrain: Warm plains
Organization: Solitary, pair, or pride (6-10)
ChallengeRating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-8 HD (Large)
Description
General
Special Ability

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.

Special Ability

Improved Grab (Ex): To use this ability, the lion must hit with its bite attack. If it gets a hold, it can rake.

Special Ability

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.

Animal:Lizard
SizeAndType: Tiny Animal
HitDice: 1/2 d8 (2)
Initiative: +2 (Dex)
Speed: 20 ft., climb 20 ft.
ArmorClass: 14 (+2 size, +2 Dex)
Attacks: Bite +4 melee
Damage: Bite 1d4
FaceAndReach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills: Balance +10, Climb +12, Hide +13, Listen +4, Spot +4
Feats: Weapon Finesse (bite)
ClimateAndTerrain: Any warm land
Organization: Solitary
ChallengeRating: 1/6
Treasure: None
Alignment: Always neutral
Description
General

Skills: Lizards use their Dexterity modifier for Climb checks and receive a +8 bonus to Balance checks.

Animal:Lizard, Giant
SizeAndType: Medium-Size Animal
HitDice: 3d8+9 (22)
Initiative: +2 (Dex)
Speed: 30 ft., swim 30 ft.
ArmorClass: 15 (+2 Dex, +3 natural)
Attacks: Bite +5 melee
Damage: Bite 1d8+4
FaceAndReach: 5 ft. by 5 ft./5 ft.
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 2
Skills: Climb +9, Hide +7*, Listen +4, Move Silently +6, Spot +4
ClimateAndTerrain: Any warm land
Organization: Solitary
ChallengeRating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (Medium-size)
Description
General

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.

Animal:Monkey
SizeAndType: Tiny Animal
HitDice: 1d8 (4)
Initiative: +2 (Dex)
Speed: 30 ft., climb 30 ft.
ArmorClass: 14 (+2 size, +2 Dex)
Attacks: Bite +4 melee
Damage: Bite 1d3-4
FaceAndReach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Skills: Balance + 10, Climb +13, Hide +13, Listen +4, Spot +4
Feats: Weapon Finesse (bite)
ClimateAndTerrain: Warm forest
Organization: Troop (10-40)
ChallengeRating: 1/6
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Medium-size)
Description
General

Skills: Monkeys use their Dexterity modifier for Climb checks and receive a +8 racial bonus to Balance checks.

Animal:Mule
SizeAndType: Large Animal
HitDice: 3d8+9 (22)
Initiative: +1 (Dex)
Speed: 30 ft.
ArmorClass: 13 (-1 size, +1 Dex, +3 natural)
Attacks: 2 hooves +4 melee
Damage: Hoof 1d4+3
FaceAndReach: 5 ft. by 10 ft./5 ft.
Saves: Fort +6, Ref +4, Will +1
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6
Skills: Listen +6, Spot +6
ClimateAndTerrain: Warm plains
Organization: Solitary
ChallengeRating: 1
Treasure: None
Alignment: Always neutral
Description
General

Skills: Mules receive a +2 racial bonus to Dexterity checks to avoid slipping or falling.

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.

Animal:Octopus
SizeAndType: Small Animal
HitDice: 2d8 (9)
Initiative: +3 (Dex)
Speed: 20 ft., swim 30 ft.
ArmorClass: 16 (+1 size, +3 Dex, +2 natural)
Attacks: 8 arms +5 melee, bite +0 melee
Damage: Arms 0, bite 1d3
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Improved grab
SpecialQualities: Ink cloud, jet
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 12, Dex 17, Con 11, Int 2, Wis 12, Cha 3
Skills: Hide +15, Listen +5, Spot +5
Feats: Weapon Finesse (arms, bite)
ClimateAndTerrain: Temperate and warm aquatic
Organization: Solitary
ChallengeRating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Medium-size); 7 HD (Large)
Description
General
Special Ability

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.

Special Ability

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.

Special Ability

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.

Animal:Octopus, Giant
SizeAndType: Large Animal
HitDice: 8d8+8 (44)
Initiative: +2 (Dex)
Speed: 20 ft., swim 30 ft.
ArmorClass: 18 (-1 size, +2 Dex, +7 natural)
Attacks: 8 tentacle rakes +10 melee, bite +5 melee
Damage: Tentacle rake 1d4+5, bite 1d8+2
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Improved grab, constrict
SpecialQualities: Ink cloud, jet
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 20, Dex 15, Con 13, Int 2, Wis 12, Cha 3
Skills: Hide +11, Listen +4, Spot +4
ClimateAndTerrain: Temperate and warm aquatic
Organization: Solitary
ChallengeRating: 8
Treasure: None
Alignment: Always neutral
Advancement: 9-12 HD (Large); 13-24 HD (Huge) -
Description
General
Special Ability

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.

Special Ability

Constrict (Ex): A giant octopus deals 2d8+6 points of damage with a successful grapple check against Medium-size or smaller creatures.

Special Ability

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.

Special Ability

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.

Animal:Owl
SizeAndType: Tiny Animal
HitDice: 1d8 (4)
Initiative: +3 (Dex)
Speed: 10 ft., fly 40 ft. (average)
ArmorClass: 17 (+2 size, +3 Dex, +2 natural)
Attacks: Claws +5 melee
Damage: Claws 1d2-2
FaceAndReach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 4
Skills: Listen +14, Move Silently +20, Spot +6*
Feats: Weapon Finesse (claws)
ClimateAndTerrain: Any forest, hill, plains, and mountains
Organization: Solitary
ChallengeRating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 1 HD (Medium-size); 2 HD (Large)
Description
General

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.

Animal:Pony
SizeAndType: Medium-Size Animal
HitDice: 2d8+2 (11)
Initiative: +1 (Dex)
Speed: 40 ft.
ArmorClass: 13 (+1 Dex, +2 natural)
Attacks: 2 hooves +2 melee
Damage: Hoof 1d3+1
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Scent
Saves: Fort +4, Ref +4, Will +0
Abilities: Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4
Skills: Listen +5, Spot +5
ClimateAndTerrain: Any land
Organization: Solitary
ChallengeRating: 1/4
Treasure: None
Alignment: Always neutral
Description
General

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.

Animal:Pony, War
SizeAndType: Medium-Size Animal
HitDice: 2d8+4 (13)
Initiative: +1 (Dex)
Speed: 40 ft.
ArmorClass: 13 (+1 Dex, +2 natural)
Attacks: 2 hooves +3 melee
Damage: Hoof 1d3+2
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Scent
Saves: Fort +5, Ref +4, Will +0
Abilities: Str 15, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Skills: Listen +5, Spot +5
ClimateAndTerrain: Any land
Organization: Solitary
ChallengeRating: 1/4
Treasure: None
Alignment: Always neutral
Description
General

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.

Animal:Porpoise
SizeAndType: Medium-Size Animal
HitDice: 2d8+2 (11)
Initiative: +3 (Dex)
Speed: Swim 80 ft.
ArmorClass: 15 (+3 Dex, +2 natural)
Attacks: Butt +4 melee
Damage: Butt 2d4
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Blindsight
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 11, Dex 17, Con 13, Int 2, Wis 12, Cha 6
Skills: Listen +10*, Spot +10*
Feats: Weapon Finesse (butt)
ClimateAndTerrain: Any aquatic
Organization: Solitary or school (2-20)
ChallengeRating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium-size); 5-6 HD (Large)
Description
General
Special Ability

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.

Animal:Rat
SizeAndType: Tiny Animal
HitDice: 1/4 d8 (1)
Initiative: +2 (Dex)
Speed: 15 ft., climb 15 ft.
ArmorClass: 14 (+2 size, +2 Dex)
Attacks: Bite +4 melee
Damage: Bite 1d3-4
FaceAndReach: 2 1/2 ft. by 2 1/2 ft./0 ft.
SpecialQualities: Scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills: Balance +10, Climb +12, Hide +18, Move Silently +10
Feats: Weapon Finesse (bite)
ClimateAndTerrain: Any land and underground
Organization: Swarm (10-100)
ChallengeRating: 1/8
Treasure: None
Alignment: Always neutral
Description
General

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.

Animal:Raven
SizeAndType: Tiny Animal
HitDice: 1/4 d8 (1)
Initiative: +2 (Dex)
Speed: 10 ft., fly 40 ft. (average)
ArmorClass: 14 (+2 size, +2 Dex)
Attacks: Claws +4 melee
Damage: Claws 1d2-5
FaceAndReach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6
Skills: Listen +6, Spot +6
Feats: Weapon Finesse (claws)
ClimateAndTerrain: Any forest, hill, plains, and mountains
Organization: Solitary
ChallengeRating: 1/6
Treasure: None
Alignment: Always neutral
Description
General
Animal:Rhinoceros
SizeAndType: Large Animal
HitDice: 8d8+40 (76)
Initiative: +0 (Dex)
Speed: 30 ft.
ArmorClass: 16 (-1 size, +7 natural)
Attacks: Gore +13 melee
Damage: Gore 2d6+12
FaceAndReach: 5 ft. by 10 ft./5 ft.
Saves: Fort +11, Ref +6, Will +3
Abilities: Str 26, Dex 10, Con 21, Int 2, Wis 13, Cha 2
Skills: Listen +11
ClimateAndTerrain: Warm plains
Organization: Solitary or herd (2-12)
ChallengeRating: 4
Treasure: None
Alignment: Always neutral
Advancement: 9-12 HD (Large); 13-24 HD (Huge)
Description
General
Animal:Shark, Medium-Size
SizeAndType: Medium-Size Animal
HitDice: 3d8+3 (16)
Initiative: +2 (Dex)
Speed: Swim 60 ft.
ArmorClass: 15 (+2 Dex, +3 natural)
Attacks: Bite +4 melee
Damage: Bite 1d6+1
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Keen scent
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2
Skills: Listen +7, Spot +7
Feats: Weapon Finesse (bite)
ClimateAndTerrain: Any aquatic
Organization: Solitary, school (2-5), or pack (6-11)
ChallengeRating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium-size)
Description
General
Special Ability

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.

Animal:Shark, Large
SizeAndType: Large Animal
HitDice: 7d8+7 (38)
Initiative: +2 (Dex)
Speed: Swim 60 ft.
ArmorClass: 15 (-1 size, +2 Dex, +4 natural)
Attacks: Bite +7 melee
Damage: Bite 1d8+4
FaceAndReach: 5 ft. by 10 ft./5 ft.
SpecialQualities: Keen scent
Saves: Fort +6, Ref +7, Will +3
Abilities: Str 17, Dex 15, Con 13, Int 1, Wis 12, Cha 2
Skills: Listen +7, Spot +7
ClimateAndTerrain: Any aquatic
Organization: Solitary, school (2-5), or pack (6-11)
ChallengeRating: 2
Treasure: None
Alignment: Always neutral
Advancement: 8-10 HD (Large)
Description
General
Special Ability

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.

Animal:Shark, Huge
SizeAndType: Huge Animal
HitDice: 10d8+20 (65)
Initiative: +2 (Dex)
Speed: Swim 60 ft.
ArmorClass: 15 (-2 size, +2 Dex, +5 natural)
Attacks: Bite +10 melee
Damage: Bite 2d6+7
FaceAndReach: 10 ft. by 20 ft./10 ft.
SpecialQualities: Keen scent
Saves: Fort +9, Ref +9, Will +4
Abilities: Str 21, Dex 15, Con 15, Int 1, Wis 12, Cha 2
Skills: Listen +7, Spot +7
ClimateAndTerrain: Any aquatic
Organization: Solitary, school (2-5), or pack (6-11)
ChallengeRating: 4
Treasure: None
Alignment: Always neutral
Advancement: 11-17 HD (Huge)
Description
General
Special Ability

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.

Animal:Snake, Constrictor
SizeAndType: Medium-Size Animal
HitDice: 3d8+3 (16)
Initiative: +3 (Dex)
Speed: 20 ft., climb 20 ft., swim 20 ft.
ArmorClass: 15 (+3 Dex, +2 natural)
Attacks: Bite +5 melee
Damage: Bite 1d3+4
FaceAndReach: 5 ft. by 5 ft. (coiled)/5 ft.
SpecialAttacks: Improved grab, constrict 1d3+4
SpecialQualities: Scent
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +14, Hide +11, Listen +9, Spot +9
ClimateAndTerrain: Warm forest and aquatic
Organization: Solitary
ChallengeRating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (Medium-size); 6-10 HD (Large)
Description
General
Special Ability

Improved Grab (Ex): To use this ability, the constrictor snake must hit with its bite attack. If it gets a hold, it can constrict.

Special Ability

Constrict (Ex): A constrictor snake deals 1d3+4 points of damage with a successful grapple check against Medium-size or smaller creatures.

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.

Animal:Snake, Giant Constrictor
SizeAndType: Huge Animal
HitDice: 11d8+11 (60)
Initiative: +3 (Dex)
Speed: 20 ft., climb 20 ft.
ArmorClass: 15 (-2 size, +3 Dex, +4 natural)
Attacks: Bite +13 melee
Damage: Bite 1d8+10
FaceAndReach: 15 ft. by 15 ft. (coiled)/10 ft.
SpecialAttacks: Improved grab, constrict 1d8+10
SpecialQualities: Scent
Saves: Fort +8, Ref +10, Will +4
Abilities: Str 25, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +18, Hide +3, Listen +9, Spot +9
ClimateAndTerrain: Warm forest and aquatic
Organization: Solitary
ChallengeRating: 5
Treasure: None
Alignment: Always neutral
Advancement: 12-16 HD (Huge); 17-33 HD (Gargantuan)
Description
General
Special Ability

Improved Grab (Ex): To use this ability, the constrictor snake must hit with its bite attack. If it gets a hold, it can constrict.

Special Ability

Constrict (Ex): A giant constrictor snake deals 1d8+10 points of damage with a successful grapple check against Large size or smaller creatures.

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.

Animal:Snake, Tiny Viper
SizeAndType: Tiny Animal
HitDice: 1/4 d8 (1)
Initiative: +3 (Dex)
Speed: 15 ft., climb 15 ft., swim 15 ft.
ArmorClass: 17 (+2 size, +3 Dex, +2 natural)
Attacks: Bite +5 melee
Damage: Bite poison
FaceAndReach: 2 1/2 ft. by 2 1/2 ft. (coiled)/0 ft.
SpecialAttacks: Poison
SpecialQualities: Scent
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +12, Hide +18 Listen +8, Spot +8
Feats: Weapon Finesse (bite)
ClimateAndTerrain: Temperate and warm land, aquatic, and underground
Organization: Solitary
ChallengeRating: 1/3
Treasure: None
Alignment: Always neutral
Description
General
Special Ability

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.

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.

Animal:Snake, Small Viper
SizeAndType: Small Animal
HitDice: 1d8 (4)
Initiative: +3 (Dex)
Speed: 20 ft., climb 20 ft., swim 20 ft.
ArmorClass: 17 (+1 size, +3 Dex, +3 natural)
Attacks: Bite +4 melee
Damage: Bite 1d2-2 and poison
FaceAndReach: 5 ft. by 5 ft. (coiled)/5 ft.
SpecialAttacks: Poison
SpecialQualities: Scent
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +12, Hide +15, Listen +9, Spot +9
Feats: Weapon Finesse (bite)
ClimateAndTerrain: Temperate and warm land, aquatic, and underground
Organization: Solitary
ChallengeRating: 1/2
Treasure: None
Alignment: Always neutral
Description
General
Special Ability

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.

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.

Animal:Snake, Medium-Size Viper
SizeAndType: Medium-Size Animal
HitDice: 2d8 (9)
Initiative: +3 (Dex)
Speed: 20 ft., climb 20 ft., swim 20 ft.
ArmorClass: 16 (+3 Dex, +3 natural)
Attacks: Bite +4 melee
Damage: Bite 1d4-1 and poison
FaceAndReach: 5 ft. by 5 ft. (coiled)/5 ft.
SpecialAttacks: Poison
SpecialQualities: Scent
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +12, Listen +9, Spot +9
Feats: Weapon Finesse (bite)
ClimateAndTerrain: Temperate and warm land, aquatic, and underground
Organization: Solitary
ChallengeRating: 1
Treasure: None
Alignment: Always neutral
Description
General
Special Ability

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.

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.

Animal:Snake, Large Viper
SizeAndType: Large Animal
HitDice: 3d8 (13)
Initiative: +3 (Dex)
Speed: 20 ft., climb 20 ft., swim 20 ft.
ArmorClass: 15 (-1 size, +3 Dex, +3 natural)
Attacks: Bite +4 melee
Damage: Bite 1d4 and poison
FaceAndReach: 5 ft. by 5 ft. (coiled)/10 ft.
SpecialAttacks: Poison
SpecialQualities: Scent
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +8, Listen +9, Spot +9
Feats: Weapon Finesse (bite)
ClimateAndTerrain: Temperate and warm land, aquatic, and underground
Organization: Solitary
ChallengeRating: 2
Treasure: None
Alignment: Always neutral
Description
General
Special Ability

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.

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.

Animal:Snake, Huge Viper
SizeAndType: Huge Animal
HitDice: 4d8+4 (22)
Initiative: +4 (Dex)
Speed: 20 ft., climb 20 ft., swim 20 ft.
ArmorClass: 15 (-2 size, +4 Dex, +3 natural)
Attacks: Bite +5 melee
Damage: Bite 1d4 and poison
FaceAndReach: 15 ft. by 15 ft. (coiled)/10 ft.
SpecialAttacks: Poison
SpecialQualities: Scent
Saves: Fort +5, Ref +8, Will +2
Abilities: Str 10, Dex 19, Con 13, Int 1, Wis 12, Cha 2
Skills: Balance, +12, Climb +12, Hide +3, Listen +9, Spot +9
Feats: Weapon Finesse (bite)
ClimateAndTerrain: Temperate and warm land, aquatic, and underground
Organization: Solitary
ChallengeRating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-6 HD (Huge); 7-12 HD (Gargantuan)
Description
General
Special Ability

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.

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.

Animal:Squid
SizeAndType: Medium-Size Animal
HitDice: 3d8 (13)
Initiative: +3 (Dex)
Speed: Swim 60 ft.
ArmorClass: 16 (+3 Dex, +3 natural)
Attacks: 10 arms +4 melee, bite -1 melee
Damage: Arms 0, bite 1d6+1
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Improved grab
SpecialQualities: Ink cloud, jet
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 14, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Listen +7, Spot +7
ClimateAndTerrain: Any aquatic
Organization: Solitary or school (6-11)
ChallengeRating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium-size); 7-11 HD (Large)
Description
General
Special Ability

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.

Special Ability

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.

Special Ability

Jet (Ex): A squid can jet backward once a round as a double move action, at a speed of 240 feet.

Animal:Squid, Giant
SizeAndType: Huge Animal
HitDice: 12d8+12 (66)
Initiative: +3 (Dex)
Speed: Swim 80 ft.
ArmorClass: 17 (-2 size, +3 Dex, +6 natural)
Attacks: 10 tentacle rakes +15 melee, bite +10 melee
Damage: Tentacle 1d6+8, bite 2d8+4
FaceAndReach: 10 ft. by 20 ft./10 ft. (40 ft. with tentacle)
SpecialAttacks: Improved grab, constrict 1d6+8
SpecialQualities: Ink cloud, jet
Saves: Fort +9, Ref +11, Will +5
Abilities: Str 26, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Skills: Listen +8, Spot +8
ClimateAndTerrain: Any aquatic
Organization: Solitary
ChallengeRating: 9
Treasure: None
Alignment: Always neutral
Advancement: 13-18 HD (Huge); 19-36 HD (Gargantuan)
Description
General
Special Ability

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.

Special Ability

Constrict (Ex): A giant squid deals automatic tentacle rake damage with a successful grapple check against Medium-size or smaller creatures.

Special Ability

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.

Special Ability

Jet (Ex): A giant squid can jet backward once a round as a double move action, at a speed of 320 feet.

Animal:Tiger
SizeAndType: Large Animal
HitDice: 6d8+18 (45)
Initiative: +2 (Dex)
Speed: 40 ft.
ArmorClass: 14 (-1 size, +2 Dex, +3 natural)
Attacks: 2 claws +9 melee, bite +4 melee
Damage: Claw 1d8+6, bite 2d6+3
FaceAndReach: 5 ft. by 10 ft./5 ft.
SpecialAttacks: Pounce, improved grab, rake 1d8+3
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Skills: Balance +6, Hide +5*, Listen +3, Move Silently +9, Spot +3, Swim +11
ClimateAndTerrain: Any forest, hill, mountains, and plains
Organization: Solitary
ChallengeRating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Description
General
Special Ability

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.

Special Ability

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.

Special Ability

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.

Animal:Toad
SizeAndType: Diminutive Animal
HitDice: 1/4 d8 (1)
Initiative: +1 (Dex)
Speed: 5 ft.
ArmorClass: 15 (+4 size, +1 Dex)
FaceAndReach: 1 ft. by 1 ft./0 ft.
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 1, Dex 12, Con 11, Int 1, Wis 14, Cha 4
Skills: Hide +21, Listen +5, Spot +5
ClimateAndTerrain: Temperate and warm land and aquatic
Organization: Swarm (10-100)
ChallengeRating: 1/10
Treasure: None
Alignment: Always neutral
Description
General

Skills: A toad's coloration gives it a +4 racial bonus to Hide checks.

Animal:Weasel
SizeAndType: Tiny Animal
HitDice: 1/2 d8 (2)
Initiative: +2 (Dex)
Speed: 20 ft., climb 20 ft.
ArmorClass: 14 (+2 size, +2 Dex)
Attacks: Bite +4 melee
Damage: Bite 1d3-4
FaceAndReach: 2 1/2 ft. by 2 1/2 ft./0 ft.
SpecialAttacks: Attach
SpecialQualities: Scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Skills: Balance +10, Climb +11, Hide +13, Move Silently +9, Spot +4
Feats: Weapon Finesse (bite)
ClimateAndTerrain: Temperate forest, hill, mountains, and plains
Organization: Solitary
ChallengeRating: 1/4
Treasure: None
Alignment: Always neutral
Description
General
Special Ability

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 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.

Animal:Whale, Baleen
SizeAndType: Gargantuan Animal
HitDice: 12d8+72 (126)
Initiative: +1 (Dex)
Speed: Swim 40 ft.
ArmorClass: 16 (-4 size, +1 Dex, +9 natural)
Attacks: Tail slap +17 melee
Damage: Tail slap 1d8+18
FaceAndReach: 20 ft. by 40 ft./10 ft.
SpecialQualities: Blindsight
Saves: Fort +14, Ref +9, Will +5
Abilities: Str 35, Dex 13, Con 22, Int 2, Wis 12, Cha 6
Skills: Listen +10*, Spot +11*
ClimateAndTerrain: Any aquatic
Organization: Solitary
ChallengeRating: 5
Treasure: None
Alignment: Always neutral
Advancement: 13-18 HD (Gargantuan); 19-36 HD (Colossal)
Description
General
Special Ability

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.

Animal:Whale, Cachalot
SizeAndType: Gargantuan Animal
HitDice: 12d8+84 (138)
Initiative: +1 (Dex)
Speed: Swim 40 ft.
ArmorClass: 16 (-4 size, +1 Dex, +9 natural)
Attacks: Bite +17 melee, tail slap +12 melee
Damage: Bite 4d6+12, tail slap 1d8+6
FaceAndReach: 20 ft. by 40 ft./10 ft.
SpecialQualities: Blindsight
Saves: Fort +15, Ref +9, Will +6
Abilities: Str 35, Dex 13, Con 24, Int 2, Wis 14, Cha 6
Skills: Listen +11*, Spot +12*
ClimateAndTerrain: Any aquatic
Organization: Solitary or pod (6-11)
ChallengeRating: 6
Treasure: None
Alignment: Always neutral
Advancement: 13-18 HD (Gargantuan); 19-36 HD (Colossal)
Description
General
Special Ability

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.

Animal:Whale, Orca
SizeAndType: Huge Animal
HitDice: 9d8+45 (85)
Initiative: +2 (Dex)
Speed: Swim 50 ft.
ArmorClass: 16 (-2 size, +2 Dex, +6 natural)
Attacks: Bite +12 melee
Damage: Bite 2d6+12
FaceAndReach: 10 ft. by 20 ft./10 ft.
SpecialQualities: Blindsight
Saves: Fort +11, Ref +8, Will +5
Abilities: Str 27, Dex 15, Con 21, Int 2, Wis 14, Cha 6
Skills: Listen +12*, Spot +12*
ClimateAndTerrain: Any aquatic
Organization: Solitary or pod (6-11)
ChallengeRating: 5
Treasure: None
Alignment: Always neutral
Advancement: 10-13 HD (Huge); 14-27 HD (Gargantuan)
Description
General
Special Ability

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.

Animal:Wolf
SizeAndType: Medium-Size Animal
HitDice: 2d8+4 (13)
Initiative: +2 (Dex)
Speed: 50 ft.
ArmorClass: 14 (+2 Dex, +2 natural)
Attacks: Bite +3 melee
Damage: Bite 1d6+1
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Trip
SpecialQualities: Scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1*
Feats: Weapon Finesse (bite)
ClimateAndTerrain: Any forest, hill, plains, and mountains
Organization: Solitary, pair, or pack (7-16)
ChallengeRating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Medium-size); 4-5 HD (Large)
Description
General
Special Ability

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.

Animal:Wolverine
SizeAndType: Medium-Size Animal
HitDice: 3d8+12 (25)
Initiative: +2 (Dex)
Speed: 30 ft., burrow 10 ft., climb 10 ft.
ArmorClass: 14 (+2 Dex, +2 natural)
Attacks: 2 claws +4 melee; bite -1 melee
Damage: Claw 1d4+2; bite 1d6+1
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Rage
SpecialQualities: Scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 14, Dex 15, Con 19, Int 1, Wis 12, Cha 10
Skills: Climb +15, Listen +6, Spot +6
ClimateAndTerrain: Cold and temperate forest and hill
Organization: Solitary
ChallengeRating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (Large)
Description
General
Special Ability

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.