Conversion Mechanics here (as well as descriptions of relevant Feats, such as Multi-Attack, Follow-up Attack, etc).

 

[All derived values (Atk, Defense, SVs and dmg) should be (as much as humanly possible) accurately adjusted for Size, Stats, Feats, etc. Except for Hide, sometimes the Size value is included in the MM stats, sometimes it isn't. Argh.]

 

Ape: Large animal; Init +2 (Dex); Defense 11 (-1 size, +2 Dex); Spd 30 ft., climb 30 ft.; Atk +6/+1 melee (+6 dmg, claws, +3 dmg, bite); SV Dmg +7, Fort +3, Ref +3, Will +1; Str 20, Dex 15, Con 14, Int 2, Wis 12, Cha 7. Skills: Climb +14, Listen +6, Spot +6. Feats: Scent, Talented (Listen & Spot), Toughness, Unusual Size (Large), Extra Reach (+5 ft.), Extra Limb x2, Multi-Attack (2 Claws P, 1 Bite S).

Powers: Natural Weaponry +1 (Claws, Fangs), Super-Skill (Climb) +8,

[4 HD Ape used as base.  Advancement to 8 HD increases Atk by +2 and Fort, Ref & Will SVs by +1.]

 

Baboon: Medium animal; Init +2 (Dex); Defense 12 (+2 Dex); Spd 40 ft., climb 30 ft.; Atk +3 melee (+3 dmg, bite); SV Dmg +2, Fort +2, Ref +3, Will +1; Str 15, Dex 14, Con 12, Int 2, Wis 12, Cha 4. Skills: Climb +10, Listen +5, Spot +5. Feats: Scent, Talented (Listen & Spot).

Powers: Natural Weaponry +1 (Fangs), Super-Skill (Climb) +8,

[2 HD Baboon used as base.]

 

Badger: Small animal; Init +3; Defense 14 (+1 size, +3 Dex); Spd 30 ft., burrow 10 ft.; Atk +5/+0 melee (-1 dmg, claws, -1 dmg, bite); SV Dam +3, Fort +3, Ref +4, Will +1; Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6.  Skills: Escape Artist +7, Listen +3, Spot +3.  Feat: Scent, Track, Attack Finesse (Claws, Bite), Improved Stability (+4 to resist Bull Rush or Trip attacks), Rage (whenever the Badger suffers a Stun or Lethal Hit, it immediately goes berserk, gaining a +2 to Atk & Damage rolls, and to Damage SVs, but a –2 to effective Defense), Unusual Size (Small), Extra Limb x2, Multi-Attack (2 Claws P, 1 Bite S).

Powers: Tunneling +2 (Flaw: only through soft earth).

[Used a 2 HD badger as base.]

 

Bat: Diminutive animal; Init +2 (Dex); Defense 16 (+4 size, +2 Dex); Spd 5 ft., Fly 40 ft. (good); Atk -1 (-5 dmg, bite); SV Dam +0, Fort +1, Ref +3, Will +2; Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4.  Skills: Hide +14, Listen +8, Move Silently +6, Spot +8.  Feats: Talented (Listen & Spot), Unusual Size (Diminutive), Blindsight.

Powers: Flight +8 (Extras: Increased Maneuvarability x2, Flaw: Winged), Super-Skill (Spot) +4, Super-Skill (Listen) +4.

 

Bear, black: Medium animal; Init +1 (Dex); Defense 11 (+1 Dex); Spd 40 ft.; Atk +6/+1 melee (+5 dmg, claw, +3 dmg, bite); SV Dam +4, Fort +3, Ref +2, Will +1; Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6.  Skills: Climb +4, Listen +4, Spot +4, Swim +8.  Feats: Endurance, Extra Limb x2, Multi-Attack (2 Claws P, 1 Bite S).

Powers: Natural Weaponry +1 (Claws, Fangs), Super-Skill (Swim) +4, Running +2

[Used 4 HD black bear as base.]

 

Bear, brown: Large animal; Init +1 (Dex); Defense 10 (-1 size, +1 Dex); Spd 40 ft.; Atk +8/+3 melee (+10 dmg, claw, +6 dmg, bite); SV Dam +9, Fort +6, Ref +3, Will +2; Str 20, Dex 13, Con 19, Int 2, Wis 12, Cha 6.  Skills: Listen +4, Spot +7, Swim +12.  Feat: Endurance, Track, Unusual Size (Large), Improved Grab (can initiate a Grapple as a Free Action on a successful Claw attack), Extra Limb x2, Multi-Attack (2 Claws P, 1 Bite S).

Powers: Natural Weaponry +2 (Claws, Fangs), Super-Strength +3, Running +2, Super-Skill (Swim) +4

[Used 8 HD brown bear as base.  If Advanced to 10 HD, add +1 to Atk.]

 

Bear, polar: Large animal; Init +1 (Dex); Defense 10 (-1 size, +1 Dex); Spd 40 ft., swim 30 ft.; Atk +9/+4 melee (+10 dmg, claw, +6 dmg, bite); SV Dam +9, Fort +6, Ref +3, Will +2; Str 20, Dex 13, Con 19, Int 2, Wis 12, Cha 6.  Skills: Hide –2, Listen +5, Spot +7, Swim +16.  Feat: Endurance, Track, Unusual Size (Large), Improved Grab (can initiate a Grapple as a Free Action on a successful Claw attack), Extra Limb x2, Multi-Attack (2 Claws P, 1 Bite S), Amphibious (Flaw: Limit – cannot breathe underwater).

Powers: Natural Weaponry +2 (Claws, Fangs), Super-Strength +3, Running +2, Super-Skill (Swim) +8, Super-Skill (Hide) +12 (Flaw: Limit- only in snowy areas)

[Used 10 HD polar bear as base.  If Advanced to 12 HD, add +1 to Atk and Fort, Ref & Will SVs.]

 

Bison: Large animal; Init +0; Defense 9 (-1 size); Spd 40 ft.; Atk +8 melee (+7 dmg, horns); SV Dam +9, Fort +6, Ref +3, Will +2; Str 20, Dex 13, Con 19, Int 2, Wis 12, Cha 6.  Skills: Listen +7, Spot +5.  Feat: Endurance, Unusual Size (Large), Talented (Listen & Spot), Improved Stability (+4 to resist Bull Rush or Trip attacks), Stampede (*).

Powers: Natural Weaponry +1 (Horns), Super-Strength +1, Running +2

[Used 6 HD bison as base.  *Bison stampede away from danger, any size L or smaller target caught in a buffalo stampede must make a Reflex save (DC 18) or suffer an attack that has a damage bonus of +2 for every 5 bison in the herd (typically six to thirty, more do not increase the damage beyond +12).  If the Reflex save is made, the attack is only at half-strength.  The Damage Save to avoid harm applies normally.]

 

Boar: Medium animal; Init +0; Defense 10; Spd 40 ft.; Atk +4 melee (+5 dmg, tusks); SV Dam +5, Fort +4, Ref +1, Will +1; Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4.  Skills: Listen +7, Spot +5.  Feat: Scent, Toughness, Talented (Listen & Spot), Improved Stability (+4 to resist Bull Rush or Trip attacks), Hero’s Luck (Flaw: Limited – only to eliminate Stun hits, Recover, Ignore Fatigue or Overcome Injury).

Powers: Natural Weaponry +1 (Tusks), Running +2

[Used 4 HD boar as base.]

 

Camel: Large animal; Init +3; Defense 12 (-1 size, +2 Dex); Spd 50 ft.; Atk +3 melee (+2 dmg, bite); SV Dam +3, Fort +3, Ref +4, Will +0; Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4.  Skills: Listen +5, Spot +5.  Feat: Scent, Endurance, Talented (Listen & Spot), Improved Stability (+4 to resist Bull Rush or Trip attacks), Immunity (Starvation, Flaw: Limited – only for Con days).

Powers: Running +4

[Camel’s bites do half normal damage, as they are not well suited for combat.  Stats are for a Dromedary camel.  A Bactrian (two-humped) camel would have a 40 ft. Spd (only Running +2), but a Con score of 16 (+1 to Dam & Fort SVs).]

 

Cat: Tiny animal; Init +2; Defense 14 (+2 size, +2 Dex); Spd 30 ft.; Atk +4/-1 melee (-4 dmg, claws, -4 dmg, bite); SV Dam +0, Fort +1, Ref +3, Will +1; Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7.  Skills: Balance +10, Climb +6, Hide +14, Jump +10, Listen +3, Move Silently +6, Spot +3.  Feat: Scent, Attack Finesse, Rapid Strike, Improved Stability (+4 to resist Bull Rush or Trip attacks), Unusual Size (Tiny), Skill Finesse: Swim (Use Dex modifier in place of Str modifier for skill checks), Skill Finesse: Jump (Use Dex modifier in place of Str modifier for skill checks), Extra Limb x2, Multi-Attack (2 Claws P, 1 Bite S).

Powers: Super-Skill (Climb, Extra Move Silently & Hide) +4, Super-Skill (Hide, Flaw: Limited – in tall grasses or heavy undergrowth only) +4.

 

Cheetah: Medium animal; Init +4; Defense 14 (+4 Dex); Spd 50 ft.; Atk +6/+1 melee (+4 dmg, claws, +2 dmg, bite); SV Dam +2, Fort +3, Ref +5, Will +1; Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6.  Skills: Hide +6, Listen +4, Move Silently +6, Spot +4.  Feat: Scent, Talented (Listen & Spot), Improved Stability (+4 to resist Bull Rush or Trip attacks), Attack Finesse, Superior Trip (can attempt a Trip attack with a +4 check modifier as a Free Action if it hits with a claw or bite attack, if failed, the opponent cannot attempt to Trip the Cheetah), Heroic Charge (1/hour can move at 10x normal speed for 1 round, this counts as a charge action, not a sprint), Extra Limb x2, Multi-Attack (2 Claws P, 1 Bite S).

Powers: Natural Weaponry +1 (Claws, Bite), Running +4

[Used 4 HD Cheetah as base.]

 

Crocodile/Alligator: Medium animal; Init +1; Defense 11 (+1 Dex); Spd 20 ft., swim 30 ft.; Atk +6 melee (+5 dmg*, bite, +6 dmg, tail); SV Dam +7, Fort +4, Ref +2, Will +1; Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2.  Skills: Hide +7, Listen +4, Spot +4, Swim +12.  Feat: Talented (Listen & Spot), Skill Focus (Hide), Improved Stability (+4 to resist Bull Rush or Trip attacks), Improved Grab (can make a Grapple attack as a Free Action if it hits with its Bite attack), Amphibious (Flaw: Limited – cannot breathe underwater, but can hold breath for Con x4 rds before drowning).

Powers: Natural Weaponry +1 (Bite), Natural Weaponry +2 (Tail), Super-Skill (Swim) +8, Super-Skill (Hide, Flaw: Limited – in water only) +4

[Used 4 HD Crocodile as base.  The technique of hiding in the water with only it’s eyes showing, giving a +10 cover bonus on Hide checks is considered a situational use of tactics, not an specific ability.]

 

Giant Crocodile: Huge animal; Init +1; Defense 9 (-2 size, +1 Dex); Spd 20 ft., swim 30 ft.; Atk +9 melee (+10 dmg, bite, +10 dmg, tail); SV Dam +11, Fort +7, Ref +4, Will +3; Str 20, Dex 12, Con 19, Int 1, Wis 12, Cha 2.  Skills: Hide +1, Listen +5, Spot +5, Swim +16.  Feat: Talented (Listen & Spot), Skill Focus (Hide), Endurance, Improved Stability (+4 to resist Bull Rush or Trip attacks), Improved Grab (can make a Grapple attack as a Free Action if it hits with its Bite attack), Amphibious (Flaw: Limited – cannot breathe underwater, but can hold breath for Con x4 rds before drowning).

Powers: Super-Strength +3, Natural Weaponry +2 (Bite, Tail), Super-Skill (Swim) +8, Super-Skill (Hide, Flaw: Limited – in water only) +4

[Used 12 HD Giant Crocodile as base.  The technique of hiding in the water with only it’s eyes showing, giving a +10 cover bonus on Hide checks is considered a situational use of tactics, not an specific ability.  If Advanced to 14 HD, add +1 to Atk bonus.]

 

Dog, small: Small animal; Init +3; Defense 14 (+1 size, +3 Dex); Spd 40 ft.; Atk +1 melee (+1 dmg, bite); SV Dam +3, Fort +2, Ref +3, Will +1; Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6.  Skills: Jump +7 Listen +5, Spot +5, Survival +1.  Feat: Talented (Listen & Spot), Track, Scent, Unusual Size (Small).

Powers: Super-Skill (Jump) +4, Super-Skill (Survival, Flaw: Limited – only to Track by Scent) +4, Running +2

 

Dog, big: Medium animal; Init +2; Defense 12 (+2 Dex); Spd 40 ft.; Atk +1 melee (+1 dmg, bite); SV Dam +6, Fort +2, Ref +2, Will +1; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6.  Skills: Jump +8 Listen +5, Spot +5, Swim +3, Survival +1.  Feat: Talented (Listen & Spot), Track, Scent.

Powers: Super-Skill (Jump) +4, Super-Skill (Survival, Flaw: Limited – only to Track by Scent) +4, Running +2

 

Donkey: Medium animal; Init +1; Defense 11 (+1 Dex); Spd 30 ft.; Atk +1 melee (+0 dmg, bite); SV Dam +3, Fort +2, Ref +2, Will +0; Str 10, Dex 13, Con 12, Int 2, Wis 11, Cha 4.  Skills: Balance +3, Listen +3, Spot +3.  Feat: Scent, Endurance, Improved Stability (+4 to resist Bull Rush or Trip attacks).

Powers: Super-Skill (Balance) +2

 

Eagle: Small animal; Init +2; Defense 13 (+1 size, +2 Dex); Spd 10 ft., flying 80 ft. (average); Atk +4/-1 melee (+0 dmg, claws, +0 dmg, bite); SV Dam +2, Fort +2, Ref +2, Will +2; Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6.  Skills: Listen +2, Spot +14.  Feat: Rapid Strike, Attack Finesse, Unusual Size (Small), Extra Limb x2, Multi-Attack (2 Claws P, 1 Bite S).

Powers: Flight +16 (Extra: Increased Maneuverability (average), Flaw: Limited – winged), Super-Skill (Spot) +8

[Used a 2 HD Eagle as base.]

 

Elephant: Huge animal; Init +0; Defense 8 (-2 size); Spd 40 ft.; Atk +11/+6 melee (+12 dmg, slam, +12 dmg, foot stomp); SV Dam +12, Fort +9, Ref +4, Will +5; Str 20, Dex 10, Con 20, Int 2, Wis 13, Cha 7.  Skills: Listen +12, Spot +10.  Feat: Rapid Strike, Scent, Talented (Listen & Spot), Endurance, Iron Will, Skill Focus (Listen), Unusual Size (Huge), Extra Reach (+5 ft.), Extra Limb x2, Multi-Attack (1 Slam P, 2 Stomps S), Massive Attack (Gore with tusks as a Full Attack action, +11 Atk and +17 dmg), Trample*.

Powers: Super-Strength +5, Running +2, Natural Weaponry +2 (Slam, Tusks, Stomp, Trample)

[Used a 16 HD African Elephant as base.  Advancing to 22 HD would increase Atk to +14, SV Dam to +15, Fort to +10, Ref to +5 and Will to +6.  A 16 HD Indian Elephant would have Str 20, Wis 15 and Super-Strength +4, adding a +1 Will save and reducing damage to +11/+16.]

[*Trample: DC 25 Reflex save or be Trampled for +17 Dmg.  Affects all in a 10 ft. x 40 ft. swath.  Cannot be used with a charge.]

 

Hawk: Tiny animal; Init +3; Defense 15 (+2 size, +3 Dex); Spd 10 ft., flying 60 ft. (average); Atk +3 melee (-2 dmg, claws); SV Dam +2, Fort +0, Ref +3, Will +2; Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6.  Skills: Listen +2, Spot +14.  Feat: Attack Finesse, Unusual Size (Tiny).

Powers: Flight +12 (Extra: Increased Maneuverability (average), Flaw: Limited – winged), Super-Skill (Spot) +8

 

Horse, draft: Large animal; Init +1; Defense 10 (-1 size, +1 Dex); Spd 50 ft.; Atk -2 melee (+2 dmg, hooves); SV Dam +5, Fort +2, Ref +1, Will +1; Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6.  Skills: Listen +4, Spot +4.  Feat: Scent, Endurance, Improved Stability (+4 to resist Bull Rush or Trip attacks), Extra Limb, Multi-Attack (2 Hooves S).

Powers: Running +4, Natural Weaponry +1 (hooves)

[A horse that is not trained for battle cannot fight while carrying a rider.  Weakness: Noncombatant - A draft horse ray only applies half of its Str bonus to its damage and has –5 to Atk.]

 

Horse, riding: Large animal; Init +1; Defense 10 (-1 size, +1 Dex); Spd 60 ft.; Atk -3 melee (+0 dmg, hooves); SV Dam +5, Fort +2, Ref +1, Will +1; Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6.  Skills: Listen +4, Spot +4.  Feat: Scent, Endurance, Rapid Strike, Improved Stability (+4 to resist Bull Rush or Trip attacks), Extra Limb, Multi-Attack (2 Hooves S).

Powers: Running +6

[A horse that is not trained for battle cannot fight while carrying a rider.  Weakness: Noncombatant - A riding horse only applies half of its Str bonus to its damage and has –5 to Atk.]

 

Warhorse, heavy: Large animal; Init +1; Defense 10 (-1 size, +1 Dex); Spd 50 ft.; Atk +5/+0 melee (+5 dmg, hooves, +2 dmg, bite); SV Dam +7, Fort +4, Ref +2, Will +1; Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6.  Skills: Listen +5, Spot +4.  Feat: Scent, Endurance, Rapid Strike, Improved Stability (+4 to resist Bull Rush or Trip attacks), Extra Limb x2, Multi-Attack (2 Hooves P, 1 Bite S).

Powers: Running +4, Natural Weaponry +1 (hooves)

[A warhorse can fight while mounted, but the rider must succeed a Ride check to also fight.]

 

Warhorse, light: Large animal; Init +1; Defense 10 (-1 size, +1 Dex); Spd 60 ft.; Atk +3/-2 melee (+3 dmg, hooves, +1 dmg, bite); SV Dam +7, Fort +3, Ref +1, Will +1; Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6.  Skills: Listen +4, Spot +4.  Feat: Scent, Endurance, Rapid Strike, Improved Stability (+4 to resist Bull Rush or Trip attacks), Extra Limb x2, Multi-Attack (2 Hooves P, 1 Bite S).

Powers: Running +6

[A warhorse can fight while mounted, but the rider must succeed a Ride check to also fight.]

 

Hyena, medium: Medium animal; Init +2; Defense 12 (+2 Dex); Spd 50 ft.; Atk +3 melee (+3 dmg, bite); SV Dam +4, Fort +2, Ref +2, Will +1; Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 6.  Skills: Hide +3, Listen +6, Spot +4.  Feat: Scent, Talented (Listen & Spot), Improved Stability (+4 to resist Bull Rush or Trip attacks), Superior Trip (can attempt a Trip attack with a +2 check modifier as a Free Action if it hits with a bite attack, if failed, the opponent cannot attempt to Trip the Hyena).

Powers: Natural Weaponry +1 (Bite), Running +4

[Used 2 HD medium Hyena as base.]

 

Hyena, large: Large animal; Init +1; Defense 10 (-1 size, +1 Dex); Spd 50 ft.; Atk +6 melee (+4 dmg, claws/bite); SV Dam +8, Fort +5, Ref +2, Will +1; Str 20, Dex 13, Con 19, Int 2, Wis 12, Cha 6.  Skills: Hide +6, Listen +4, Move Silently +6, Spot +4.  Feat: Scent, Talented (Listen & Spot), Improved Stability (+4 to resist Bull Rush or Trip attacks), Superior Trip (can attempt a Trip attack with a +4 check modifier as a Free Action if it hits with a bite attack, if failed, the opponent cannot attempt to Trip the Hyena), Unusual Size (Large).

Powers: Super-Strength +1, Natural Weaponry +1 (Bite), Running +4, Super-Skill +4 (Hide, Flaw: Limited – only in areas of tall grass or heavy undergrowth).

[Used 4 HD large Hyena as base.  Can represent a prehistoric Hyenadon.]

 

Leopard: Medium animal; Init +4; Defense 14 (+4 Dex); Spd 40 ft., climb 20 ft.; Atk +6/+1 melee (+4 dmg, bite, +2 dmg, claws); SV Dam +3, Fort +3, Ref +5, Will +1; Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6.  Skills: Balance +12, Climb +11, Hide +8, Jump +11, Listen +6, Move Silently +8, Spot +6.  Feat: Attack Finesse, Scent, Talented (Listen & Spot), Improved Stability (+4 to resist Bull Rush or Trip attacks), Improved Grab (can attempt a Grapple attempt as a Free Action on a successful Bite attack), Improved Grapple, Pounce Attack (at the end of a charge action can make a Full Attack), Extra Limb x2, Multi-Attack (1 Bite P, 2 Claws S), Follow-up Attack x2 (2 rear Claw rakes at +6 Atk (+2 dmg) if Bite hits (or on a Pounce)).

Powers: Natural Weaponry +1 (Claws, Bite), Running +2, Super-Skill (Balance, Extras: Jump and Climb) +8, Super-Skill (Hide, Extra: Move Silently) +4, Super-Skill (Hide, Flaw: Limited – only in areas of tall grass or heavy undergrowth) +4

[Used 4 HD Leopard as base.]

 

Lion: Medium animal; Init +3; Defense 12 (-1 size, +3 Dex); Spd 40 ft.; Atk +7/+2 melee (+5 dmg, claws, +3, bite); SV Dam +5, Fort +3, Ref +4, Will +2; Str 20, Dex 17, Con 15, Int 2, Wis 12, Cha 6.  Skills: Hide +6, Listen +4, Move Silently +6, Spot +4.  Feat: Scent, Talented (Listen & Spot), Improved Stability (+4 to resist Bull Rush or Trip attacks), Improved Grab (can attempt a Grapple attempts as a Free Action on a successful Bite attack), Pounce Attack (at the end of a charge action can make a Full Attack), Improved Grapple, Unusual Size (Large), Extra Limb x2, Multi-Attack (2 Claws P, 1 Bite S), Follow-up Attack x2 (2 rear Claw rakes at +7 Atk (+3 dmg) if Bite hits (or on a Pounce)).

Powers: Natural Weaponry +1 (Claws, Bite), Running +2, Super-Skills (Balance, Extras: Hide and Move Silently) +4, Super-Skill (Hide, Flaw: Limited – only in areas of tall grass or heavy undergrowth) +8

[Used 6 HD Lion as base.  An 8 HD specimen would have +1 to Atk and Fort / Ref saves.]

 

Lizard: Tiny animal; Init +2; Defense 14 (+2 size, +2 Dex); Spd 20 ft., climb 20 ft.; Atk +2 melee (-4 dmg, bite); SV Dam +0, Fort +0, Ref +2, Will +1; Str 3, Dex 15, Con 10, Int 1, Wis 12, Cha 2.  Skills: Balance +10, Climb +12, Hide +10, Listen +3, Spot +3.  Feats: Attack Finesse, Skill Finesse (Climb, uses Dex modifier instead of Str modifier for Climb checks), Unusual Size (Tiny).

Powers: Super-Skill (Climb, Extra: Balance) +8

[Marine Iguana variant would have the Amphibious (Flaw: cannot breathe underwater, but can hold breath for Con x4 rds) Feat and replace Super-Skill (Climb/Balance) with Super-Skill (Swim).]

 

Lizard, monitor: Medium animal; Init +2; Defense 12 (+2 Dex); Spd 30 ft., swim 30 ft.; Atk +5 melee (+4 dmg, bite); SV Dam +6, Fort +6, Ref +3, Will +1; Str 17, Dex 15, Con 17, Int 1, Wis 12, Cha 2.  Skills: Climb +7, Hide +6, Listen +4, Move Silently +6, Spot +4, Swim +11.  Feat: Talented (Listen & Spot), Great Fortitude, Improved Stability (+4 to resist Bull Rush or Trip attacks), Amphibious (Flaw: Limited – cannot breathe underwater, but can hold breath for Con x4 rds before drowning).

Powers: Natural Weaponry +1 (Bite), Super-Skill (Swim) +8, Super-Skill (Hide, Extra: Move Silently) +4, Super-Skill (Hide, Flaw: Limited – only in forested or overgrown areas) +4

[Used 4 HD monitor lizard as base.]

 

Manta Ray: Large animal; Init +0; Defense 9 (-1 size); Spd 0 ft., swim 30 ft.; Atk -1 melee (+1 dmg, ram); SV Dam +3, Fort +1, Ref +1, Will +1; Str 15, Dex 11, Con 10, Int 1, Wis 12, Cha 2.  Skills: Listen +7, Spot +6, Swim +10.  Feats: Talented (Listen & Spot), Endurance.

Powers: Super-Skill (Swim) +8

[Used a 4 HD manta ray.  A 6 HD specimen would have +1 Atk and +1 Will saves.  Weakness: Noncombatant - A manta ray only applies half of its Str bonus to its damage and has –5 to Atk.]

 

Monkey, tiny: Tiny animal; Init +2; Defense 14 (+2 size, +2 Dex); Spd 30 ft., climb 30 ft.; Atk +2 melee (-4 dmg, bite); SV Dam +0, Fort +0, Ref +2, Will +1; Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5.  Skills: Balance +10, Climb +10, Hide +10, Listen +3, Spot +3.  Feats: Attack Finesse, Skill Finesse (Climb, uses Dex modifier instead of Str modifier for Climb checks), Unusual Size (Tiny).

Powers: Super-Skill (Climb, Extra: Balance) +8

 

Monkey, small: Small animal; Init +1; Defense 12 (+1 size, +1 Dex); Spd 30 ft., climb 30 ft.; Atk +2 melee (-2 dmg, bite); SV Dam +0, Fort +0, Ref +1, Will +1; Str 7, Dex 13, Con 10, Int 1, Wis 12, Cha 2.  Skills: Balance +10, Climb +12, Hide +10, Listen +3, Spot +3.  Feats: Attack Finesse, Skill Finesse (Climb, uses Dex modifier instead of Str modifier for Climb checks), Unusual Size (Tiny).

Powers: Super-Skill (Climb, Extra: Balance) +8

[Used 2 HD small monkey.]

 

Mule: Large animal; Init +1; Defense 10 (-1 size, +1 Dex); Spd 30 ft.; Atk +4 melee (+3 dmg, hooves); SV Dam +6, Fort +4, Ref +2, Will +0; Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6.  Skills: Listen +6, Spot +6.  Feat: Scent, Endurance, Improved Stability (+4 to resist Bull Rush or Trip attacks), Talented (Listen & Spot), Extra Limb, Multi-Attack (2 Hooves P).

Powers: Super-Skill (Dex checks to avoid slipping and falling?) +2

 

Octopus, medium: Medium animal; Init +2; Defense 12 (+2 Dex); Spd 20 ft., swim 30 ft.; Atk +5/+0 melee (+1 dmg, tentacle, +3 dmg, bite); SV Dam +3, Fort +2, Ref +3, Will +1; Str 16, Dex 15, Con 13, Int 2, Wis 12, Cha 3.  Skills: Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9.  Feats: Amphibious, Improved Grab (can make a Grapple check as a Free Action if any Tentacle hits), Improved Grapple (can make a Bite attack immediately if a Grapple succeeds, can only make a single bite per round), Super-Swimming (counts as only having a single rank of Swimming, as it was purchased as a Feat), Extra Limb x8, Multi-Attack (8 Tentacle P, 1 Bite S).

Powers: Obscure +2 (Extra: can be activated as a Free Action, Flaw: only usable underwater), Blending +4, Super-Skill (Swim) +8, Super-Skill (Escape Artist) +10

[Used a 4 HD medium octopus.  A 6 HD specimen would have +1 to Atk and Will SV.  Octopus tentacle attacks only use half of the creatures Str modifier as a damage bonus, although they are treated as full Str for Grappling purposes.]

 

Octopus, large: Large animal; Init +2; Defense 11 (-1 size, +2 Dex); Spd 20 ft., swim 30 ft.; Atk +8/+3 melee (+2 dmg, tentacle, +6 dmg, bite); SV Dam +10, Fort +3, Ref +4, Will +2; Str 20, Dex 15, Con 13, Int 2, Wis 12, Cha 3.  Skills: Escape Artist +12, Hide +12, Listen +2, Spot +6, Swim +13.  Feats: Amphibious, Skill Focus (Hide), Extra Reach (5 ft., Bite), Extra Reach x2 (+10 ft., Tentacles only), Constriction Attack (successful Grapple attacks do +7 damage), Toughness, Improved Grab (can make a Grapple check on any Size foe as a Free Action if any tentacle hits), Improved Grapple (can make a Bite attack immediately if a grapple succeeds, can only make a single bite per round), Super-Swimming (counts as only having a single rank of Swimming, as it was purchased as a Feat), Unusual Size (Large), Extra Limb x8, Multi-Attack (8 Tentacle P, 1 Bite S).

Powers: Natural Weapon +1 (Bite), Obscure +4 (Extra: can be activated as a Free Action, Flaw: only usable underwater), Blending +4, Super-Skill (Swim) +8, Super-Skill (Escape Artist) +10

[Used an 8 HD medium octopus.  A 12 HD specimen would have +2 Atk and +1 Fort, Ref & Will SVs.  Octopus tentacle attacks only use half of the creatures Str modifier as a damage bonus, although they are treated as full Str for other purposes, such as Grapple checks.]

 

Octopus, huge: Huge animal; Init +1; Defense 9 (-2 size, +1 Dex); Spd 20 ft., swim 30 ft.; Atk +12/+7 melee (+5 dmg, tentacle, +11 dmg, bite); SV Dam +13, Fort +7, Ref +5, Will +4; Str 20, Dex 13, Con 17, Int 2, Wis 12, Cha 3.  Skills: Escape Artist +12, Hide +12, Listen +2, Spot +6, Swim +13.  Feats: Amphibious, Skill Focus (Hide), Extra Reach (+5 ft., Bite), Extra Reach x2 (+10 ft., Tentacles only), Constriction Attack (successful Grapple attacks do +13 damage), Toughness, Improved Grab (can make a Grapple check on any Size foe as a Free Action if any tentacle hits), Improved Grapple (can make a Bite attack immediately if a grapple succeeds, can only make a single bite per round), Super-Swimming (counts as only having a single rank of Swimming, as it was purchased as a Feat), Unusual Size (Huge), Extra Limb x8, Multi-Attack (8 Tentacle P, 1 Bite S).

Powers: Super-Strength +4, Natural Weapon +2 (Bite), Natural Weapon +1 (Tentacles), Obscure +4 (Extra: can be activated as a Free Action, Flaw: only usable underwater), Blending +4, Super-Skill (Swim) +8, Super-Skill (Escape Artist) +10

[Used an 18 HD medium octopus.  A 24 HD specimen would have +3 Atk, +1 Will Saves and +2 to Fort & Ref Saves.  Octopus tentacle attacks only use half of the creatures Str modifier as a damage bonus, although they are treated as full Str for other purposes, such as Grapple checks (and damage).]

 

[[Attacking tentacles, can be Sundered by a Lethal Hits based on Size category (1 for a Small or Medium octopus, 2 for a Large one, 3 for a Huge one).  If one is Grappling someone, he/she must make a Damage Save against half of the incoming damage (round down).  An octopus regenerates missing tentacles in 2 weeks.]]

 

Owl: Tiny animal; Init +3; Defense 15 (+2 size, +3 Dex); Spd 10 ft., flying 40 ft. (average); Atk +5 melee (-3 dmg, claws); SV Dam +2, Fort +0, Ref +3, Will +2; Str 4, Dex 17, Con 10, Int 2, Wis 14, Cha 4.  Skills: Listen +14, Move Silently +17, Spot +6.  Feat: Attack Finesse, Unusual Size (Tiny).

Powers: Flight +8 (Extra: Increased Maneuverability (average), Flaw: Limited – winged), Super-Skill (Listen) +8, Super-Skill (Move Silently) +14, Super-Skill (Spot, Flaw: Limited – only in areas of shadow illumination) +8

[Used a 1 HD Owl as base.  A 2 HD specimen would have +1 Atk.]

 

Pony: Medium animal; Init +1; Defense 11 (+1 Dex); Spd 40 ft.; Atk -3 melee (+0 dmg, hooves); SV Dam +3, Fort +2, Ref +1, Will +0; Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4.  Skills: Listen +4, Spot +4.  Feat: Scent, Endurance, Rapid Strike, Improved Stability (+4 to resist Bull Rush or Trip attacks), Extra Limb, Multi-Attack (2 Hooves, S).

Powers: Running +2

Weakness: Noncombatant – Only uses ½ of Str modifier for damage bonus and has –5 Atk.

[A pony that is not trained for battle does only half of expected damage with its attacks and cannot fight while carrying a rider.  A ‘warpony’ would have Str 15, Con 14, Listen & Spot +5 and Atk +2 melee (+2 dmg, hooves), although if mounted, its rider would have to make a Ride check to also fight.]

 

Porpoise/Dolphin: Medium animal; Init +3; Defense 13 (+3 Dex); Spd 0 ft., swim 80 ft.; Atk +4 melee (+1 dmg, slam); SV Dam +3, Fort +2, Ref +4, Will +1; Str 11, Dex 17, Con 13, Int 2, Wis 12, Cha 6.  Skills: Listen +8, Spot +7, Swim +8.  Feat: Attack Finesse, Blindsight, Amphibious (Flaw: Limited – can’t breathe underwater, but can hold breathe for Con x6 rds).

Powers: Natural Weaponry +1 (Snout), Swimming +10, Super-Skill (Swim) +8, Super-Skill (Spot, Extra: Listen, Flaw: Limited – only via sonar Blindsight, lost if it is negated).

[Used a 4 HD Porpoise for base.]

 

Dolphin, large: Large animal; Init +2; Defense 11 (-1 size, +2 Dex); Spd 0 ft., swim 80 ft.; Atk +6 melee (+5 dmg, slam); SV Dam +5, Fort +4, Ref +4, Will +2; Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 6.  Skills: Listen +8, Spot +7, Swim +8.  Feat: Blindsight, Amphibious (Flaw: Limited – can’t breathe underwater, but can hold breathe for Con x6 rds).

Powers: Natural Weaponry +1 (Snout), Swimming +10, Super-Skill (Swim) +8, Super-Skill (Spot, Extra: Listen, Flaw: Limited – only via sonar Blindsight, lost if it is negated).

[Used a 6 HD Large Porpoise for base.]

 

Rat: Tiny animal; Init +2; Defense 14 (+2 size, +2 Dex); Spd 15 ft., climb 15 ft., swim 15 ft.; Atk +4 melee (-4 dmg, bite); SV Dam +0, Fort +0, Ref +2, Will +1; Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2.  Skills: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10.  Feats: Attack Finesse, Skill Finesse (Climb, uses Dex modifier instead of Str modifier for Climb checks), Skill Finesse (Swim, uses Dex modifier instead of Str modifier for Swim checks), Unusual Size (Tiny).

Powers: Super-Skill (Hide, Extra:  Move Silently) +4, Super-Skill (Balance, Extras: Climb and Swim) +8

 

Raven: Tiny animal; Init +2; Defense 14 (+2 size, +2 Dex); Spd 10 ft., flying 40 ft. (average); Atk +4 melee (-5 dmg, claws); SV Dam +0, Fort +0, Ref +2, Will +2; Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6.  Skills: Listen +3, Spot +5.  Feat: Attack Finesse, Unusual Size (Tiny).

Powers: Flight +8 (Extra: Increased Maneuverability (average), Flaw: Limited – winged)

 

Rhinoceros: Large animal; Init +0; Defense 9 (-1 size); Spd 30 ft.; Atk +9 melee (+10 dmg, horn); SV Dam +12, Fort +8, Ref +3, Will +3; Str 20, Dex 10, Con 20, Int 2, Wis 13, Cha 2.  Skills: Listen +14, Spot +3.  Feat: Talented (Listen & Spot), Endurance, Unusual Size (Large).

Powers: Super-Strength +3, Natural Weaponry +2 (Horn), Strike +10 (Flaw: only on a charge attack)

[Used a 12 HD large Rhinoceros as base.]

 

Rhinoceros, huge: Huge animal; Init +0; Defense 7 (-2 size, -1 Dex); Spd 30 ft.; Atk +12 melee (+14 dmg, horn); SV Dam +17, Fort +11, Ref +3, Will +4; Str 20, Dex 8, Con 20, Int 2, Wis 13, Cha 2.  Skills: Listen +14, Spot +3.  Feat: Talented (Listen & Spot), Endurance, Unusual Size (Huge), Extra Reach (+5 ft.).

Powers: Super-Strength +7, Super-Constitution +2, Natural Weaponry +2 (Horn), Strike +10 (Flaw: only on a charge attack)

[Used an 18 HD large Rhinoceros as base.  A 24 HD specimen would have +3 to Atk, +2 to Fort & Ref Saves and +1 to Will Saves.]

 

Shark, medium: Medium animal; Init +2; Defense 12 (+2 Dex); Spd 0 ft., swim 60 ft.; Atk +4 melee (+2 dmg, bite); SV Dam +4, Fort +2, Ref +3, Will +2; Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2.  Skills: Listen +6, Spot +6, Swim +9.  Feat: Scent, Blindsight, Amphibious, Talented (Listen & Spot).

Powers: Natural Weaponry +1 (Bite), Swimming +6, Super-Skill (Swim) +8.

[Used a 6 HD medium shark for base.]

 

Shark, large: Large animal; Init +6; Defense 11 (-1 size, +2 Dex); Spd 0 ft., swim 60 ft.; Atk +6 melee (+4 dmg, bite); SV Dam +5, Fort +5, Ref +4, Will +2; Str 17, Dex 15, Con 13, Int 1, Wis 12, Cha 2.  Skills: Listen +8, Spot +7, Swim +9.  Feat: Scent, Blindsight, Amphibious, Talented (Listen & Spot), Great Fortitude, Improved Initiative.

Powers: Natural Weaponry +1 (Bite), Swimming +6, Super-Skill (Swim) +8.

[Used an 8 HD large shark for base.]

 

Shark, huge: Huge animal; Init +6; Defense 10 (-2 size, +2 Dex); Spd 0 ft., swim 60 ft.; Atk +9 melee (+7 dmg, bite); SV Dam +7, Fort +7, Ref +5, Will +5; Str 20, Dex 15, Con 15, Int 1, Wis 12, Cha 2.  Skills: Listen +10, Spot +10, Swim +13.  Feat: Scent, Blindsight, Amphibious, Talented (Listen & Spot), Great Fortitude, Improved Initiative, Iron Will.

Powers: Natural Weaponry +2 (Bite), Swimming +6, Super-Skill (Swim) +8.

[Used a 12 HD huge shark for base.  A 16 HD specimen would have +2 Atk and +1 to Fortitude and Reflex saves.]

 

Constrictor Snake, medium: Medium animal; Init +3; Defense 13 (+3 Dex); Spd 20 ft., climb 20 ft., swim 20 ft.; Atk +5 melee (+3 dmg, bite); SV Dam +5, Fort +2 Ref +4, Will +1; Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2.  Skills: Balance +11, Climb +14, Hide +10, Listen +7, Spot +7, Swim +11.  Feat: Scent, Talented (Listen & Spot), Toughness, Improved Grab (free Grapple attempt on a successful bite attack).

Powers: Super-Skill (Swim) +8, Strike +3 (Extra: can be used as a Free Action, Flaw: only affects Grappled targets).

[Used a 4 HD medium Constrictor snake as base.]

 

Constrictor Snake, large: Large animal; Init +2; Defense 11 (-1 size, +2 Dex); Spd 20 ft., climb 20 ft., swim 20 ft.; Atk +8 melee (+7 dmg, bite); SV Dam +9, Fort +5 Ref +4, Will +2; Str 20, Dex 15, Con 17, Int 1, Wis 12, Cha 2.  Skills: Balance +11, Climb +14, Hide +10, Listen +7, Spot +7, Swim +11.  Feat: Scent, Talented (Listen & Spot), Toughness, Improved Grab (free Grapple attempt on a successful bite attack).

Powers: Super-Strength +2, Super-Skill (Swim) +8, Strike +7 (Extra: can be used as a Free Action, Flaw: only affects Grappled targets).

[Used an 8 HD large Constrictor snake as base.  A 10 HD specimen will have +1 Atk.]

 

Constrictor Snake, huge: Huge animal; Init +3; Defense 11 (-2 size, +3 Dex); Spd 20 ft., climb 20 ft., swim 20 ft.; Atk +9 melee (+8 dmg, bite); SV Dam +7, Fort +4, Ref +6, Will +3; Str 20, Dex 17, Con 13, Int 1, Wis 12, Cha 2.  Skills: Balance +11, Climb +17, Hide +10, Listen +9, Spot +9, Swim +16.  Feat: Scent, Endurance, Skill Focus (Hide), Talented (Listen & Spot), Toughness, Improved Grab (free Grapple attempt on a successful bite attack), Extra Reach (+5 ft.).

Powers: Super-Strength +2, Natural Weaponry +1 (Bite, Coils), Super-Skill (Swim) +8, Strike +8 (Extra: can be used as a Free Action, Flaw: only affects Grappled targets).

[Used a 12 HD huge Constrictor snake as base.  A 16 HD specimen would have +2 to Atk and +1 to Fortitude and Reflex Saves.]

 

Constrictor Snake, gargantuan: Init +3; Defense 9 (-4 size, +3 Dex); Spd 20 ft., climb 20 ft., swim 20 ft.; Atk +10 melee (+13 dmg, bite); SV Dam +13, Fort +7 Ref +7, Will +4; Str 20, Dex 17, Con 17, Int 1, Wis 12, Cha 2.  Skills: Balance +11, Climb +17, Hide +10, Listen +9, Spot +9, Swim +16.  Feat: Scent, Endurance, Skill Focus (Hide), Talented (Listen & Spot), Toughness, Improved Grab (free Grapple attempt on a successful bite attack), Extra Reach x2 (+10 ft.).

Powers: Super-Strength +6, Natural Weaponry +2 (Bite, Coils), Super-Skill (Swim) +8, Strike +8 (Extra: can be used as a Free Action, Flaw: only affects Grappled targets).

[Used an 18 HD gargantuan Constrictor snake as base.  At 20 HD, add +1 Atk and +1 to Fort & Ref SV.  At 24 HD (adjusting from 18 HD template), add +3 Atk, +1 Will SV and +2 Fort & Ref SV.  At 32 HD (adjusting from 18 HD template), add +7 Atk, +4 Fort & Ref SV and +2 Will SV.]

 

Viper, tiny: Tiny animal; Init +3; Defense 15 (+2 size, +3 Dex); Spd 15 ft., climb 15 ft., swim 15 ft.; Atk +3 melee (-3 dmg, bite); SV Dam +2, Fort +0, Ref +3, Will +1; Str 4, Dex 17, Con 11, Int 1, Wis 12, Cha 2.  Skills: Balance +11, Climb +11, Hide +15, Listen +6, Spot +6, Swim +5.  Feats: Attack Finesse, Scent, Unusual Size (Tiny).

Powers: Drain +4 (Extra: Secondary Effect, Flaw: Must succeed with a Bite attack (does not have to score damage), Flaw: Limited – only Drains Con).

 

Viper, small: Small animal; Init +3; Defense 14 (+1 size, +3 Dex); Spd 20 ft., climb 20 ft., swim 20 ft.; Atk +3 melee (-2 dmg, bite); SV Dam +3, Fort +0, Ref +3, Will +1; Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2.  Skills: Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6.  Feats: Attack Finesse, Scent, Unusual Size (Small).

Powers: Drain +4 (Extra: Secondary Effect, Flaw: Must succeed with a Bite attack (does not have to score damage), Flaw: Limited – only Drains Con).

 

Viper, medium: Medium animal; Init +3; Defense 13 (+3 Dex); Spd 20 ft., climb 20 ft., swim 20 ft.; Atk +4 melee (-1 dmg, bite); SV Dam +3, Fort +0, Ref +3, Will +1; Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2.  Skills: Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7.  Feats: Attack Finesse, Scent.

Powers: Drain +4 (Extra: Secondary Effect, Flaw: Must succeed with a Bite attack (does not have to score damage), Flaw: Limited – only Drains Con).

 

Viper, large: Large animal; Init +7; Defense 12 (-1 size, +3 Dex); Spd 20 ft., climb 20 ft., swim 20 ft.; Atk +4 melee (+0 dmg, bite); SV Dam +3, Fort +1, Ref +4, Will +1; Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2.  Skills: Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8.  Feats: Attack Finesse, Improved Initiative, Scent, Unusual Size (Large).

Powers: Drain +4 (Extra: Secondary Effect, Flaw: Must succeed with a Bite attack (does not have to score damage), Flaw: Limited – only Drains Con).

[Used 4 HD large viper.]

 

Viper, huge: Huge animal; Init +2; Defense 13 (+3 Dex); Spd 20 ft., climb 20 ft., swim 20 ft.; Atk +10 melee (+4 dmg, bite); SV Dam +6, Fort +4, Ref +5, Will +3; Str 16, Dex 15, Con 13, Int 1, Wis 12, Cha 2.  Skills: Balance +10, Climb +11, Hide +3, Listen +7, Spot +7, Swim +11.  Feats: Attack Focus (Bite), Finesse, Improved Initiative, Scent, Unusual Size (Huge), Extra Reach (+5 ft.).

Powers: Natural Weaponry +1 (Bite), Drain +4 (Extra: Secondary Effect, Flaw: Must succeed with a Bite attack (does not have to score damage), Flaw: Limited – only Drains Con).

[Used 12 HD huge viper.  At 18 HD would add +3 Atk and +1 Fort, Ref & Will SVs.]

 

Squid, medium: Medium animal; Init +3; Defense 13 (+3 Dex); Spd 0 ft., swim 60 ft.; Atk +4/-1 melee (+0 dmg, tentacle, +2 dmg, bite); SV Dam +3, Fort +1, Ref +4, Will +1; Str 14, Dex 17, Con 11, Int 1, Wis 12, Cha 2.  Skills: Listen +7, Spot +7, Swim +10.  Feats: Amphibious, Talented (Listen & Spot), Endurance, Improved Grab (can make a Grapple check as a Free Action if any tentacle hits), Improved Grapple (can make a Bite attack immediately if a grapple succeeds, can only make a single bite per round), Super-Swimming (counts as only having a single rank of Swimming, as it was purchased as a Feat), Extra Limb x10, Multi-Attack (10 Tentacles P*, 1 Bite S).

Powers: Obscure +2 (Extra: can be activated as a Free Action, Flaw: only usable underwater), Super-Skill (Swim) +8, Super-Skill (Grapple Checks) +4, Swimming +6, Natural Weaponry +1 (Bite)

[Used a 4 HD medium squid.  A 6 HD specimen would have +1 Atk & Will SVs.  *Tentacle attacks from a Medium Squid use none of the creatures Str modifier as a damage bonus, although they are treated as full Str for Grappling purposes.]

 

Squid, large: Large animal; Init +2; Defense 11 (-1 size, +2 Dex); Spd 0 ft., swim 60 ft.; Atk +8/+3 melee (+3 dmg, tentacle, +4 dmg, bite); SV Dam +7, Fort +4, Ref +4, Will +2; Str 20, Dex 15, Con 15, Int 1, Wis 12, Cha 2.  Skills: Listen +7, Spot +7, Swim +10.  Feats: Amphibious, Talented (Listen & Spot), Endurance, Improved Grab (can make a Grapple check as a Free Action if any tentacle hits), Improved Grapple (can make a Bite attack immediately if a grapple succeeds, can only make a single bite per round), Super-Swimming (counts as only having a single rank of Swimming, as it was purchased as a Feat), Extra Limb x10, Multi-Attack (10 Tentacles P*, 1 Bite S).

Powers: Super-Strength +1, Obscure +2 (Extra: can be activated as a Free Action, Flaw: only usable underwater), Super-Skill (Swim) +8, Super-Skill (Grapple Checks) +4, Swimming +6, Natural Weaponry +1 (Bite)

[Used an 8 HD medium squid.  A 10 HD specimen would have +1 Atk.  * Large Squid tentacle attacks only use half of the creatures Str modifier as a damage bonus, although they are treated as full Str for Grappling purposes.]

 

Squid, huge: Huge animal; Init +3; Defense 11 (-2 size, +3 Dex); Spd 0 ft., swim 80 ft.; Atk +9/+4 melee (+9 dmg, tentacle, +6 dmg, bite); SV Dam +11, Fort +4, Ref +7, Will +3; Str 20, Dex 17, Con 13, Int 1, Wis 12, Cha 2.  Skills: Listen +10, Spot +11, Swim +16.  Feats: Amphibious, Toughness x2, Heroes Luck (Flaw: Limited – only to eliminate Stun hits, Recover, Ignore Fatigue or Overcome Injury), Talented (Listen & Spot), Endurance, Improved Grab (can make a Grapple check as a Free Action if any tentacle hits), Improved Grapple (can make a Bite attack immediately if a grapple succeeds, can only make a single bite per round), Super-Swimming x2 (counts as only having two ranks of Swimming, as it was purchased as a Feat), Extra Limb x10, Multi-Attack (10 Tentacles P*, 1 Bite S).

Powers: Super-Strength +3, Obscure +4 (Extra: can be activated as a Free Action, Flaw: only usable underwater), Super-Skill (Swim) +8, Super-Skill (Grapple Checks) +4, Swimming +10, Natural Weaponry +1 (Tentacles), Natural Weaponry +2 (Bite)

[Used a 12 HD huge squid.  An 18 HD specimen would have +3 Atk and +1 Fort, Ref & Will SVs.  *Huge Squid tentacle attacks use the creatures full Str modifier as a damage bonus.]

 

Squid, gargantuan: Gargantuan animal; Init +3; Defense 9 (-4 size, +3 Dex); Spd 0 ft., swim 80 ft.; Atk +13/+8 melee (+13 dmg, tentacle, +10 dmg, bite); SV Dam +17, Fort +9, Ref +9, Will +5; Str 20, Dex 17, Con 17, Int 1, Wis 12, Cha 2.  Skills: Listen +7, Spot +7, Swim +10.  Feats: Amphibious, Toughness x2, Heroes Luck (Flaw: Limited – only to eliminate Stun hits, Recover, Ignore Fatigue or Overcome Injury), Talented (Listen & Spot), Endurance, Improved Grab (can make a Grapple check as a Free Action if any tentacle hits), Improved Grapple (can make a Bite attack immediately if a grapple succeeds, can only make a single bite per round), Super-Swimming x2 (counts as only having two ranks of Swimming, as it was purchased as a Feat), Extra Limb x10, Multi-Attack (10 Tentacles P*, 1 Bite S).

Powers: Super-Strength +7, Obscure +4 (Extra: can be activated as a Free Action, Flaw: only usable underwater), Super-Skill (Swim) +8, Super-Skill (Grapple Checks) +4, Swimming +10, Natural Weaponry +1 (Tentacles), Natural Weaponry +4 (Bite)

[Used a 24 HD gargantuan squid.  A 36 HD specimen would be sick.  (Add +6 Atk, +2 Will SV and +3 Fort & Ref SV.)  *Gargantuan Squid tentacle attacks use the creatures full Str modifier as a damage bonus.]

 

[[Attacking tentacles, can be Sundered by a Lethal Hits based on Size category (1 for a Small or Medium squid, 2 for a Large one, 3 for a Huge one, 4 for a Gargantua).  If one is Grappling someone, he/she must make a Damage Save against half of the incoming damage (round down).  A squid regenerates missing tentacles in 2 weeks.]]

 

Tiger: Large animal; Init +2; Defense 11 (-1 size, +2 Dex); Spd 40 ft.; Atk +7/+2 melee (+7 dmg, claws, +5 dmg, bite); SV Dam +6, Fort +4, Ref +3, Will +2; Str 20, Dex 15, Con 17, Int 2, Wis 12, Cha 6.  Skills: Balance +6, Hide +3, Listen +3, Move Silently +9, Spot +3, Swim +11.  Feat: Scent, Talented (Listen & Spot), Improved Stability (+4 to resist Bull Rush or Trip attacks), Improved Grab (can attempt a Grapple attempts as a Free Action on a successful bite or claw attack), Pounce Attack (at the end of a charge action can make a Full Attack), Improved Grapple (extra Free Action Claw attack on a successful Bite), Unusual Size (Large), Extra Limbs x2, Multi-Attack (2 Claws P, 1 Bite S), Follow-up Attack x2 (2 Claw Rakes at +7 Atk (+4 dmg) on a Pounce or Grapple).

Powers: Super-Strength +1, Natural Weaponry +1 (Claws), Natural Weaponry +2 (Bite), Running +2, Super-Skills (Balance, Extras: Hide and Move Silently) +4, Super-Skill (Hide, Flaw: Limited – only in areas of tall grass or heavy undergrowth) +4

[Used 6 HD Tiger as base.  An 8 HD specimen would have +1 to Atk and Fort / Ref saves.  A 12 HD specimen would have +3 Atk, +1 Will SV and +2 to Fort & Ref SVs.]

 

Tiger of unusual size: Huge animal; Init +1; Defense 10 (-2 size, +2 Dex); Spd 40 ft.; Atk +11/+6 melee (+11 dmg, claws, +7 dmg, bite); SV Dam +11, Fort +9, Ref +5, Will +3; Str 20, Dex 13, Con 20, Int 2, Wis 12, Cha 6.  Skills: Balance +6, Hide +3, Listen +3, Move Silently +9, Spot +3, Swim +11.  Feat: Scent, Talented (Listen & Spot), Improved Stability (+4 to resist Bull Rush or Trip attacks), Improved Grab (can attempt a Grapple attempts as a Free Action on a successful bite or claw attack), Pounce Attack (at the end of a charge action can make a Full Attack), Improved Grapple (extra Free Action Claw attack on a successful Bite), Unusual Size (Huge), Extra Limbs x2, Multi-Attack (2 Claws P, 1 Bite S), Follow-up Attack x2 (2 Claw Rakes at +11 Atk (+6 dmg) on a Pounce or Grapple).

Powers: Super-Strength +5, Natural Weaponry +1 (Claws), Natural Weaponry +2 (Bite), Running +2, Super-Skills (Balance, Extras: Hide and Move Silently) +4, Super-Skill (Hide, Flaw: Limited – only in areas of tall grass or heavy undergrowth) +4

[Used 16 HD Tiger as base.  An 18 HD specimen would have +1 Atk & Will SV.]

 

Weasel; Tiny animal; Init +2; Defense 14 (+2 size, +2 Dex); Spd 20 ft., climb 20 ft.; Atk +2 melee (-4 dmg, bite); SV Dam +0, Fort +0, Ref +2, Will +1; Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5.  Skills: Balance +10, Climb +10, Hide +11, Move Silently +8, Spot +3.  Feats: Attack Finesse, Skill Finesse (Climb, uses Dex modifier instead of Str modifier for Climb checks), Unusual Size (Tiny), Improved Grab (if it hits with a Bite attack, it can automatically Grapple (although this has no significant hampering affect on Medium sized targets) and inflict Bite damage without rolling to hit at the start of every subsequent round that it remains attached).

Powers: Super-Skill (Climb, Extra: Balance) +8, Super-Skill (Move Silently) +4

 

Whale, baleen: Gargantuan animal; Init +1; Defense 7 (-4 size, +1 Dex); Spd 0 ft., swim 40 ft.; Atk +7 melee (+13 dmg, tail slap); SV Dam +19, Fort +9, Ref +4, Will +3; Str 20, Dex 13, Con 20, Int 2, Wis 12, Cha 6.  Skills: Listen +15, Spot +14, Swim +20.  Feat: Blindsight, Amphibious (Flaw: Limited – cannot breathe water, but can hold breath for Con x8 rds), Talented (Listen & Spot), Toughness x2, Heroes Luck (Flaw: Limited – only to eliminate Stun hits, Recover, Ignore Fatigue or Overcome Injury).

Powers: Super-Strength +7, Super-Constitution +1, Natural Weaponry +1 (Tail), Swimming +2, Super-Skill (Swim) +8, Super-Skill (Listen, Extra: Spot, Flaw: Limited – only via Blindsight, bonuses lost if sonar not available).

[Used a 12 HD gargantuan baleen whale for base.  An 18 HD specimen would have +3 Atk and +1 to Fort, Ref & Will SVs.]

 

Whale, baleen, big: Colossal animal; Init +1; Defense 3 (-8 size, +1 Dex); Spd 0 ft., swim 40 ft.; Atk +9 melee (+18 dmg, tail slap); SV Dam +26, Fort +14, Ref +7, Will +5; Str 20, Dex 13, Con 20, Int 2, Wis 12, Cha 6.  Skills: Listen +15, Spot +14, Swim +20.  Feat: Blindsight, Endurance, Amphibious (Flaw: Limited – cannot breathe water, but can hold breath for Con x8 rds), Talented (Listen & Spot), Toughness x2, Heroes Luck (Flaw: Limited – only to eliminate Stun hits, Recover, Ignore Fatigue or Overcome Injury).

Powers: Super-Strength +11, Super-Constitution +3, Natural Weaponry +2 (Tail), Swimming +2, Super-Skill (Swim) +8, Super-Skill (Listen, Extra: Spot, Flaw: Limited – only via Blindsight, bonuses lost if sonar not available).

[Used a 24 HD gargantuan baleen whale for base.  A 36 HD specimen would have +7 Atk, +2 SV and +3 Fort & Ref SVs.]

 

Whale, with teeth: Gargantuan animal; Init +1; Defense 7 (-4 size, +1 Dex); Spd 0 ft., swim 40 ft.; Atk +7 melee (+16 dmg, bite); SV Dam +18, Fort +10, Ref +4, Will +4; Str 20, Dex 13, Con 20, Int 2, Wis 14, Cha 6.  Skills: Listen +15, Spot +14, Swim +20.  Feat: Blindsight, Amphibious (Flaw: Limited – cannot breathe water, but can hold breath for Con x8 rds), Talented (Listen & Spot), Toughness, Endurance, Heroes Luck (Flaw: Limited – only to eliminate Stun hits, Recover, Ignore Fatigue or Overcome Injury).

Powers: Super-Strength +7, Super-Constitution +2, Natural Weaponry +4 (Bite), Swimming +2, Super-Skill (Swim) +8, Super-Skill (Listen, Extra: Spot, Flaw: Limited – only via Blindsight, bonuses lost if sonar not available).

[Used a 12 HD gargantuan baleen whale for base.  An 18 HD specimen would have +3 Atk and +1 Fort, Ref & Will SVs.]

 

Whale, with teeth, big: Colossal animal; Init +1; Defense 3 (-8 size, +1 Dex); Spd 0 ft., swim 40 ft.; Atk +9 melee (+22 dmg, bite); SV Dam +25, Fort +15, Ref +7, Will +6; Str 20, Dex 13, Con 20, Int 2, Wis 14, Cha 6.  Skills: Listen +15, Spot +14, Swim +20.  Feat: Blindsight, Amphibious (Flaw: Limited – cannot breathe water, but can hold breath for Con x8 rds), Talented (Listen & Spot), Toughness, Endurance, Heroes Luck (Flaw: Limited – only to eliminate Stun hits, Recover, Ignore Fatigue or Overcome Injury).

Powers: Super-Strength +11, Super-Constitution +4, Natural Weaponry +6 (Bite), Swimming +2, Super-Skill (Swim) +8, Super-Skill (Listen, Extra: Spot, Flaw: Limited – only via Blindsight, bonuses lost if sonar not available).

[Used a 24 HD gargantuan baleen whale for base.  A 36 HD specimen would have +7 Atk, +2 Will SV and +3 Fort & Ref SVs.]

 

Orca: Huge animal; Init +2; Defense 10 (-2 size, +2 Dex); Spd 0 ft., swim 50 ft.; Atk +9 melee (+10 dmg, bite); SV Dam +13, Fort +8, Ref +5, Will +4; Str 20, Dex 15, Con 20, Int 2, Wis 14, Cha 6.  Skills: Listen +14, Spot +14, Swim +16.  Feat: Blindsight, Amphibious (Flaw: Limited – cannot breathe water, but can hold breath for Con x8 rds), Talented (Listen & Spot), Toughness, Endurance.

Powers: Super-Strength +3, Natural Weaponry +2 (Bite), Swimming +4, Super-Skill (Swim) +8, Super-Skill (Listen, Extra: Spot, Flaw: Limited – only via Blindsight, bonuses lost if sonar not available).

[Used a 12 HD huge orca for base.]

 

Orca: Gargantuan animal; Init +2; Defense 8 (-4 size, +2 Dex); Spd 0 ft., swim 40 ft.; Atk +10 melee (+15 dmg, bite); SV Dam +19, Fort +11, Ref +6, Will +5; Str 20, Dex 15, Con 20, Int 2, Wis 14, Cha 6.  Skills: Listen +14, Spot +14, Swim +16.  Feat: Blindsight, Amphibious (Flaw: Limited – cannot breathe water, but can hold breath for Con x8 rds), Talented (Listen & Spot), Toughness, Heroes Luck (Flaw: Limited – only to eliminate Stun hits, Recover, Ignore Fatigue or Overcome Injury).

Powers: Super-Strength +7, Super-Constitution +2, Natural Weaponry +3 (Bite), Swimming +2, Super-Skill (Swim) +8, Super-Skill (Listen, Extra: Spot, Flaw: Limited – only via Blindsight, bonuses lost if sonar not available).

[Used an 18 HD gargantuan orca for base.  A 24 HD specimen would have +3 Atk, +1 Will SV and +2 Fort & Ref SVs.]

 

Wolf, pack: Medium animal; Init +2; Defense 12 (+2 Dex); Spd 50 ft.; Atk +3 melee (+2 dmg, bite); SV Dam +4, Fort +2, Ref +2, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6.  Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1.  Feat: Scent, Attack Focus (Bite), Improved Stability (+4 to resist Bull Rush or Trip attacks), Superior Trip (can attempt a Trip attack with a +1 check modifier as a Free Action if it hits with a bite attack, if failed, the opponent cannot attempt to Trip the wolf).

Powers: Natural Weaponry +1 (Bite), Running +4, Super-Skill (Survival, Flaw: Limited – only in Tracking by Scent).

[Used a 2 HD medium wolf as base.]

 

Wolf, alpha: Large animal; Init +1; Defense 10 (-1 size, +1 Dex); Spd 50 ft.; Atk +7 melee (+6 dmg, bite); SV Dam +8, Fort +5, Ref +2, Will +1; Str 20, Dex 13, Con 19, Int 2, Wis 12, Cha 6.  Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1.  Feat: Scent, Attack Focus (Bite), Improved Stability (+4 to resist Bull Rush or Trip attacks), Superior Trip (can attempt a Trip attack with a +4 check modifier as a Free Action if it hits with a bite attack, if failed, the opponent cannot attempt to Trip the wolf), Unusual Size (Large).

Powers: Super-Strength +1, Natural Weaponry +1 (Bite), Running +4, Super-Skill +4 (Survival, Flaw: Limited – only in to Track by Scent).

[Used a 4 HD large wolf as base.  A 6 HD specimen would have +1 Atk and +1 Will SV.]

 

Wolverine: Medium animal; Init +2; Defense 12 (+2 Dex); Spd 30 ft., burrow 10 ft., climb 10 ft.; Atk +3/-2 melee (+2 dmg, claws, +2 dmg, bite); SV Dam +6, Fort +4, Ref +2, Will +1; Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10.  Skills: Climb +10, Listen +6, Spot +6.  Feat: Talented (Listen & Spot), Scent, Track, Rapid Strike, Toughness, Improved Stability (+4 to resist Bull Rush or Trip attacks), Rage (whenever the Wolverine suffers a Stun or Lethal Hit, it immediately goes berserk, gaining a +2 to Atk & Damage rolls, and to Damage SVs, but a –2 to effective Defense), Extra Limb x2, Multi-Attack (2 Claws P, 1 Bite S).

Powers: Natural Weaponry +1 (Bite), Tunneling +2 (Flaw: only through soft earth), Super-Skill (Climb) +8.

[Used a 3 HD medium wolverine as base.]

 

Wolverine: Large animal; Init +1; Defense 10 (-1 size, +1 Dex); Spd 30 ft., burrow 10 ft., climb 10 ft.; Atk +6/+1 melee (+7 dmg, claws, +4 dmg, bite); SV Dam +11, Fort +6, Ref +2, Will +1; Str 20, Dex 13, Con 20, Int 2, Wis 12, Cha 10.  Skills: Climb +10, Listen +6, Spot +6.  Feat: Scent, Track, Rapid Strike, Toughness, Improved Stability (+4 to resist Bull Rush or Trip attacks), Rage (whenever the Wolverine suffers a Stun or Lethal Hit, it immediately goes berserk, gaining a +2 to Atk & Damage rolls, and to Damage SVs, but a –2 to effective Defense), Extra Limb x2, Multi-Attack (2 Claws P, 1 Bite S).

Powers: Super-Strength +1, Super-Constitution +1, Natural Weaponry +1 (Bite, Claws), Tunneling +2 (Flaw: only through soft earth), Super-Skill (Climb) +8.

[Used a 4 HD large wolverine as base.]

 

          *****************************************************

 

Dire Ape: Large animal; Init +2 (Dex); Defense 11 (-1 size, +2 Dex); Spd 30 ft., climb 15 ft.; Atk +8/+3 melee (+7 dmg, claws, +4 dmg, bite); SV Dmg +8, Fort +3, Ref +3, Will +2; Str 20, Dex 15, Con 14, Int 2, Wis 12, Cha 7. Skills: Climb +14, Listen +5, Move Silently +4, Spot +6. Feats: Scent, Talented (Listen & Spot), Toughness, Unusual Size (Large), Extra Reach (+5 ft.), Extra Limb x2, Multi-Attack (2 Claws P, 1 Bite S), Follow-up attack, if both Claws hit, it can Rend for +14 Dmg automatically (2 + Str bonus x2)).

Powers: Super-Strength +1, Natural Weaponry +1 (Claws, Fangs), Super-Skill (Climb) +8

[6 HD Dire Ape used as base.  Advancement to 12 HD adds +3 Atk, +1 Will SV and +2 Fort & Ref SVs.]

 

Dire Badger: Medium animal; Init +3; Defense 13 (+3 Dex); Spd 30 ft., burrow 10 ft.; Atk +3/-2 melee (+2 dmg, claws, +2 dmg, bite); SV Dam +9, Fort +5, Ref +4, Will +1; Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10.  Skills: Listen +6, Spot +6.  Feat: Scent, Track, Toughness, Improved Stability (+4 to resist Bull Rush or Trip attacks), Rage (whenever the Badger suffers a Stun or Lethal Hit, it immediately goes berserk, gaining a +2 to Atk & Damage rolls, and to Damage SVs, but a –2 to effective Defense), Extra Limb x2, Multi-Attack (2 Claws P, 1 Bite S).

Powers: Tunneling +2 (Flaw: only through soft earth), Natural Weaponry +1 (Bite).

[Used a 3 HD Dire Badger as base.]

 

Really Dire Badger: Large animal; Init +2; Defense 11 (-1 size, +2 Dex); Spd 30 ft., burrow 10 ft.; Atk +7/+2 melee (+7 dmg, claws, +4 dmg, bite); SV Dam +13, Fort +7, Ref +3, Will +2; Str 20, Dex 15, Con 20, Int 2, Wis 12, Cha 10.  Skills: Listen +6, Spot +6.  Feat: Scent, Track, Toughness, Improved Stability (+4 to resist Bull Rush or Trip attacks), Rage (whenever the Badger suffers a Stun or Lethal Hit, it immediately goes berserk, gaining a +2 to Atk & Damage rolls, and to Damage SVs, but a –2 to effective Defense), Extra Limb x2, Multi-Attack (2 Claws P, 1 Bite S).

Powers: Super-Strength +1, Super-Constitution +1, Tunneling +2 (Flaw: only through soft earth), Natural Weaponry +1 (Bite & Claws).

[Used a 6 HD badger as base.  An 8 HD specimen would have +1 to Atk, Fort and Ref SVs.]

 

Dire Bat: Large; Init +6 (Dex); Defense 16 (-1 size, +6 Dex); Spd 20 ft., Fly 40 ft. (good); Atk +5 (+4 dmg, bite); SV Dam +8, Fort +4, Ref +7, Will +2; Str 17, Dex 20, Con 17, Int 2, Wis 14, Cha 6.  Skills: Hide +4, Listen +12, Move Silently +11, Spot +8.  Feats: Talented (Listen & Spot), Talented (Hide & Move Silently), Unusual Size (Large), Blindsight.  Powers: Super-Dexterity +1, Flight +8 (Extras: Increased Maneuvarability x2, Flaw: Winged), Super-Skill (Spot, Extra: Listen, Flaw: via Blindsight / sonar, bonuses are lost if sonar not applicable) +4, Natural Weaponry +1 (Bite).

[Used a 4 HD Dire Bat as base.  6 HD would be +1 Atk & Will SV.  8 HD would be +2 Atk, +1 Fort, Ref & Will SVs.  12 HD would be +4 Atk, +2 Fort, Ref & Will SVs.]

 

Dire Bear: Large animal; Init +1 (Dex); Defense 10 (-1 size, +1 Dex); Spd 40 ft.; Atk +11/+5 melee (+11 dmg, claw, +7 dmg, bite); SV Dam +13, Fort +7, Ref +4, Will +3; Str 20, Dex 13, Con 19, Int 2, Wis 12, Cha 10.  Skills: Listen +10, Spot +10, Swim +13.  Feat: Talented (Listen & Spot), Endurance, Scent, Unusual Size (Large), Improved Grab (free Grapple attempt on a successful Claw attack), Toughness, Attack Focus (Claw), Extra Limb x2, Multi-Attack (2 Claws P, 1 Bite S).

Powers: Super-Strength +5, Natural Weaponry +2 (Fangs), Natural Weaponry +1 (Claws), Running +2

[Used 12 HD Dire Bear as base.  If Advanced to 16 HD, add +2 to Atk and +1 to Fort & Ref SVs.]

 

Big Dire Bear: Huge animal; Init +0; Defense 8 (-2 size); Spd 40 ft.; Atk +16/+10 melee (+16 dmg, claw, +10 dmg, bite); SV Dam +18, Fort +12, Ref +6, Will +5; Str 20, Dex 11, Con 20, Int 2, Wis 12, Cha 10.  Skills: Listen +10, Spot +10, Swim +13.  Feat: Talented (Listen & Spot), Endurance, Scent, Unusual Size (Huge), Improved Grab (free Grapple attempt on a successful Claw attack), Toughness, Attack Focus (Claw), Extra Reach (+5 ft.), Extra Limb x2, Multi-Attack (2 Claws P, 1 Bite S).

Powers: Super-Strength +9, Natural Weaponry +3 (Fangs), Natural Weaponry +2 (Claws), Running +2, Super-Constitution +1

[Used 24 HD Dire Bear as base.  If Advanced to 36 HD, add +6 to Atk, +3 to Fort & Ref SVs and +2 to Will SVs.]

 

Dire Boar: Large animal; Init +0; Defense 9 (-1 size); Spd 40 ft.; Atk +8 melee (+9 dmg, tusks); SV Dam +9, Fort +5, Ref +2, Will +4; Str 20, Dex 10, Con 17, Int 2, Wis 13, Cha 8.  Skills: Listen +8, Spot +8.  Feat: Scent, Endurance, Iron Will, Talented (Listen & Spot), Improved Stability (+4 to resist Bull Rush or Trip attacks), Hero’s Luck (Flaw: Limited – only to eliminate Stun hits, Recover, Ignore Fatigue or Overcome Injury).

Powers: Super-Strength +3, Natural Weaponry +1 (Tusks), Running +2

[Used 8 HD Dire Boar as base.  At 12 HD add +2 Atk and Fort, Ref & Will SVs, At 16 HD add +4 Atk, +3 Fort & Ref SVs and +2 Will SV.]

 

Dire Boar: Huge animal; Init +0; Defense 8 (-1 size, -1 Dex); Spd 40 ft.; Atk +13 melee (+14 dmg, tusks); SV Dam +14, Fort +9, Ref +3, Will +6; Str 20, Dex 8, Con 20, Int 2, Wis 13, Cha 8.  Skills: Listen +8, Spot +8.  Feat: Scent, Endurance, Iron Will, Talented (Listen & Spot), Improved Stability (+4 to resist Bull Rush or Trip attacks), Hero’s Luck (Flaw: Limited – only to eliminate Stun hits, Recover, Ignore Fatigue or Overcome Injury).

Powers: Super-Strength +7, Natural Weaponry +2 (Tusks), Running +2

[Used 18 HD Dire Boar as base.  At 20 HD add +1 Atk, Fort and Ref SVs.]

 

Giant Eagle: Large animal [magical beast]; Init +3; Defense 12 (-1 size, +3 Dex); Spd 10 ft., flying 80 ft. (average); Atk +6/+1 [+6/+1] melee (+5 dmg, claws, +3 dmg, bite); SV Dam +4/+4, Fort +2, Ref +4, Will +2; Str 18, Dex 17, Con 12, Int 2 [10], Wis 14, Cha 10.  Skills: Listen +6, Spot +15 [Knowledge: Nature +2, Sense Motive +4, Survival +3].  Feat: Move-by Attack, Evasion, Talented (Listen & Spot), Unusual Size (Large),  Extra Limb x2, Multi-Attack (2 Claws P, 1 Bite S).

Powers: Natural Weaponry +1 (Claws, Bite), Flight +16 (Extra: Increased Maneuverability (average), Flaw: Limited – winged), Super-Skill (Spot) +4

[Used a 4 HD Eagle as base.  At 6 HD add +1 to Atk and Fort & Ref SVs.  At 8 HD add +2 to Atk and +1 to Fort, Ref & Will SVs.  [As magical beast, Atk will be 2/3rd HD, not ½ HD, and Dmg Save will be increased by 1/6th HD.  So as a 6 HD magical beast, would have Atk +8/+3 and Dmg SV +5/+4 and as an 8 HD magical beast, would have Atk +9/+4]]

 

Giant Eagle: Huge animal [magical beast]; Init +2; Defense 10 (-2 size, +2 Dex); Spd 10 ft., flying 80 ft. (average); Atk +8/+3 [+9/+4] melee (+9 dmg, claws, +6 dmg, bite); SV Dam +10/+4, Fort +5, Ref +4, Will +3; Str 20, Dex 15, Con 16, Int 2 [10], Wis 14, Cha 10.  Skills: Listen +6, Spot +15 [Knowledge: Nature +2, Sense Motive +4, Survival +3].  Feat: Move-by Attack, Evasion, Talented (Listen & Spot), Unusual Size (Huge), Extra Limbs x2, Multi-Attack (2 Claws P, 1 Bite S).

Powers: Super-Strength +3, Natural Weaponry +1 (Claws), Natural Weaponry +2 (Bite), Flight +16 (Extra: Increased Maneuverability (average), Flaw: Limited – winged), Super-Skill (Spot) +4

[Used a 10 HD Eagle as base.  At 12 HD add +1 to Atk and all SVs.  [As magical beast, Atk will be 2/3rd HD, not ½ HD, and Dmg Save will be increased by 1/6th HD.  So as a 10 HD magical beast, would have Atk +9/+4 and as a 12 HD magical beast, would have Atk +11/+6 and Dmg SV +11/+4]]

 

Lion: Large animal; Init +2; Defense 11 (-1 size, +2 Dex); Spd 40 ft.; Atk +11/+5 melee (+8 dmg, claws, +4 dmg, bite); SV Dam +7, Fort +6, Ref +5, Will +3; Str 20, Dex 15, Con 17, Int 2, Wis 12, Cha 10.  Skills: Hide +2, Listen +7, Move Silently +5, Spot +7.  Feat: Scent, Talented (Listen & Spot), Improved Stability (+4 to resist Bull Rush or Trip attacks), Improved Grab (can attempt a Grapple attempts as a Free Action on a successful bite attack), Pounce Attack (at the end of a charge action can make a Full Attack including Follow-up Attack), Unusual Size (Large), Attack Focus (Claw), Extra Limbs x2, Multi-Attack (2 Claws P, 1 Bite S), Follow-up attack x2 (2 rear Claw rakes at +11 Atk (+4 dmg) if Bite / Imp Grab hits (or on a Pounce)).

Powers: Super-Strength +2, Natural Weaponry +1 (Claws, Bite), Running +2, Super-Skills (Hide, Extra: Move Silently) +4, Super-Skill (Hide, Flaw: Limited – only in areas of tall grass or heavy undergrowth) +4

[Used 12 HD Dire Lion as base.  A 16 HD specimen would have +2 to Atk and +1 Fort / Ref saves.]

 

Dire Lion: Huge animal; Init +1; Defense 9 (-2 size, +1 Dex); Spd 40 ft.; Atk +13/+7 melee (+12 dmg, claws, +7 dmg, bite); SV Dam +12, Fort +9, Ref +5, Will +4; Str 20, Dex 13, Con 20, Int 2, Wis 12, Cha 10.  Skills: Hide +2, Listen +7, Move Silently +5, Spot +7.  Feat: Scent, Talented (Listen & Spot), Improved Stability (+4 to resist Bull Rush or Trip attacks), Improved Grab (can attempt a Grapple attempts as a Free Action on a successful bite attack), Pounce Attack (at the end of a charge action can make a Full Attack including Follow-up Attack), Unusual Size (Huge), Attack Focus (Claw), Attack Focus (Claw), Extra Limbs x2, Multi-Attack (2 Claws P, 1 Bite S), Follow-up attack x2 (2 rear Claw rakes at +11 Atk (+4 dmg) if Bite / Imp Grab hits (or on a Pounce)).

Powers: Super-Strength +6, Natural Weaponry +1 (Claws), Natural Weaponry +2 (Bite), Running +2, Super-Skills (Hide, Extra: Move Silently) +4, Super-Skill (Hide, Flaw: Limited – only in areas of tall grass or heavy undergrowth) +4

[Used 18 HD Dire Lion as base.  A 24 HD specimen would have +3 to Atk, +1 Will SV and +2 Fort & Ref SVs.]

 

Giant Owl: Large animal [magical beast]; Init +3; Defense 12 (-1 size, +3 Dex); Spd 10 ft., flying 70 ft. (average); Atk +6/+1 [+6/+1] melee (+5 dmg, claws, +3 dmg, bite); SV Dam +4/+4, Fort +2, Ref +4, Will +2; Str 18, Dex 17, Con 12, Int 2 [10], Wis 14, Cha 10.  Skills: Listen +17, Move Silently +8, Spot +10 [Knowledge: Nature +2].  Feat: Wingover, Talented (Listen & Spot), Unusual Size (Large), Blindfighting, Extra Limbs x2, Multi-Attack (2 Claws P, 1 Bite S).

Powers: Natural Weaponry +1 (Claws, Bite), Flight +14 (Extra: Increased Maneuverability (average), Flaw: Limited – winged), Super-Skill (Spot) +4, Super-Skill (Listen) +8, Super-Skill (Move Silently) +8 (Flaw: Limited – only while flying)

[Used a 4 HD Giant Owl as base.  At 6 HD add +1 to Atk and Fort & Ref SVs.  At 8 HD add +2 to Atk and +1 to all SVs.  [As magical beast, Atk will be 2/3rd HD, not ½ HD, and  Dmg Save will be increased by 1/6th HD.  So as a 6 HD magical beast, would have Atk +8/+3 and Dmg SV +5/+4 and as an 8 HD magical beast, would have Atk +9/+4]]

 

Giant Owl: Huge animal [magical beast]; Init +2; Defense 10 (-2 size, +2 Dex); Spd 10 ft., flying 70 ft. (average); Atk +8/+3 [+9/+4] melee (+9 dmg, claws, +6 dmg, bite); SV Dam +10 [+11] /+4, Fort +5, Ref +4, Will +3; Str 20, Dex 15, Con 16, Int 2 [10], Wis 14, Cha 10.  Skills: Listen +17, Move Silently +8, Spot +10 [Knowledge: Nature +2].  Feat: Wingover, Talented (Listen & Spot), Unusual Size (Huge), Blindfighting, Extra Limbs x2, Multi-Attack (2 Claws P, 1 Bite S).

Powers: Super-Strength +3, Natural Weaponry +1 (Claws), Natural Weaponry +2 (Bite), Flight +14 (Extra: Increased Maneuverability (average), Flaw: Limited – winged), Super-Skill (Spot) +4, Super-Skill (Listen) +8, Super-Skill (Move Silently) +8 (Flaw: Limited – only while flying)

[Used a 10 HD Giant Owl as base.  At 12 HD add +1 to Atk and Fort, Ref & Will SVs.  [As magical beast, Atk will be 2/3rd HD, not ½ HD, and Dmg Save will be increased by 1/6th HD.  So as a 10 HD magical beast, would have Atk +9/+4 and Dmg SV +11/+4 and as a 12 HD magical beast, would have Atk +11/+6 and Dmg SV +12/+4]]

 

Dire Rat: Small animal; Init +3; Defense 14 (+1 size, +3 Dex); Spd 40 ft., climb 20 ft.; Atk +4 melee (+0 dmg, bite); SV Dam +2, Fort +2, Ref +4, Will +1; Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4.  Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11.  Feats: Attack Finesse, Talented (Listen & Spot), Skill Finesse (Climb, uses Dex modifier instead of Str modifier for Climb checks), Skill Finesse (Swim, uses Dex modifier instead of Str modifier for Swim checks), Unusual Size (Small).

Powers: Super-Skill (Climb, Extra: Swim) +8, Running +2, Drain: Attributes +2 (Extras: Delay (1 day), Slow Recovery x3, Secondary Effect (repeats daily), Continuous (until DC SV is made 3 days in a row), Extra Attribute (Con), Flaw: One Attribute (Dex), Flaw: a Healing roll against its DC can cure it permanently, is a disease and is negated by Immunity (disease))

[Used a 2 HD Dire Rat base.]

 

Dire Rat: Medium animal; Init +2; Defense 12 (+2 Dex); Spd 40 ft., climb 20 ft.; Atk +4 melee (+3 dmg, bite); SV Dam +3, Fort +3, Ref +3, Will +1; Str 14, Dex 15, Con 14, Int 1, Wis 12, Cha 4.  Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11.  Feats: Attack Finesse, Talented (Listen & Spot), Skill Finesse (Climb, uses Dex modifier instead of Str modifier for Climb checks), Skill Finesse (Swim, uses Dex modifier instead of Str modifier for Swim checks).

Powers: Natural Weaponry +1 (Bite), Super-Skill (Climb, Extra: Swim) +8, Running +2, Drain: Attributes +3 (Extras: Delay (1 day), Slow Recovery x3, Secondary Effect (repeats daily), Continuous (until DC SV is made 3 days in a row), Extra Attribute (Con), Flaw: One Attribute (Dex), Flaw: a Healing roll against its DC can cure it permanently, is a disease and is negated by Immunity (disease))

[Used a 4 HD Dire Rat base.  A 6 HD specimen would have +1 Atk & Will SV.]

 

Shark, huge: Huge animal; Init +2; Defense 10 (-2 size, +2 Dex); Spd 0 ft., swim 60 ft.; Atk +13 melee (+8 dmg, bite); SV Dam +18, Fort +7, Ref +6, Will +4; Str 20, Dex 15, Con 17, Int 1, Wis 12, Cha 10.  Skills: Listen +12, Spot +11, Swim +14.  Feat: Scent, Attack Focus (Bite), Amphibious, Toughness x4, Swallow Whole.

Powers: Super-Strength +1, Natural Weaponry +2 (Bite), Swimming +6, Super-Skill (Swim) +8.

[Used a 18 HD huge Dire Shark for base.  At 24 HD add +3 Atk, +2 Fort & Reflex SVs and +1 Will SV.  At 32 HD add +7 Atk, +4 Fort & Ref SVs and +2 Will SV.]

[Swallow Whole a Grappled creature at least 1 size smaller than itself the next round.  It takes automatic attacks at +3 for Crushing and a +2 Chemical attack from digestive acids each round.  It takes 5 Lethal Hits to cut free.]

 

Shark, gargantuan: Gargantuan animal; Init +2; Defense 8 (-4 size, +2 Dex); Spd 0 ft., swim 60 ft.; Atk +20 melee (+14 dmg, bite); SV Dam +25, Fort +14, Ref +11, Will +7; Str 20, Dex 15, Con 20, Int 1, Wis 12, Cha 10.  Skills: Listen +12, Spot +11, Swim +14.  Feat: Scent, Attack Focus (Bite), Amphibious, Toughness x4, Swallow Whole.

Powers: Super-Strength +5, Natural Weaponry +4 (Bite), Swimming +6, Super-Skill (Swim) +8.

[Used a 36 HD gargantuan Dire Shark for base.  At 48 HD add +6 Atk, +3 Fort & Reflex SVs and +2 Will SV.  At 54 HD add +9 Atk, +4 Fort & Ref SVs and +3 Will SV.]

[Swallow Whole a Grappled creature at least 1 size smaller than itself the next round.  It takes automatic attacks at +4 for Crushing and a +2 Chemical attack from digestive acids each round.  It takes 5 Lethal Hits to cut free.]

 

Dire Tiger: Large animal; Init +2; Defense 11 (-1 size, +2 Dex); Spd 40 ft.; Atk +13/+7 melee (+9 dmg, claws, +6 dmg, bite); SV Dam +9, Fort +7, Ref +6, Will +3; Str 20, Dex 15, Con 17, Int 2, Wis 12, Cha 10.  Skills: Hide +7, Jump +14, Listen +6, Move Silently +11, Spot +7, Swim +10.  Feat: Scent, Talented (Listen & Spot), Talented (Hide & Move Silently), Improved Stability (+4 to resist Bull Rush or Trip attacks), Improved Grab (can attempt a Grapple attempts as a Free Action on a successful bite or claw attack), Pounce Attack (at the end of a charge action can make a Full Attack), Unusual Size (Large), Attack Focus (Claw), Extra Limbs x2, Multi-Attack (2 Claws P, 1 Bite S), Follow-up Attack x2 (2 Rear Claw Rakes at +13 Atk (+5 dmg) on a successful Pounce or Grapple).

Powers: Super-Strength +3, Natural Weaponry +1 (Claws), Natural Weaponry +2 (Bite), Running +2, Super-Skills (Hide, Extra: Move Silently) +4, Super-Skill (Hide, Flaw: Limited – only in areas of tall grass or heavy undergrowth) +4

[Used 16 HD Dire Tiger as base.  At 24 HD, add +4 Atk and +2 Fort, Ref & Will SVs.  At 32 HD, add +8 Atk, +4 Fort & Ref SVs and +3 Will SV.]

 

Dire Tiger: Huge animal; Init +1; Defense 9 (-2 size, +1 Dex); Spd 40 ft.; Atk +22/+16 melee (+14 dmg, claws, +9 dmg, bite); SV Dam +14, Fort +13, Ref +9, Will +7; Str 20, Dex 13, Con 20, Int 2, Wis 12, Cha 10.  Skills: Hide +7, Jump +14, Listen +6, Move Silently +11, Spot +7, Swim +10.  Feat: Scent, Talented (Listen & Spot), Talented (Hide & Move Silently), Improved Stability (+4 to resist Bull Rush or Trip attacks), Improved Grab (can attempt a Grapple attempts as a Free Action on a successful bite or claw attack), Pounce Attack (at the end of a charge action can make a Full Attack), Unusual Size (Large), Attack Focus (Claw), Extra Limbs x2, Multi-Attack (2 Claws P, 1 Bite S), Follow-up Attack x2 (2 Rear Claw Rakes at +22 Atk (+8 dmg) on a successful Pounce or Grapple).

Powers: Super-Strength +7, Natural Weaponry +2 (Claws), Natural Weaponry +3 (Bite), Running +2, Super-Skills (Hide, Extra: Move Silently) +4, Super-Skill (Hide, Flaw: Limited – only in areas of tall grass or heavy undergrowth) +4

[Used 36 HD Dire Tiger as base.  At 48 HD, add +6 Atk, +3 Fort & Ref SVs and +2 Will SV.]

 

Dire Weasel: Medium animal; Init +4; Defense 14 (+4 Dex); Spd 40 ft.; Atk +6 melee (+3 dmg, bite); SV Dam +2, Fort +1, Ref +5, Will +1; Str 14, Dex 19, Con 10, Int 2, Wis 12, Cha 11.  Skills: Hide +8, Listen +3, Move Silently +8, Spot +6.  Feats: Attack Finesse, Talented (Listen & Spot), Talented (Hide & Move Silently), Scent, Improved Grab (if it hits with a Bite attack, it can automatically Grapple and inflict Drain damage without rolling to hit at the start of every subsequent round that it remains attached).

Powers: Running +2, Natural Weaponry +1 (Bite), Drain Attribute +2 (Extra: Continuous, Flaw: Only Con)

[Used 4 HD medium Dire Weasel.  At 6 HD, add +1 Atk, +1 Will SV and +1 rank of Drain.]

 

Dire Weasel: Large animal; Init +3; Defense 12 (-1 size, +3 Dex); Spd 40 ft.; Atk +8 melee (+6 dmg, bite); SV Dam +6, Fort +4, Ref +5, Will +2; Str 20, Dex 17, Con 14, Int 2, Wis 12, Cha 11.  Skills: Hide +8, Listen +3, Move Silently +8, Spot +6.  Feats: Attack Finesse, Talented (Listen & Spot), Talented (Hide & Move Silently), Scent, Improved Grab (if it hits with a Bite attack, it can automatically Grapple and inflict Drain damage without rolling to hit at the start of every subsequent round that it remains attached).

Powers: Super-Strength +1, Running +2, Natural Weaponry +1 (Bite), Drain Attribute +4 (Extra: Continuous, Flaw: Only Con)

[Used 8 HD large Dire Weasel.]

 

Dire Wolf: Large animal; Init +2; Defense 11 (-1 size, +2 Dex); Spd 50 ft.; Atk +8 melee (+8 dmg, bite); SV Dam +6, Fort +4, Ref +3, Will +2; Str 20, Dex 15, Con 17, Int 2, Wis 12, Cha 10.  Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2.  Feat: Scent, Attack Focus (Bite), Improved Stability (+4 to resist Bull Rush or Trip attacks), Superior Trip (can attempt a Trip attack with a +8 check modifier as a Free Action if it hits with a bite attack, if failed, the opponent cannot attempt to Trip the wolf), Unusual Size (Large), Track, Talented (Listen & Spot).

Powers: Super-Strength +2, Natural Weaponry +1 (Bite), Running +4, Super-Skill +4 (Survival, Flaw: Limited – only in to Track by Scent), Super-Skill +2 (Hide, Extras: Move Silently, Listen, Spot).

[Used a 6 HD Dire Wolf as base.  At 12 HD add +3 Atk, +2 Fort & Ref SVs and +1 Will SV.  At 18 HD add +6 Atk, +3 Fort & Ref SVs and +2 Will SV.]

 

Dire Wolverine: Large animal; Init +3; Defense 12 (-1 size, +3 Dex); Spd 30 ft., climb 10 ft.; Atk +7/+2 melee (+7 dmg, claws, +4 dmg, bite); SV Dam +10, Fort +5, Ref +4, Will +2; Str 20, Dex 17, Con 19, Int 2, Wis 12, Cha 10.  Skills: Climb +14, Listen +7, Spot +7.  Feat: Talented (Listen & Spot), Scent, Track, Rapid Strike, Toughness, Improved Stability (+4 to resist Bull Rush or Trip attacks), Rage (whenever the Wolverine suffers a Stun or Lethal Hit, it immediately goes berserk, gaining a +2 to Atk & Damage rolls, and to Damage SVs, but a –2 to effective Defense), Extra Limbs x2, Multi-Attack (2 Claws P, 1 Bite S).

Powers: Super-Strength +1, Natural Weaponry +1 (Claws, Bite), Tunneling +2 (Flaw: only through soft earth), Super-Skill (Climb) +8.

[Used a 6 HD medium wolverine as base.  At 12 HD, add +3 Atk, +2 Fort & Ref SVs and +1 Will SV.]

 

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