Monsters (Animals)
Sections:
.Badger
.Bat
..Bear, brown
.Polar bear
.Bison
.Boar
.Camel
.Cat
.Cheetah
.Crocodile
..Giant crocodile
.Dog
..Riding dog
.Donkey
.Eagle
.Elephant
.Hawk
.Heavy horse
.Heavy warhorse
.Light horse
.Light warhorse
.Leopard
.Lion
.Lizard
..Giant lizard
.Monkey
.Mule
.Octopus
..Giant octopus
.Owl
.Pony
..Warpony
.Porpoise
.Rat
.Shark
.Snake
..Constrictor
..Giant constrictor
..Viper
.Squid
..Giant squid
.Tiger
.Toad
.Weasel
.Whale
.Wolf
.Wolverine
Tables:
.Animals - I
.Animals - II
.Animals - III
.Animals - IV
.Animals - V
.Animals - VI
.Animals - VII
.Animals - VIII
.Animals - IX
.Animals - X
.Animals - XI
.Animals - XII
.Animals - XIII
Monsters (Animals)
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.


Animals - I
Ape Baboon Badger
Type Large Animal Medium-Size Animal Tiny Animal
Hit Dice 4d8+8 (26 hp) 1d8+1 (5 hp) 1d8+2 (6 hp)
Initiative +2 (Dex) +2 (Dex) +3 (Dex)
Speed 30 ft., climb 30 ft. 40 ft., climb 30 ft. 30 ft., burrow 10 ft.
AC 14 (-1 size, +2 Dex, +3 natural) 13 (+2 Dex, +1 natural) 15 (+2 size, +3 Dex)
Attacks 2 claws +7 melee, bite +2 melee bite +0 melee Bite +2 melee 2 claws +5 melee,
Damage Claw 1d6+5, bite 1d6+2 Bite 1d6+3 Claw 1d2-1, bite 1d3-1
Face/Reach 5 ft. by 5 ft./10 ft. 5 ft. by 5 ft./5 ft. 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Attacks - - Rage
Special Qualities Scent Scent Scent
Saves Fort +6, Ref +6, Will +2 Fort +3, Ref +4, Will +1 Fort +4, Ref +5, Will +1
Abilities Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7 Str 15, Dex 14, Con 12, Int 2, Wis 12, Cha 4 Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills Climb +18, Listen +6, Spot +6 Climb +13, Listen +5, Spot +5 Escape Artist +7, Listen +4, Spot +4
Feats - - Weapon Finesse (bite, claw)
Climate/Terrain Warm forest and mountains Warm desert and plains Temperate forest, hill, plains, and underground
Organization Solitary or company (2-5) Solitary or troop (10-40) Solitary or cete (2-5)
Challenge Rating 2 1/2 1/2
Treasure None None None
Alignment Always neutral Always neutral Always neutral
Advancement 5-8 HD (Large) 2-3 HD (Medium-size) 2 HD (Tiny)

Badger

Rage (Ex): A badger that takes damage in combat flies into a berserk rage the following round, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.
Animals - II
Bat Bear, Black Bear, Brown
Type Diminutive Animal Medium-Size Animal Large Animal
Hit Dice 1/4 d8 (1 hp) 3d8+6 (19 hp) 6d8+24 (51 hp)
Initiative +2 (Dex) +1 (Dex) +1 (Dex)
Speed 5 ft., fly 40 ft. (good) 40 ft. 40 ft.
AC 16 (+4 size, +2 Dex) 13 (+1 Dex, +2 natural) 15 (-1 size, +1 Dex, +5 natural)
Attacks - 2 claws +6 melee, bite +1 melee 2 claws +11 melee, bite +6 melee
Damage - Claw 1d4+4, bite 1d6+2 Claw 1d8+8, bite 2d8+4
Face/Reach 1 ft. by 1 ft./0 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 10 ft./5 ft.
Special Attacks - - Improved grab
Special Qualities Blindsight Scent Scent
Saves Fort +2, Ref +4, Will +2 Fort +5, Ref +4, Will +2 Fort +9, Ref +6, Will +3
Abilities Str 1, Dex 15, Con 10 Int 2, Wis 14, Cha 4 Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Skills Listen +9, Move Silently +6, Spot +9* Climb +6, Listen +4, Spot +7, Swim +8 Listen +4, Spot +7, Swim +14
Climate/Terrain Temperate and hill, plains, and underground Temperate and warm forest, hill, and mountains Any forest, hill, mountains, and underground
Organization Colony (10-40) or swarm (10-50) Solitary or pair Solitary or pair
Challenge Rating 1/10 2 4
Treasure None None None
Alignment Always neutral Always neutral Always neutral
Advancement - 4-5 HD (Medium-size) 7-10 HD (Large)

Bat

Blindsight (Ex): Bats can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the bat to rely on its weak vision, which has a maximum range of 10 feet.
Skills: *Bats receive a +4 racial bonus to Spot and Listen checks. These bonuses are lost if Blindsight is negated.

Bear, brown

Combat: A brown bear attacks by rending opponents with its claws.
Improved Grab (Ex): To use this ability, the brown bear must hit with a claw attack
Animals - III
Bear, Polar Bison Boar
Type Large Animal Large Animal Medium-Size Animal
Hit Dice 8d8+32 (68 hp) 5d8+15 (37 hp) 3d8+9 (22 hp)
Initiative +1 (Dex) +0 +0
Speed 40 ft., swim 30 ft. 40 ft. 40 ft.
AC 15 (-1 size, +1 Dex, +5 natural) 13 (-1 size, +4 natural) 16 (+6 natural)
Attacks 2 claws +13 melee, bite +8 melee Butt +6 melee Gore +4 melee
Damage Claw 1d8+8, bite 2d8+4 Butt 1d8+6 Gore 1d8+3
Face/Reach 5 ft. by 10 ft./5 ft. 5 ft. by 10 ft./5 ft. 5 ft. by 5 ft./5 ft.
Special Attacks Improved grab Stampede Ferocity
Special Qualities Scent Scent Scent
Saves Fort +10, Ref +7, Will +3 Fort +7, Ref +4, Will +1 Fort +6, Ref +3, Will +2
Abilities Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6 Str 18, Dex 10, Con 16, Int 2, Wis 11, Cha 4 Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4
Skills Hide -2*, Listen +4, Spot +7 Listen +8, Spot +5 Listen +7, Spot +5
Climate/Terrain Any cold land forest Temperate plains Temperate and warm
Organization Solitary or pair Solitary or herd (6-30) Solitary or Herd (5-8)
Challenge Rating 4 2 2
Treasure None None None
Alignment Always neutral Always neutral Always neutral
Advancement 9-12 HD (Large) 6-7 HD (Large) 4-5 HD (Medium-size)

Polar bear

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

Bison

Stampede (Ex): A frightened herd of bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of size Large or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd. A successful Reflex save (DC 16) halves the damage.

Boar

Ferocity (Ex): A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Animals - IV
Camel Cat Cheetah Crocodile Crocodile, Giant Dog
Type Large Animal Tiny Animal Medium-Size Animal Medium-Size Animal (Aquatic) Huge Animal (Aquatic) Small Animal
Hit Dice 3d8+6 (19 hp) 1/2 d8 (2 hp) 3d8+6 (19 hp) 3d8+9 (22 hp) 7d8+28 (59 hp) 1d8+2 (6 hp)
Initiative +3 (Dex) +2 (Dex) +4 (Dex) +1 (Dex) +1 (Dex) +3 (Dex)
Speed 50 ft. 30 ft. 50 ft. 20 ft., swim 30 ft. 20 ft., swim 30 ft. 40 ft.
AC 13 (-1 size, +3 Dex, +1 natural) 14 (+2 size, +2 Dex) 15 (+4 Dex, +1 natural) 15 (+1 Dex, +4 natural) 16 (-2 size, +1 Dex, +7 natural) 15 (+1 size, +3 Dex, +1 natural)
Attacks Bite +5 melee melee 2 claws +4 melee, bite -1 melee Bite +6 melee, 2 claws +1 Bite +6 melee; or tail slap +6 melee Bite +11 melee; or tail slap +11 melee Bite +2 melee
Damage Bite 1d4+6 Claw 1d2-4, bite 1d3-4 Bite 1d6+3, claw 1d2+1 Bite 1d8+6; tail slap 1d12+6 Bite 2d8+12; tail slap 1d12+12 Bite 1d4+1
Face/Reach 5 ft. by 10 ft./5 ft. 2 1/2 ft. by 2 1/2 ft./0 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft. 10 ft. by 20 ft./10 ft. 5 ft. by 5 ft./5 ft.
Special Attacks - - Trip Improved grab Improved grab -
Special Qualities Scent - Sprint - - Scent
Saves Fort +5, Ref +6, Will +1 Fort +2, Ref +4, Will +1 Fort +5, Ref +7, Will +2 Fort +6, Ref +4, Will +2 Fort +9, Ref +6, Will +3 Fort +4, Ref +5, Will +1
Abilities Str 18, Dex 16, Con 14, Int 1, Wis 11, Cha 4 Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7 Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6 Str 19, Dex 12, Con 17, Int 2, Wis 12, Cha 2 Str 27, Dex 12, Con 19, Int 1, Wis 12, Cha 2 Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills Listen +5, Spot +5 Balance +10, Climb +5, Hide +17*, Listen +4, Move Silently +9, Spot +4 Hide +7, Listen +5, Move Silently +8, Spot +5 Hide +7*, Listen +5, Spot +5 Hide +0*, Listen +5, Spot +5 Listen +5, Spot +5, Swim +5, Wilderness Lore +1*
Feats - Weapon Finesse (claw, bite) Weapon Finesse (bite, claw)
Climate/Terrain Any desert, hill, and mountains Any land Warm plains Warm marsh and aquatic Warm marsh and aquatic Any land
Organization Solitary Solitary Solitary, pair, or family (3-5) Solitary or colony (6-11) Solitary or colony (6-11) Solitary or pack (5-12)
Challenge Rating 1 1/4 2 2 4 1/3
Treasure None None None None None None
Alignment Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral
Advancement - - 4-5 HD (Medium-size) 4-5 HD (Medium-size) 8-14 HD (Huge) -

Camel

The two-humped, or Bactrian, camel is suited to cooler, rocky areas. It is stockier, slower (speed 40), and has a better Constitution score (16).
Carrying Capacity: A light load for a camel is up to 300 pounds; a medium load, 301-600 pounds; a heavy load, 601-900 pounds. A camel can drag 4,500 pounds.

Cat

Skills: Cats receive a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance checks. They use their Dexterity modifier for Climb checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

Cheetah


Crocodile


Giant crocodile

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

Dog

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

Animals - V
Dog, Riding Donkey Eagle
Type Medium-Size Animal Medium-Size Animal Small Animal
Hit Dice 2d8+4 (13 hp) 2d8+2 (11 hp) 1d8+1 (5 hp)
Initiative +2 (Dex) +1 (Dex) +2 (Dex)
Speed 40 ft. 30 ft. 10 ft., fly 80 ft. (average)
AC 16 (+2 Dex, +4 natural) 13 (+1 Dex, +2 natural) 14 (+1 size, +2 Dex, +1 natural)
Attacks Bite +3 melee Bite +1 melee 2 claws +3 melee, bite -2 melee
Damage Bite 1d6+3 Bite 1d2 Claw 1d3, bite 1d4
Face/Reach 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft.
Special Qualities Scent Scent -
Saves Fort +5, Ref +5, Will +1 Fort +4, Ref +4, Will +0 Fort +3, Ref +4, Will +2
Abilities Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Str 10, Dex 13, Con 12, Int 1, Wis 11, Cha 4 Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Skills Listen +5, Spot +5, Swim +5 Balance +3, Listen +5, Spot +5 Wilderness Lore +1* Listen +6, Spot +6*
Feats - - Weapon Finesse (claw, bite)
Climate/Terrain Any land plains, and mountains Temperate and warm desert, hill, mountains Any forest, hill, plains, and
Organization Solitary Solitary Solitary or pair
Challenge Rating 1 1/6 1/2
Treasure None None None
Alignment Always neutral Always neutral Always neutral
Advancement - - 2-3 HD (Medium-size)

Riding dog

If trained for war, these animals can make trip attacks just as wolves do (see the Wolf entry). A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check.

Donkey


Eagle

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

Animals - VI
Elephant Hawk Horse, Heavy Horse, Heavy War Horse, Light Horse, Light War
Type Huge Animal Tiny Animal Large Animal Large Animal Large Animal Large Animal
Hit Dice 11d8+55 (104 hp) 1d8 (4 hp) 3d8+6 (19 hp) 4d8+12 (30 hp) 3d8+6 (19 hp) 3d8+9 (22 hp)
Initiative +0 (Dex) +3 (Dex) +1 (Dex) +1 (Dex) +1 (Dex) +1 (Dex)
Speed 40 ft. 10 ft., fly 60 ft. (average) 50 ft. 50 ft. 60 ft. 60 ft.
AC 15 (-2 size, +7 natural) 17 (+2 size, +3 Dex, +2 natural) 13 (-1 size, +1 Dex, +3 natural) 14 (-1 size, +1 Dex, +4 natural) 13 (-1 size, +1 Dex, +3 natural) 14 (-1 size, +1 Dex, +4 natural)
Attacks Slam +16 melee, 2 stamps +11 melee;or gore +16 melee Claws +5 melee 2 hooves +3 melee 2 hooves +6 melee; bite +1 melee 2 hooves +2 melee 2 hooves +4 melee; bite -1 melee
Damage Slam 2d6+10, stamp 2d6+5; gore 2d8+15 Claws 1d4-2 Hoof 1d6+2 Hoof 1d6+4; bite 1d4+2 Hoof 1d4+1 Hoof 1d4+3; bite 1d3+1
Face/Reach 10 ft. by 20 ft./10 ft. 2 1/2 ft. by 2 1/2 ft./0 ft. 5 ft. by 10 ft./5 ft. 5 ft. by 10 ft./5 ft. 5 ft. by 10 ft./5 ft. 5 ft. by 10 ft./5 ft.
Special Attacks Trample 2d8+15 - -
Special Qualities Scent - Scent Scent Scent Scent
Saves Fort +12, Ref +7, Will +4 Fort +2, Ref +5, Will +2 Fort +5, Ref +4, Will +2 Fort +7, Ref +5, Will +2 Fort +5, Ref +4, Will +2 Fort +6, Ref +4, Will +2
Abilities Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7 Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6 Str 15, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6 Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills Listen +6, Spot +6 Listen +6, Spot +6* Listen +6, Spot +6 Listen +7, Spot +7 Listen +6, Spot +6 Listen +7, Spot +7
Feats - Weapon Finesse (claws) -
Climate/Terrain Warm forest and plains Any forest, hill, plains, and mountains Any land Any land Any land Any land
Organization Solitary or herd (6-30) Solitary or pair Solitary Domesticated Solitary Solitary
Challenge Rating 8 1/3 1 2 1 1
Treasure None None None None None None
Alignment Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral
Advancement 12-22 HD (Huge) - - - - -

Elephant

This entry describes an African elephant. Indian elephants are slightly smaller and weaker (Strength 28), but more readily trained (Wisdom 15). These statistics can also represent prehistoric creatures such as mammoths and mastodons.
Trample (Ex): An elephant can trample Medium-size or smaller creatures for automatic gore damage. Opponents who do not make attacks of opportunity against the elephant can attempt a Reflex save (DC 20) to halve the damage.

Hawk

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

Heavy horse

Carrying Capacity: A light load for a heavy horse is up to 200 pounds; a medium load, 201-400 pounds; a heavy load, 401-600 pounds. A heavy horse can drag 3,000 pounds.

Heavy warhorse

These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check (DC 10).
Carrying Capacity: A light load for a heavy warhorse is up to 300 pounds; a medium load, 301-600 pounds; a heavy load, 601-900 pounds. A heavy warhorse can drag 4,500 pounds.

Light horse

A light horse cannot fight while carrying a rider.
Carrying Capacity: A light load for a light horse is up to 150 pounds; a medium load, 151-300 pounds; a heavy load, 301-450 pounds. A light horse can drag 2,250 pounds.

Light warhorse

A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check (DC 10).
Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231-460 pounds; a heavy load, 461-690 pounds. A light warhorse can drag 3,450 pounds.
Animals - VII
Leopard Lion Lizard Lizard, Giant Monkey Mule
Type Medium-Size Animal Large Animal Tiny Animal Medium-Size Animal Tiny Animal Large Animal
Hit Dice 3d8+6 (19 hp) 5d8+10 (32 hp) 1/2 d8 (2 hp) 3d8+9 (22 hp) 1d8 (4 hp) 3d8+9 (22 hp)
Initiative +4 (Dex) +3 (Dex) +2 (Dex) +2 (Dex) +2 (Dex) +1 (Dex)
Speed 40 ft., climb 20 ft. 40 ft. 20 ft., climb 20 ft. 30 ft., swim 30 ft. 30 ft., climb 30 ft. 30 ft.
AC 15 (+4 Dex, +1 natural) 15 (-1 size, +3 Dex, +3 natural) 14 (+2 size, +2 Dex) 15 (+2 Dex, +3 natural) 14 (+2 size, +2 Dex) 13 (-1 size, +1 Dex, +3 natural)
Attacks Bite +6 melee; 2 claws +1 melee 2 claws +7 melee, bite +2 melee Bite +4 melee Bite +5 melee Bite +4 melee 2 hooves +4 melee
Damage Bite 1d6+3; claw 1d3+1 Claw 1d4+5, bite 1d8+2 Bite 1d4-4 Bite 1d8+4 Bite 1d3-4 Hoof 1d4+3
Face/Reach 5 ft. by 5 ft./5 ft. 5 ft. by 10 ft./5 ft. 2 1/2 ft. by 2 1/2 ft./0 ft. 5 ft. by 5 ft./5 ft. 2 1/2 ft. by 2 1/2 ft./0 ft. 5 ft. by 10 ft./5 ft.
Special Attacks Pounce, improved grab, rake 1d3+1 Pounce, improved grab, rake 1d4+2 - - - -
Special Qualities Scent Scent - - - -
Saves Fort +5, Ref +7, Will +2 Fort +6, Ref +7, Will +2 Fort +2, Ref +4, Will +1 Fort +6, Ref +5, Will +2 Fort +2, Ref +4, Will +1 Fort +6, Ref +4, Will +1
Abilities Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6 Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6 Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 2 Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 2 Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5 Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6
Skills Balance +12, Climb +11, Hide +9*,Listen +6, Move Silently +9, Spot +6 Balance +7, Hide +4*, Jump +5, Listen +5, Move Silently +11, Spot +5 Balance +10, Climb +12, Hide +13, Listen +4, Spot +4 Climb +9, Hide +7*, Move Silently +6, Spot +4 Listen +4, Balance + 10, Climb +13, Hide +13,Listen +4, Spot +4 Listen +6, Spot +6
Feats Weapon Finesse (bite, claw) - Weapon Finesse (bite) - Weapon Finesse (bite) -
Climate/Terrain Warm forest and plains Warm plains Any warm land Any warm land Warm forest Warm plains
Organization Solitary or pair Solitary, pair, or pride (6-10) Solitary Solitary Troop (10-40) Solitary
Challenge Rating 2 3 1/6 2 1/6 1
Treasure None None None None None None
Alignment Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral
Advancement 4-5 HD (Medium-size) 6-8 HD (Large) - 4-5 HD (Medium-size) 2-3 HD (Medium-size) -

Leopard


Lion


Lizard

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

Giant lizard

Skills: Giant lizards receive a +4 racial bonus to Hide and Move Silently checks. *In forested or overgrown areas, the Hide bonus improves to +8.

Monkey

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

Mule

Animals - VIII
Octopus Octopus, Giant Owl
Type Small Animal (Aquatic) Large Animal (Aquatic) Tiny Animal
Hit Dice 2d8 (9 hp) 8d8+8 (44 hp) 1d8 (4 hp)
Initiative +3 (Dex) +2 (Dex) +3 (Dex)
Speed 20 ft., swim 30 ft. 20 ft., swim 30 ft. 10 ft., fly 40 ft. (average)
AC 16 (+1 size, +3 Dex, +2 natural) 18 (-1 size, +2 Dex, +7 natural) 17 (+2 size, +3 Dex, +2 natural)
Attacks 8 arms +5 melee, bite +0 melee 8 tentacle rakes +10 melee, bite +5 melee Claws +5 melee
Damage Arms 0, bite 1d3 Tentacle rake 1d4+5, bite 1d8+2 Claws 1d4-2
Face/Reach 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./10 ft. 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Attacks Improved grab Improved grab, constrict -
Special Qualities Ink cloud, jet Ink cloud, jet -
Saves Fort +3, Ref +6, Will +1 Fort +7, Ref +8, Will +3 Fort +2, Ref +5, Will +2
Abilities Str 12, Dex 17, Con 11, Int 2, Wis 12, Cha 3 Str 20, Dex 15, Con 13, Int 2, Wis 12, Cha 3 Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 4
Skills Escape Artist +16, Hide +15, Listen +5, Spot +5 Hide +11, Listen +4, Spot +4 Spot +6* Listen +14, Move Silently +20,
Feats Weapon Finesse (arms, bite) - Weapon Finesse (claws)
Climate/Terrain Temperate and warm aquatic Temperate and warm aquatic mountains Any forest, hill, plains, and
Organization Solitary Solitary Solitary
Challenge Rating 1 8 1/4
Treasure None None None
Alignment Always neutral Always neutral Always neutral
Advancement 3-6 HD (Medium-size); 9-12 HD (Large); 7 HD (Large) 1 HD (Medium-size); 13-24 HD (Huge) 2 HD (Large)

Octopus


Giant octopus


Owl

Skills: Owls receive a +8 racial bonus to Listen checks, and a +14 to Move Silently checks. *They receive a +8 racial bonus to Spot checks in dusk and darkness.
Animals - IX
Pony Pony, War Porpoise
Type Medium-Size Animal Medium-Size Animal Medium-Size Animal (Aquatic)
Hit Dice 2d8+2 (11 hp) 2d8+4 (13 hp) 2d8+2 (11 hp)
Initiative +1 (Dex) +1 (Dex) +3 (Dex)
Speed 40 ft. 40 ft. Swim 80 ft.
AC 13 (+1 Dex, +2 natural) 13 (+1 Dex, +2 natural) 15 (+3 Dex, +2 natural)
Attacks 2 hooves +2 melee 2 hooves +3 melee Butt +4 melee
Damage Hoof 1d3+1 Hoof 1d3+2 Butt 2d4
Face/Reach 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft.
Special Qualities Scent Scent Blindsight
Saves Fort +4, Ref +4, Will +0 Fort +5, Ref +4, Will +0 Fort +4, Ref +6, Will +1
Abilities Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4 Str 15, Dex 13, Con 14, Int 2, Wis 11, Cha 4 Str 11, Dex 17, Con 13, Int 2, Wis 12, Cha 6
Skills Listen +5, Spot +5 Listen +5, Spot +5 Listen +10*, Spot +10*
Feats - - Weapon Finesse (butt)
Climate/Terrain Any land Any land Any aquatic
Organization Solitary Solitary Solitary or school (2-20)
Challenge Rating 1/4 1/4 1/2
Treasure None None None
Alignment Always neutral Always neutral Always neutral
Advancement - - 3-4 HD (Medium-size); 5-6 HD (Large)

Pony

Carrying Capacity: A light load for a pony is up to 75 pounds; a medium load, 76-150 pounds; and a heavy load, 151-225 pounds. A pony can drag 1,125 pounds.

Warpony

A warpony can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check.
Carrying Capacity: A light load for a warpony is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A warpony can drag 1,500 pounds.

Porpoise

Animals - X
Rat Raven Rhinoceros Shark, Medium-Size Shark, Large Shark, Huge
Type Tiny Animal Tiny Animal Large Animal Medium-Size Animal (Aquatic) Large Animal (Aquatic) Huge Animal (Aquatic)
Hit Dice 1/4 d8 (1 hp) 1/4 d8 (1 hp) 8d8+40 (76 hp) 3d8+3 (16 hp) 7d8+7 (38 hp) 10d8+20 (65 hp)
Initiative +2 (Dex) +2 (Dex) +0 (Dex) +2 (Dex) +2 (Dex) +2 (Dex)
Speed 15 ft., climb 15 ft. 10 ft., fly 40 ft. (average) 30 ft. Swim 60 ft. Swim 60 ft. Swim 60 ft.
AC 14 (+2 size, +2 Dex) 14 (+2 size, +2 Dex) 16 (-1 size, +7 natural) 15 (+2 Dex, +3 natural) 15 (-1 size, +2 Dex, +4 natural) 15 (-2 size, +2 Dex, +5 natural)
Attacks Bite +4 melee Claws +4 melee Gore +13 melee Bite +4 melee Bite +7 melee Bite +10 melee
Damage Bite 1d3-4 Claws 1d2-5 Gore 2d6+12 Bite 1d6+1 Bite 1d8+4 Bite 2d6+7
Face/Reach 2 1/2 ft. by 2 1/2 ft./0 ft. 2 1/2 ft. by 2 1/2 ft./0 ft. 5 ft. by 10 ft./5 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 10 ft./5 ft. 10 ft. by 20 ft./10 ft.
Special Qualities Scent - - Keen scent Keen scent Keen scent
Saves Fort +2, Ref +4, Will +1 Fort +2, Ref +4, Will +2 Fort +11, Ref +6, Will +3 Fort +4, Ref +5, Will +2 Fort +6, Ref +7, Will +3 Fort +9, Ref +9, Will +4
Abilities Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2 Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6 Str 26, Dex 10, Con 21, Int 2, Wis 13, Cha 2 Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2 Str 17, Dex 15, Con 13, Int 1, Wis 12, Cha 2 Str 21, Dex 15, Con 15, Int 1, Wis 12, Cha 2
Skills Balance +10, Climb +12, Hide +18, Move Silently +10 Listen +6, Spot +6 Listen +11 Listen +7, Spot +7 Listen +7, Spot +7 Listen +7, Spot +7
Feats Weapon Finesse (bite) Weapon Finesse (claws) - Weapon Finesse (bite) - -
Climate/Terrain Any land and underground Any forest, hill, plains, and mountains Warm plains Any aquatic Any aquatic Any aquatic
Organization Swarm (10-100) Solitary Solitary or herd (2-12) Solitary, school (2-5), Solitary, school (2-5), or pack (6-11) Solitary, school (2-5), or or pack (6-11) pack (6-11)
Challenge Rating 1/8 1/6 4 1 2 4
Treasure None None None None None None
Alignment Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral
Advancement - - 9-12 HD (Large); 13-24 HD (Huge) 4-6 HD (Medium-size) 8-10 HD (Large) 11-17 HD (Huge)

Rat

Skills: Rats receive a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance checks. They use their Dexterity modifier for Climb checks.

Shark

Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
Animals - XI
Snake, Constrictor Snake, Giant Constrictor Snake, Tiny Viper Snake, Small Viper Snake, Medium-Size Viper Snake, Large Viper Snake, Huge Viper Squid Squid, Giant
Type Medium-Size Animal Huge Animal Tiny Animal Small Animal Medium-Size Animal Large Animal Huge Animal Medium-Size Animal (Aquatic) Huge Animal (Aquatic)
Hit Dice 3d8+3 (16 hp) 11d8+11 (60 hp) 1/4 d8 (1 hp) 1d8 (4 hp) 2d8 (9 hp) 3d8 (13 hp) 4d8+4 (22 hp) 3d8 (13 hp) 12d8+12 (66 hp)
Initiative +3 (Dex) +3 (Dex) +3 (Dex) +3 (Dex) +3 (Dex) +3 (Dex) +4 (Dex) +3 (Dex) +3 (Dex)
Speed 20 ft., climb 20 ft., swim 20 ft. 20 ft., climb 20 ft. 15 ft., climb 15 ft., swim 15 ft. 20 ft., climb 20 ft., swim 20 ft. 20 ft., climb 20 ft., swim 20 ft. 20 ft., climb 20 ft., swim 20 ft. 20 ft., climb 20 ft., swim 20 ft. Swim 60 ft. Swim 80 ft.
AC 15 (+3 Dex, +2 natural) 15 (-2 size, +3 Dex, +4 natural) 17 (+2 size, +3 Dex, +2 natural) 17 (+1 size, +3 Dex, +3 natural) 16 (+3 Dex, +3 natural) 15 (-1 size, +3 Dex, +3 natural) 15 (-2 size, +4 Dex, +3 natural) 16 (+3 Dex, +3 natural) 17 (-2 size, +3 Dex, +6 natural)
Attacks Bite +5 melee Bite +13 melee Bite +5 melee Bite +4 melee Bite +4 melee Bite +4 melee Bite +5 melee 10 arms +5 melee, bite +0 melee 10 tentacle rakes +15 melee, bite +10 melee
Damage Bite 1d3+4 Bite 1d8+10 Bite poison Bite 1d2-2 and poison Bite 1d4-1 and poison Bite 1d4 and poison Bite 1d4 and poison Arms 0, bite 1d6+1 Tentacle 1d6+8, bite 2d8+4
Face/Reach 5 ft. by 5 ft. (coiled)/5 ft. 15 ft. by 15 ft. (coiled)/10 ft. 2 1/2 ft. by 2 1/2 ft. (coiled)/0 ft. 5 ft. by 5 ft. (coiled)/5 ft. 5 ft. by 5 ft. (coiled)/5 ft. 5 ft. by 5 ft. (coiled)/10 ft. 15 ft. by 15 ft. (coiled)/10 ft. 5 ft. by 5 ft./5 ft. 10 ft. by 20 ft./10 ft. (40 ft. with tentacle)
Special Attacks Improved grab, constrict 1d3+4 Improved grab, constrict 1d8+10 Poison Poison Poison Poison Poison Improved grab Improved grab, constrict 1d6+8
Special Qualities Scent Scent Scent Scent Scent Scent Scent Ink cloud, jet Ink cloud, jet
Saves Fort +4, Ref +6, Will +2 Fort +8, Ref +10, Will +4 Fort +2, Ref +5, Will +1 Fort +2, Ref +5, Will +1 Fort +3, Ref +6, Will +1 Fort +3, Ref +6, Will +2 Fort +5, Ref +8, Will +2 Fort +3, Ref +6, Will +2 Fort +9, Ref +11, Will +5
Abilities Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2 Str 25, Dex 17, Con 13, Int 1, Wis 12, Cha 2 Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2 Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2 Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2 Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2 Str 10, Dex 19, Con 13, Int 1, Wis 12, Cha 2 Str 14, Dex 17, Con 11, Int 1, Wis 12, Cha 2 Str 26, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Skills Balance +11, Climb +14, Hide +11, Listen +9, Spot +9 Balance +11, Climb +18, Hide +3, Listen +9, Spot +9 Balance +11, Climb +12, Hide +18, Listen +8, Spot +8 Balance +11, Climb +12, Hide +15,Listen +9, Spot +9 Balance +11, Climb +11, Hide +12, Listen +9, Spot +9 Balance +11, Climb +11, Hide +8, Listen +9, Spot +9 Balance +12, Climb +12, Hide +3, Listen +9, Spot +9 Listen +7, Spot +7 Listen +8, Spot +8
Feats - - Weapon Finesse (bite) Weapon Finesse (bite) Weapon Finesse (bite) Weapon Finesse (bite) Weapon Finesse (bite) - -
Climate/Terrain Warm forest and aquatic aquatic, and underground Warm forest and aquatic Temperate and warm land, Temperate and warm land, aquatic, and underground and underground Temperate and warm land, aquatic, aquatic, and underground Temperate and warm land, Temperate and warm land, aquatic, and underground Any aquatic Any aquatic
Organization Solitary Solitary Solitary Solitary Solitary Solitary Solitary Solitary or school (6-11) Solitary
Challenge Rating 2 5 1/3 1/2 1 2 3 1 9
Treasure None None None None None None None None None
Alignment Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral
Advancement 4-5 HD (Medium-size);6-10 HD (Large) 12-16 HD (Huge);17-33 HD (Gargantuan) - - - - 5-6 HD (Huge); 7-12 HD (Gargantuan) 4-6 HD (Medium-size); 7-11 HD (Large) 13-18 HD (Huge); 19-36 HD (Gargantuan)

Snake

Skills: Snakes receive a +4 racial bonus to Hide, Listen, and Spot checks and a +8 racial bonus to Balance checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is better.

Constrictor

Improved Grab (Ex): To use this ability, the constrictor snake must hit with its bite attack. If it gets a hold, it can constrict.
Constrict (Ex): A constrictor snake deals 1d3+4 points of damage with a successful grapple check against Medium-size or smaller creatures.

Giant constrictor

Can constrict opponents of up to Large size, dealing 1d8+10 points of damage per round.

Viper

Poison (Ex): Bite, Fortitude save (DC 11 for all sizes Large and smaller, DC 13 for a Huge viper); initial and secondary damage 1d6 temporary Constitution.

Squid


Giant squid

Animals - XII
Tiger Toad Weasel
Type Large Animal Diminutive Animal Tiny Animal
Hit Dice 6d8+18 (45 hp) 1/4 d8 (1 hp) 1/2 d8 (2 hp)
Initiative +2 (Dex) +1 (Dex) +2 (Dex)
Speed 40 ft. 5 ft. 20 ft., climb 20 ft.
AC 14 (-1 size, +2 Dex, +3 natural) 15 (+4 size, +1 Dex) 14 (+2 size, +2 Dex)
Attacks 2 claws +9 melee, bite +4 melee - Bite +4 melee
Damage Claw 1d8+6, bite 2d6+3 - Bite 1d3-4
Face/Reach 5 ft. by 10 ft./5 ft. 1 ft. by 1 ft./0 ft. 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Attacks Pounce, improved grab, rake 1d8+3 - Attach
Special Qualities - - Scent
Saves Fort +8, Ref +7, Will +3 Fort +2, Ref +3, Will +2 Fort +2, Ref +4, Will +1
Abilities Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6 Str 1, Dex 12, Con 11, Int 1, Wis 14, Cha 4 Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Skills Balance +6, Hide +5*, Listen +3, Move Silently +9, Spot +3, Swim +11 Hide +21, Listen +5, Spot +5 Move Silently +9, Spot +4 Balance +10, Climb +11, Hide +13,
Feats - - Weapon Finesse (bite)
Climate/Terrain Any forest, hill, mountains, and plains Temperate and warm land and aquatic Temperate forest, hill, mountains, and plains
Organization Solitary Swarm (10-100) Solitary
Challenge Rating 4 1/10 1/4
Treasure None None None
Alignment Always neutral Always neutral Always neutral
Advancement 7-12 HD (Large); 13-18 HD (Huge) - -

Tiger


Toad

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

Weasel

Attach (Ex): If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent's body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dex bonus to AC and thus has an AC of 12.
Skills: Weasels receive a +4 racial bonus to Move Silently checks and a +8 racial bonus to Balance checks. They use their Dexterity modifier for Climb checks.
Animals - XIII
Whale, Baleen Whale, Cachalot Whale, Orca Wolf Wolverine
Type Gargantuan Animal (Aquatic) Gargantuan Animal (Aquatic) Huge Animal (Aquatic) Medium-Size Animal Medium-Size Animal
Hit Dice 12d8+72 (126 hp) 12d8+84 (138 hp) 9d8+45 (85 hp) 2d8+4 (13 hp) 3d8+12 (25 hp)
Initiative +1 (Dex) +1 (Dex) +2 (Dex) +2 (Dex) +2 (Dex)
Speed Swim 40 ft. Swim 40 ft. Swim 50 ft. 50 ft. 30 ft., burrow 10 ft., climb 10 ft.
AC 16 (-4 size, +1 Dex, +9 natural) 16 (-4 size, +1 Dex, +9 natural) 16 (-2 size, +2 Dex, +6 natural) 14 (+2 Dex, +2 natural) 14 (+2 Dex, +2 natural)
Attacks Tail slap +17 melee Bite +17 melee, tail slap +12 melee Bite +12 melee Bite +3 melee 2 claws +4 melee; bite -1 melee
Damage Tail slap 1d8+18 Bite 4d6+12, tail slap 1d8+6 Bite 2d6+12 Bite 1d6+1 Claw 1d4+2; bite 1d6+1
Face/Reach 20 ft. by 40 ft./10 ft. 20 ft. by 40 ft./10 ft. 10 ft. by 20 ft./10 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft.
Special Qualities Blindsight Blindsight Blindsight Scent Scent
Saves Fort +14, Ref +9, Will +5 Fort +15, Ref +9, Will +6 Fort +11, Ref +8, Will +5 Fort +5, Ref +5, Will +1 Fort +7, Ref +5, Will +2
Abilities Str 35, Dex 13, Con 22, Int 2, Wis 12, Cha 6 Str 35, Dex 13, Con 24, Int 2, Wis 14, Cha 6 Str 27, Dex 15, Con 21, Int 2, Wis 14, Cha 6 Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Str 14, Dex 15, Con 19, Int 1, Wis 12, Cha 10
Skills Listen +10*, Spot +11* Listen +11*, Spot +12* Listen +12*, Spot +12* Hide +3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1* Climb +15, Listen +6, Spot +6
Climate/Terrain Any aquatic Any aquatic Any aquatic Any forest, hill, plains, and mountains Cold and temperate forest and hill
Organization Solitary Solitary or pod (6-11) Solitary or pod (6-11) Solitary, pair, or pack (7-16) Solitary
Challenge Rating 5 6 5 1 2
Treasure None None None None None
Alignment Always neutral Always neutral Always neutral Always neutral Always neutral
Advancement 13-18 HD (Gargantuan); 13-18 HD (Gargantuan); 19-36 HD (Colossal) 10-13 HD (Huge); 19-36 HD (Colossal) 14-27 HD (Gargantuan) 3 HD (Medium-size); 4-5 HD (Large) 4-5 HD (Large)
Special Attacks Trip Rage
Feats Weapon Finesse (bite) -

Whale


Wolf


Wolverine

Rage (Ex): A wolverine that takes damage in combat flies into a berserk rage the following round, clawing and biting madly until either it or its opponent is dead. An enraged wolverine gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.