Animals

Animals in this campaign are re-statted from their Monster Manual versions to take the modified type-based statistics rules into account.

Eagle

Name: Eagle
Size/Type: Small Dyret
Hit Dice: 1d10+1 (11 hp)
Wound: 4
Initiative: +2
Speed: 10 feet (5 hexes), fly 80 feet (average)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
BAB/Grapple: +1/-3
Attack: Bite +2 melee (1d4)
Full Attack: Talons -2/-2 melee
Space/Reach: 1 hex wide/1 hex
Special Attacks: Dive
Special Qualities: Animal Mind, DR 1/—, Eagle Eyes, Energy Resistance 1
Saves: Fort +1, Ref +2, Will +2
Abilities: Str 10, Dex 15, Con 12, Int 5, Wis 14, Cha 6
Skills: Listen +6, Search +16, Spot +16, Survival +6
Proficiencies: Basic Unarmored, Basic Hide, Expert Nature, Expert Geography, Master [REGION]
Feats: Multiattack
Challenge Rating: 0
Salvage: 22 sp Consumables

Dive: While flying, if an eagle charges at a target below it, its attack deals double damage.

Eagle Eyes: An eagle gains a +10 racial bonus to Search and Spot checks.

Polar Bear

Name: Polar Bear
Size/Type: Large Dyret
Hit Dice: 6d10+18 (78 hp)
Wound: 11
Initiative: +5
Speed: 35 feet (7 hexes), swim 35 feet
Armor Class: 19 (-1 size, +1 Dex, +9 natural armor), touch 10, flat-footed 17
BAB/Grapple: +6/+17
Attack: Bite or Claw +12 melee (1d6+14)
Full Attack: Bite and Claws +10/+10/+10 melee (1d6+10)
Space/Reach: 2 hexes wide/1 hex
Special Attacks: Improved Grab
Special Qualities: Cold Resistance 6, Low-light Vision, Polar Hide, Scent
Saves: Fort +5, Ref +3, Will +3
Abilities: Str 24, Dex 13, Con 16, Int 8, Wis 13, Cha 6
Skills: Climb +16, Jump +16, Listen +10, Search +10, Spot +10, Survival +10, Swim +16
Proficiencies: Basic Medium Armor, Basic Hide, Expert Nature, Expert Geography, Basic Two-Handed Weapons
Feats: Improved Initiative, Multiattack, Run
Challenge Rating: 3
Salvage: 290 sp Consumables

Improved Grab (Ex): To use this ability, a polar bear must hit with a bite or claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Polar Hide: A polar bear gains a +10 racial bonus on Hide checks in snowy areas.

Porpoise

Name: Porpoise
Size/Type: Medium Dyret
Hit Dice: 2d10+2 (22 hp)
Wound: 5
Initiative: -1
Speed: Swim 80 feet (16 hexes)
Armor Class: 14 (-1 Dex, +5 natural armor), touch 9, flat-footed 14
BAB/Grapple: +2/+5
Attack: Slam +5 melee (1d6+4)
Full Attack: Slam +5 melee
Space/Reach: 1 hex wide/1 hex
Special Attacks:
Special Qualities: Blindsight 120, Cold Resistance 3, Hold Breath, Low-light Vision
Saves: Fort +1, Ref -1, Will +0
Abilities: Str 17, Dex 9, Con 13, Int 13, Wis 11, Cha 8
Skills: Jump +8, Listen +6, Search +6, Spot +6, Survival +5, Swim +16
Proficiencies: Basic Light Armor, Basic Hide, Expert Nature, Expert Geography
Feats: Run
Challenge Rating: 1
Salvage: 60 sp Consumables

Blindsight (Ex): Porpoises can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the porpoise to rely on its vision, which is approximately as good as a human’s.

Hold Breath (Ex): A porpoise can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

Giant Shark

Name: Giant Shark
Size/Type: Huge Dyret
Hit Dice: 7d10+35 (105 hp)
Wound: 16
Initiative: +3
Speed: 40 feet (8 hexes)
Armor Class: 17 (-2 size, -1 Dex, +10 natural armor), touch 7, flat-footed 17
BAB/Grapple: +7/+25
Attack: Bite +15 melee (1d6+15)
Full Attack: Bite +13/+13 melee
Space/Reach: 3 hexes wide/2 hexes
Special Attacks:
Special Qualities: Blindsense 30, Cold Resistance 6, Keen Scent
Saves: Fort +9, Ref +3, Will +4
Abilities: Str 31, Dex 8, Con 20, Int 11, Wis 15, Cha 11
Skills: Jump +20, Listen +12, Search +12, Spot +12, Survival +12, Swim +28
Proficiencies: Basic Medium Armor, Basic Hide, Expert Nature, Expert Geography
Feats: Great Fortitude, Improved Initiative, Lightning Reflexes, Powerful Charge
Challenge Rating: 3
Salvage: 2300 sp Consumables

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.

Powerful Charge: When a shark charges, it deals +3d6 damage.

Wolf

Name: Wolf
Size/Type: Medium Dyret
Hit Dice: 2d10+4 (24 hp)
Wound: 6
Initiative: +3
Speed: 30 feet (6 hexes)
Armor Class: 18 (+3 Dex, +5 natural armor), touch 13, flat-footed 15
BAB/Grapple: +2/+4
Attack: Bite +4 melee (1d6+3 and Trip)
Full Attack: Bite +4 melee
Space/Reach: 1 hex wide/1 hex
Special Attacks: Trip
Special Qualities: Low-light Vision, Scent
Saves: Fort +2, Ref +3, Will +1
Abilities: Str 15, Dex 17, Con 15, Int 10, Wis 12, Cha 8
Skills: Climb +7, Jump +7, Listen +5, Search +5, Spot +5, Survival +5, Swim +7
Proficiencies: Basic Light Armor, Basic [HIDE OR SCALE], Expert Nature, Expert Geography, Master [REGION]
Feats: Improved Trip
Challenge Rating: 1
Salvage: 100 sp Consumables

Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+6 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Animals

Saga of the Northlands PsychicTheurge