Animals

Ape

Baboon

Badger

Bat

Bear, Black

Bear, Brown

Bear, Polar

Bison

Boar

Camel

Cat

Cheetah

Crocodile

Crocodile, Giant

Dog

Dog, Riding

Donkey

Eagle

Elephant

Fish

Hawk

Horse

Hyena

Leopard

Lion

Lizard

Lizard, Monitor

Manta Ray

Monkey

Mule

Octopus

Octopus, Giant

Owl

Pony

Pony, War

Porpoise

Rat

Raven

Rhinoceros

Shark

Snake

Squid

Squid, Giant

Tiger

Toad

Weasel

Whale

Wolf

Wolverine

This section provides statistics and basic information for many common kinds of mundane animals. These creatures generally operate on instinct, driven by simple needs such as food and reproduction. Most animals, even predators, do not attack unless they or their young are threatened.

Animals are not capable of detailed reasoning, although with the Handle Animal skill it is possible to tame an animal and teach it to perform certain tricks.

Some herbivorous animals do not normally use their natural weapons to attack. As such, their natural weapons are treated as secondary attacks. The animal’s attack and damage entries note this fact, with an explanatory footnote.

Animal Traits: An animal possesses the following traits (unless otherwise noted in a creature’s entry).

Ape

Large Animal
Hit Dice: 4d8+11 (29 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 14 (–⁠1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+12
Attack: Claws +7 melee (1d6+5)
Full Attack: 2 claws +7 melee (1d6+5) and bite +2 melee (1d6+2)
Space/Reach: 10 ft./10 ft.
Special Attacks:
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7
Skills: Climb +14, Listen +6, Spot +6; racial bonuses
Feats: Alertness, Toughness
Environment: Warm forests
Organization: Solitary, pair, or company (3–5)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5–8 HD (Large)
Level Adjustment:

These powerful omnivores resemble gorillas but are far more aggressive; they kill and eat anything they can catch. An adult male ape is 5½ to 6 feet tall and weighs 300 to 400 pounds.

Combat

An ape often precedes an attack with a display of aggression, hoping to intimidate potential foes.

Skills: Apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Source: Monster Manual (version 3.5), page 268.

Baboon

Medium Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 30 ft.
Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack/Grapple: +0/+2
Attack: Bite +2 melee (1d6+3)
Full Attack: Bite +2 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 15, Dex 14, Con 12, Int 2, Wis 12, Cha 4
Skills: Climb +10, Listen +5, Spot +5; racial bonuses
Feats: Alertness
Environment: Warm plains
Organization: Solitary or troop (10–40)
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: 2–3 HD (Medium)
Level Adjustment:

Baboons are powerful and aggressive primates adapted to life on the ground. They prefer open spaces but climb trees to find safe places to rest overnight. A typical baboon is the size of a big dog. Males can be 2 to 4 feet long and weigh as much as 90 pounds.

Combat

Baboons usually attack in groups.

Skills: Baboons have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Source: Monster Manual (version 3.5), page 268.

Badger

Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 30 ft. (6 squares), burrow 10 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/–5
Attack: Claw +4 melee (1d2–1)
Full Attack: 2 claws +4 melee (1d2–1) and bite –1 melee (1d3–1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Escape Artist +7, Listen +3, Spot +3 racial bonuses
Feats: Track [bonus], Weapon Finesse
Environment: Temperate forests
Organization: Solitary, pair, or cete (3–5)
Challenge Rating: ½
Treasure: None
Advancement: 2 HD (Small)
Alignment: Neutral
Level Adjustment:

The badger is a furry animal with a squat, powerful body. Its strong forelimbs are armed with long claws for digging.

An adult badger is 2 to 3 feet long and weighs 25 to 35 pounds.

Combat

Badgers attack with their sharp claws and teeth.

Rage (Ex): A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –⁠2 to Armor Class. The creature cannot end its rage voluntarily.

Skills: A badger has a +4 racial bonus on Escape Artist checks.

Bat

Diminutive Animal
Hit Dice: ¼ d8 (1 hp)
Initiative: +2
Speed: 5 ft (1 square), fly 40 ft. (good)
Armor Class: 16 (+4 size, +2 Dex), touch 16, flat-footed 14
Base Attack/Grapple: +0/–17
Attack:
Full Attack:
Space/Reach: 1 ft./0 ft.
Special Attacks:
Special Qualities: Blindsense 20 ft., Low-light vision
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Skills: Hide +14, Listen +8, Move Silently +6, Spot +8; racial bonuses
Feats: Alertness
Environment: Temperate deserts
Organization: Colony (10–40) or crowd (10–50)
Challenge Rating:
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

Bats are nocturnal flying mammals. The statistics presented here describe small, insectivorous bats.

Combat

Blindsense (Ex): A bat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.

Skills: A bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.

Source: Monster Manual (version 3.5), page 268.

Bear

Three general varieties of bear are presented here. One of these varieties can often substitute for other sorts not described here.

The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Bear, Black
Medium Animal
Bear, Brown
Large Animal
Bear, Polar
Large Animal
Hit Dice: 3d8+6 (19 hp) 6d8+24 (51 hp) 8d8+32 (68 hp)
Initiative: +1 +1 +1
Speed: 40 ft. (8 squares) 40 ft. (8 squares) 40 ft. (8 squares), swim 30 ft.
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12 15 (–⁠1 size, +1 Dex, +5 natural), touch 10, flat-footed 14 15 (–⁠1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +2/+6 +4/+16 +6/+18
Attack: Claw +6 melee (1d4+4) Claw +11 melee (1d8+8) Claw +13 melee (1d8+8)
Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d6+2) 2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4) 2 claws +13 melee (1d8+8) and bite +8 melee (2d6+4)
Space/Reach: 5 ft./5 ft. 10 ft./5 ft. 10 ft./5 ft.
Special Attacks: Improved grab Improved grab
Special Qualities: Low-light vision, scent Low-light vision, scent Low-light vision, scent
Saves: Fort +5, Ref +4, Will +2 Fort +9, Ref +6, Will +3 Fort +10, Ref +7, Will +3
Abilities: Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6 Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Skills: Climb +4, Listen +4, Spot +4, Swim +8; racial bonuses Listen +4, Spot +7, Swim +12; racial bonuses Hide –⁠2, Listen +5, Spot +7, Swim +16; racial bonuses
Feats: Endurance, Run Endurance, Run, Track Endurance, Run, Track
Environment: Temperate forests Cold forests Cold plains
Organization: Solitary or pair Solitary or pair Solitary or pair
Challenge Rating: 2 4 4
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: 4–5 HD (Medium) 7–10 HD (Large) 9–12 HD (Large)
Level Adjustment:

Black BearBrown BearPolar Bear

The black bear is a forest-dwelling omnivore that usually is not dangerous unless an interloper threatens its cubs or food supply. Black bears can be pure black, blond, or cinnamon in color and are rarely more than 5 feet long.

Brown bears are massive carnivores weigh more than 1,800 pounds and stand nearly 9 feet tall when they rear up on their hind legs. They are bad-tempered and territorial. This bear’s statistics can be used for almost any big bear, including the grizzly.

Polar bears are long, lean carnivores are slightly taller than brown bears.

Combat

A bear attacks by tearing at opponents with its claws and teeth.

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

Skills: A black or brown bear has a +4 racial bonus on Swim checks.

A polar bear has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

A polar bear’s white coat bestows a +12 racial bonus on Hide checks in snowy areas.

Source: Monster Manual (version 3.5), page 269.

Bison

Large Animal
Hit Dice: 5d8+15 (37 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 13 (–⁠1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +3/+13
Attack: Gore +8 melee (1d8+9)
Full Attack: Gore +8 melee (1d8+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 22, Dex 10, Con 16, Int 2, Wis 11, Cha 4
Skills: Listen +7, Spot +5
Feats: Alertness, Endurance
Environment: Temperate plains
Organization: Solitary or herd (6–30)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 6–7 HD (Large)
Level Adjustment:

These herd animals can be aggressive when protecting young and during the mating season, but they generally prefer flight to fighting.

A bison stands more than 6 feet tall at the shoulder and is 9 to 12 feet long. It weigh 1,800 to 2,400 pounds. The bison’s statistics can be used for almost any large herd animal.

Combat

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 Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC 18 half). The save DC is Strength-based.

Source: Monster Manual (version 3.5), page 269.

Boar

Medium Animal
Hit Dice: 3d8+12 (25 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +2/+4
Attack: Gore +4 melee (1d8+3)
Full Attack: Gore +4 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ferocity
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +3, Will +2
Abilities: Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4
Skills: Listen +7, Spot +5
Feats: Alertness, Toughness
Environment: Temperate forests
Organization: Solitary or herd (5–8)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4–5 HD (Medium)
Level Adjustment:

Though not carnivores, these wild swine are bad-tempered and usually charge anyone who disturbs them.

A boar is covered in coarse, grayish-black fur. Adult males are about 4 feet long and 3 feet high at the shoulder.

Combat

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

Source: Monster Manual (version 3.5), page 270.

Camel

Large Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 13 (–⁠1 size, +3 Dex, +1 natural) touch 12, flat-footed 10
Base Attack/Grapple: +2/+10
Attack: Bite +0 melee (1d4+2)
Full Attack: Bite +0 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4
Skills: Listen +5, Spot +5
Feats: Alertness, Endurance,
Environment: Warm deserts
Organization: Domesticated or herd (6–30)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

Camels are known for their ability to travel long distances without food or water.

The statistics presented here are for the dromedary, or one-humped camel, which thrives in warm deserts. A dromedary stands about 7 feet tall at the shoulder, with its hump rising 1 foot higher.

The two-humped, or Bactrian, camel is suited to cooler, rocky areas. It is stockier, slower (speed 40 feet), and has a higher Constitution score (16).

Carrying Capacity: A light load for a camel is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A camel can drag 4,500 pounds.

Combat

A camel’s bite is treated as a secondary attack and adds only half the camel’s Strength bonus to the damage roll.

Source: Monster Manual (version 3.5), page 270.

Cat

Tiny Animal
Hit Dice: ½d8 (2 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/–12
Attack: Claw +4 melee (1d2–4)
Full Attack: 2 claws +4 melee (1d2–4) and bite –⁠1 melee (1d3–4)
Space/Reach: 2½ ft./0 ft.
Special Attacks:
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +1
Abilities: 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; racial bonuses
Feats: Weapon Finesse
Environment: Temperate plains
Organization: Domesticated or solitary
Challenge Rating: ¼
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

The statistics presented here describe a common housecat.

Combat

Cats prefer to sneak up on their prey.

Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.

In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

Source: Monster Manual (version 3.5), page 270.

Cheetah

Medium Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +4
Speed: 50 ft. (10 squares)
Armor Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple: +2/+5
Attack: Bite +6 melee
Full Attack: Bite +6 melee (1d6+3) and 2 claws +1 melee (1d2+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent, sprint
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +6, Listen +4, Move Silently +6, Spot +4
Feats: Alertness, Weapon Finesse
Environment: Warm plains
Organization: Solitary, pair, or family (3–5)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4–5 HD (Medium)
Level Adjustment:

Cheetahs are swift feline predators of the plains. A cheetah is 3 to 5 feet long and weighs 110 to 130 pounds.

Combat

Cheetahs make sudden sprints to bring down prey.

Trip (Ex): A cheetah that hits with a claw or bite attack can attempt to trip the opponent (+3 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 cheetah.

Sprint (Ex): Once per hour, a cheetah can move ten times its normal speed (500 feet) when it makes a charge.

Source: Monster Manual (version 3.5), page 271.

Crocodile

The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Crocodile
Medium Animal
Crocodile, Giant
Huge Animal
Hit Dice: 3d8+9 (22 hp) 7d8+28 (59 hp)
Initiative: +1 +1
Speed: 20 ft. (4 squares), swim 30 ft. 20 ft. (4 squares), swim 30 ft.
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14 16 (–⁠2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
Base Attack/Grapple: +2/+6 +5/+21
Attack: Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6) Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12)
Full Attack: Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6) Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12)
Space/Reach: 5 ft./5 ft. 15 ft./10 ft.
Special Attacks: Improved grab Improved grab
Special Qualities: Hold breath, low-light vision Hold breath, low-light vision
Saves: Fort +6, Ref +4, Will +2 Fort +9, Ref +6, Will +3
Abilities: Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2 Str 27, Dex 12, Con 19, Int 1, Wis 12, Cha 2
Skills: Hide +7, Listen +4, Spot +4, Swim +12; racial bonuses Hide +1, Listen +5, Spot +5, Swim +16; racial bonuses
Feats: Alertness, Skill Focus (Hide) Alertness, Endurance, Skill Focus (Hide)
Environment: Warm marshes Warm marshes
Organization: Solitary or colony (6–11) Solitary or colony (6–11)
Challenge Rating: 2 4
Treasure: None None
Alignment: Always neutral Always neutral
Advancement: 4–5 HD (Medium) 8–14 HD (Huge)
Level Adjustment:

CrocodileGiant Crocodile

Crocodiles are aggressive predators 11 to 12 feet long. They lie mostly submerged in rivers or marshes, with only their eyes and nostrils showing, waiting for prey to come within reach.

Giant crocodiles usually live in salt water and can be more than 20 feet long.

Combat

Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.

Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.

Skills: A crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Source: Monster Manual (version 3.5), page 271.

Dog

The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Dog
Small Animal
Dog, Riding
Medium Animal
Hit Dice: 1d8+2 (6 hp) 2d8+4 (13 hp)
Initiative: +3 +2
Speed: 40 ft. (8 squares) 40 ft. (8 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +0/–3 +1/+3
Attack: Bite +2 melee (1d4+1) Bite +3 melee (1d6+3)
Full Attack: Bite +2 melee (1d4+1) Bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Trip (if trained for war)
Special Qualities: Low-light vision, scent Low-light vision, scent
Saves: Fort +4, Ref +5, Will +1 Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6 Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +7, Listen +5, Spot +5, Survival +1; racial bonuses Jump +8, Listen +5, Spot +5, Swim +3, Survival +1; racial bonuses
Feats: Alertness, Track [bonus] Alertness, Track [bonus]
Environment: Temperate plains Temperate plains
Organization: Solitary or pack (5–12) Solitary or pack (5–12)
Challenge Rating: 1⁄3 1
Treasure: None None
Alignment: Always neutral Always neutral
Advancement:
Level Adjustment:

DogRiding Dog

The statistics presented here for dogs describe fairly small dogs of about 20 to 50 pounds in weight. They also can be used for small wild canines such as coyotes, jackals, and African wild dogs.

Riding dogs include larger working breeds such as collies, huskies, and St. Bernards.

Carrying Capacity: A light load for a riding dog (only) is up to 100 pounds; a medium load, 101–200 pounds; and a heavy load, 201–300 pounds. A riding dog can drag 1,500 pounds.

Combat

Dogs generally hunt in packs, chasing and exhausting prey until they can drag it down.

Trip (Ex): If trained for war, a riding dog (only) that hits with a bite attack can attempt to trip the opponent (+2 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 riding dog.

Skills: All dogs have a +4 racial bonus on Jump checks. They also have a +4 racial bonus on Survival checks when tracking by scent.

Source: Monster Manual (version 3.5), page 271 and 272.

Donkey

Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +1/+1
Attack: Bite +1 melee (1d2)
Full Attack: Bite +1 melee (1d2)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +4, Will +0
Abilities: Str 10, Dex 13, Con 12, Int 2, Wis 11, Cha 4
Skills: Balance +3, Listen +3, Spot +2; racial bonuses
Feats: Endurance
Environment: Temperate deserts
Organization: Solitary
Challenge Rating: 1⁄6
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

These long-eared, horselike creatures are surefooted and sturdy. The statistics presented here could also describe burros.

Carrying Capacity: A light load for a donkey is up to 50 pounds; a medium load, 51–100 pounds; and a heavy load, 101–150 pounds. A donkey can drag 750 pounds.

Combat

A donkey bites only when it has no way to escape.

Skills: Donkeys have a +2 racial bonus on Balance checks.

Source: Monster Manual (version 3.5), page 272.

Eagle

Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 80 ft. (average)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +0/–⁠4
Attack: Talons +3 melee (1d4)
Full Attack: 2 talons +3 melee (1d4) and bite –⁠2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Skills: Listen +2, Spot +14; racial bonuses
Feats: Weapon Finesse
Environment: Temperate mountains
Organization: Solitary or pair
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: 2–3 HD (Medium)
Level Adjustment:

These birds of prey inhabit nearly every terrain and climate, though they all prefer high, secluded nesting spots.

A typical eagle is about 3 feet long and has a wingspan of about 7 feet. The statistics presented here can describe any similar-sized, diurnal bird of prey.

Combat

Eagles dive at prey, raking with their powerful talons.

Skills: Eagles have a +8 racial bonus on Spot checks.

Source: Monster Manual (version 3.5), page 272.

Elephant

Huge Animal
Hit Dice: 11d8+55 (104 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 15 (–⁠2 size, +7 natural), touch 8, flat-footed 15
Base Attack/Grapple: +8/+26
Attack: Gore +16 melee (2d8+15)
Full Attack: Slam +16 melee (2d6+10) and 2 stamps +11 melee (2d6+5); or gore +16 melee (2d8+15)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample 2d8+15
Special Qualities: Low-light vision, scent
Saves: Fort +12, Ref +7, Will +6
Abilities: Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7
Skills: Listen +12, Spot +10
Feats: Alertness, Endurance, Iron Will, Skill Focus (Listen)
Environment: Warm plains
Organization: Solitary or herd (6–30)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 12–22 HD (Huge)
Level Adjustment:

Massive herbivores of tropical lands, elephants are unpredictable creatures but nevertheless are sometimes used as mounts or beasts of burden.

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.

Combat

Elephants tend to charge at threatening creatures.

Trample (Ex): Reflex half DC 25. The save DC is Strength-based.

Source: Monster Manual (version 3.5), page 272.

Fish

Diminutive Animal (Aquatic)
Hit Dice: ¼d8 (1 hp)
Initiative: +1
Speed: Swim 30 ft. (6 squares)
Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14
Base Attack/Grapple: +0/–17
Attack:
Full Attack:
Space/Reach: 1 ft./0 ft.
Special Attacks:
Special Qualities: Amphibious, low-light vision
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 1, Dex 12, Con 11, Int 1, Wis 14, Cha 4
Skills: Listen +4, Spot +4, Swim +13 racial bonuses
Feats: Alertness
Environment: Temperate marshes
Organization: Swarm (10–100)
Challenge Rating: 1⁄10
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

This statistics block describes the fish that the caster of the aquatic escape spell becomes.

Skills: A fish adds its Dexterity modifier, not its Strength modifier, to Swim checks, and gains a +8 racial bonus on Swim checks due to its swim speed.

Source: Mentioned in the aquatic escape spell, Complete Scoundrel, page 95.

Hawk

Tiny Animal
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/–⁠10
Attack: Talons +5 melee (1d4–2)
Full Attack: Talons +5 melee (1d4–2)
Space/Reach: 2½ ft./0 ft.
Special Attacks:
Special Qualities: Low-light vision
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6
Skills: Listen +2, Spot +14; racial bonuses
Feats: Weapon Finesse
Environment: Temperate forests
Organization: Solitary or pair
Challenge Rating: 1⁄3
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

These creatures are similar to eagles but slightly smaller: 1 to 2 feet long, with wingspans of 6 feet or less.

Combat

Hawks combine both talons into a single attack.

Skills: Hawks have a +8 racial bonus on Spot checks.

Source: Monster Manual (version 3.5), page 273.

Horse

Horses are widely domesticated for riding and as beasts of burden.

Combat

A horse not trained for war does not normally use its hooves to attack. Its hoof attack is treated as a secondary attack and adds only half the horse’s Strength bonus to damage. (These secondary attacks are noted in the Attack and Full Attack entries for the heavy horse and the light horse.)

The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Horse, Heavy
Large Animal
Horse, Light
Large Animal
Warhorse, Heavy
Large Animal
Warhorse, Light
Large Animal
Hit Dice: 3d8+6 (19 hp) 3d8+6 (19 hp) 4d8+12 (30 hp) 3d8+9 (22 hp)
Initiative: +1 +1 +1 +1
Speed: 50 ft. (10 squares) 60 ft. (12 squares) 50 ft. (10 squares) 60 ft. (12 squares)
Armor Class: 13 (–⁠1 size, +1 Dex, +3 natural), touch 10, flat-footed 12 13 (–⁠1 size, +1 Dex, +3 natural), touch 10, flat-footed 12 14 (–⁠1 size, +1 Dex, +4 natural), touch 10, flat-footed 13 14 (–⁠1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+9 +2/+8 +3/+11 +2/+9
Attack: Hoof –⁠1 melee (1d6+1) [secondary attack only] Hoof –⁠2 melee (1d4+1) [secondary attack only] Hoof +6 melee (1d6+4) Hoof +4 melee (1d4+3)
Full Attack: 2 hooves –⁠1 melee (1d6+1) [secondary attack only] 2 hooves –⁠2 melee (1d4+1) [secondary attack only] 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2) 2 hooves +4 melee (1d4+3) and bite –⁠1 melee (1d3+1)
Space/Reach: 10 ft./5 ft. 10 ft./5 ft. 10 ft./5 ft. 10 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision, scent Low-light vision, scent Low-light vision, scent Low-light vision, scent
Saves: Fort +5, Ref +4, Will +2 Fort +5, Ref +4, Will +2 Fort +7, Ref +5, Will +2 Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6 Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4 Listen +4, Spot +4 Listen +5, Spot +4 Listen +4, Spot +4
Feats: Endurance, Run Endurance, Run Endurance, Run Endurance, Run
Environment: Temperate plains Temperate plains Temperate plains Temperate plains
Organization: Domesticated Domesticated Domesticated Domesticated
Challenge Rating: 1 1 2 1
Treasure: None None None None
Alignment: Always neutral Always neutral Always neutral Always neutral
Advancement:
Level Adjustment:
Light Load: Up to 200 pounds Up to 150 pounds Up to 300 pounds Up to 230 pounds
Medium Load: 201–400 pounds 151–300 pounds 301–600 pounds 231–460 pounds
Heavy Load: 401–600 pounds 301–450 pounds 601–900 pounds 461–690 pounds
Drag Load: 3,000 pounds 2,250 pounds 4,500 pounds 3,450 pounds

Heavy HorseLight HorseHeavy WarhorseLight Warhorse

Heavy horses are large breeds of working horses such as Clydesdales. These animals are usually ready for heavy work by age three. A heavy horse cannot fight while carrying a rider.

Light horses are smaller breeds of working horses such as quarter horses and Arabians as well as wild horses. These animals are usually ready for useful work by age two. A light horse cannot fight while carrying a rider.

Heavy and light warhorses are similar to heavy and light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Carrying Capacity: Each horse described above have light load, medium load, heavy load, and drag capacities as described in the last four lines of their respective statistics block.

Source: Monster Manual (version 3.5), page 273.

Hyena

Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d6+3)
Full Attack: Bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 6
Skills: Hide +3, Listen +6, Spot +4; racial bonuses
Feats: Alertness
Environment: Warm deserts
Organization: Solitary, pair, or pack (7–16)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Medium); 4–5 HD (Large)
Level Adjustment:

Hyenas are pack hunters infamous for their cunning and their unnerving vocalizations. The statistics presented here are for a striped hyena, which is about 3 feet long and weighs about 120 pounds.

Combat

A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear.

Trip (Ex): A hyena that hits with its bite attack can attempt to trip the opponent (+2 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 hyena.

Skills: Hyenas have a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.

Source: Monster Manual (version 3.5), page 274.

Leopard

Medium Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +4
Speed: 40 ft (8 squares), climb 20 ft.
Armor Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple: +2/+5
Attack: Bite +6 melee (1d6+3)
Full Attack: Bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d3+1
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +12, Climb +11, Hide +8, Jump +11, Listen +6, Move Silently +8, Spot +6; racial bonuses
Feats: Alertness, Weapon Finesse
Environment: Warm forests
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4–5 HD (Medium)
Level Adjustment:

These jungle cats are about 4 feet long and weigh about 120 pounds. They usually hunt at night.

The statistics presented here can describe any feline of similar size, such as jaguars, panthers, and mountain lions.

Combat

Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a leopard charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +6 melee, damage 1d3+1.

Skills: Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks.

Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened.

Source: Monster Manual (version 3.5), page 274.

Lion

Large Animal
Hit Dice: 5d8+10 (32 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (–⁠1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +3/+12
Attack: Claw +7 melee (1d4+5)
Full Attack: 2 claws +7 melee (1d4+5) and bite +2 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d4+2
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +7, Hide +3, Listen +5, Move Silently +11, Spot +5; racial bonuses
Feats: Alertness, Run
Environment: Warm plains
Organization: Solitary, pair, or pride (6–10)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6–8 HD (Large)
Level Adjustment:

The statistics presented here describe a male African lion, which is 5 to 8 feet long and weighs 330 to 550 pounds. Females are slightly smaller but use the same statistics.

Combat

Improved Grab (Ex): To use this ability, a lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +7 melee, damage 1d4+2.

Skills: Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

Source: Monster Manual (version 3.5), page 274.

Lizard

Tiny Animal
Hit Dice: ½d8 (2 hp)
Initiative: +2
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/–⁠12
Attack: Bite +4 melee (1d4–4)
Full Attack: Bite +4 melee (1d4–4)
Space/Reach: 2½ ft./0 ft.
Special Attacks:
Special Qualities: Low-light vision
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 1, Wis 12, Cha 2
Skills: Balance +10, Climb +12, Hide +10, Listen +3, Spot +3; racial bonuses
Feats: Weapon Finesse
Environment: Warm forests
Organization: Solitary
Challenge Rating: 1⁄6
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

The statistics presented here describe small, nonvenomous lizards of perhaps a foot or two in length, such as an iguana.

Combat

Lizards prefer flight to combat, but they can bite painfully if there is no other option.

Skills: Lizards have a +8 racial bonus on Balance checks. They also have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Lizards use their Dexterity modifier instead of their Strength modifier for Climb checks.

Source: Monster Manual (version 3.5), page 275.

Lizard, Monitor

Medium Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +2
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+5
Attack: Bite +5 melee (1d8+4)
Full Attack: Bite +5 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision
Saves: Fort +8, Ref +5, Will +2
Abilities: 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; racial bonuses
Feats: Alertness, Great Fortitude
Environment: Warm forests
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4–5 HD (Medium)
Level Adjustment:

This category includes fairly large, carnivorous lizards from 3 to 5 feet long.

Combat

Monitor lizards can be aggressive, using their powerful jaws to tear at prey or enemies.

Skills: A monitor lizard has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Monitor lizards have a +4 racial bonus on Hide and Move Silently checks. In forested or overgrown areas, the Hide bonus improves to +8.

Source: Monster Manual (version 3.5), page 275.

Manta Ray

Large Animal (Aquatic)
Hit Dice: 4d8 (18 hp)
Initiative: +0
Speed: Swim 30 ft. (6 squares)
Armor Class: 12 (–⁠1 size, +3 natural), touch 9, flat-footed 12
Base Attack/Grapple: +3/+9
Attack: Ram –⁠1 melee (1d6+1) [secondary attack only]
Full Attack: Ram –⁠1 melee (1d6+1) [secondary attack only]
Space/Reach: 10 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision
Saves: Fort +4, Ref +4, Will +2
Abilities: Str 15, Dex 11, Con 10, Int 1, Wis 12, Cha 2
Skills: Listen +7, Spot +6, Swim +10; racial bonuses
Feats: Alertness, Endurance
Environment: Warm aquatic
Organization: Solitary or school (2–5)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 5–6 HD (Medium)
Level Adjustment:

These fish are nonaggressive and generally avoid contact with other creatures. They filter plankton and similar small organisms from the water through their gaping, toothless maws.

Combat

If threatened, a manta ray uses its size and weight to ram opponents. This is treated as a secondary attack, as noted in the Attack and Full Attack entries above.

Skills: A manta ray has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Source: Monster Manual (version 3.5), page 275.

Monkey

Tiny Animal
Hit Dice: 1d8 (4 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/–⁠12
Attack: Bite +4 melee (1d3–4)
Full Attack: Bite +4 melee (1d3–4)
Space/Reach: 2½ ft./0 ft.
Special Attacks:
Special Qualities: Low-light vision
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Skills: Balance +10, Climb +10, Hide +10, Listen +3, Spot +3; racial bonuses
Feats: Weapon Finesse
Environment: Warm forests
Organization: Troop (10–40)
Challenge Rating: 1⁄6
Treasure: None
Alignment: Always neutral
Advancement: 2–3 HD (Small)
Level Adjustment:

The statistics presented here can describe any arboreal monkey that is no bigger than a housecat, such as a colobus or capuchin.

Combat

Monkeys generally flee into the safety of the trees, but if cornered can fight ferociously.

Skills: Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.

Source: Monster Manual (version 3.5), page 276.

Mule

Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +1
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6
Skills: Listen +6, Spot +6; racial bonuses
Feats: Alertness, Endurance
Environment: Warm plains
Organization: Domesticated
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

Mules are sterile crossbreeds of donkeys and horses. A mule is similar to a light horse, but slightly stronger and more agile.

Combat

A mule’s powerful kick can be dangerous.

Carrying Capacity: A light load for a mule is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A mule can drag 3,450 pounds.

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

Source: Monster Manual (version 3.5), page 276.

Octopus

Small Animal (Aquatic)
Hit Dice: 2d8 (9 hp)
Initiative: +3
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/+2
Attack: Arms +5 melee (0)
Full Attack: Arms +5 melee (0) and bite +0 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Ink cloud, jet, low-light vision
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 12, Dex 17, Con 11, Int 2, Wis 12, Cha 3
Skills: Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9; racial bonuses
Feats: Weapon Finesse
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3–6 HD (Medium)
Level Adjustment:

These bottom-dwelling sea creatures are dangerous only to their prey. If disturbed, they usually try to escape.

Improved Grab (Ex): To use this ability, an octopus must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage.

Ink Cloud (Ex): An octopus can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex): An octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Skills: An octopus can change colors, giving it a +4 racial bonus on Hide checks.

An octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks.

An octopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Source: Monster Manual (version 3.5), page 276.

Octopus, Giant

Large Animal (Aquatic)
Hit Dice: 8d8+11 (47 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 18 (–⁠1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +6/+15
Attack: Tentacle +10 melee (1d4+5)
Full Attack: 8 tentacles +10 melee (1d4+5) and bite +5 melee (1d8+2)
Space/Reach: 10 ft./10 ft. (20 ft. with tentacle)
Special Attacks: Improved grab, constrict
Special Qualities: Ink cloud, jet, low-light vision
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 20, Dex 15, Con 13, Int 2, Wis 12, Cha 3
Skills: Escape Artist +12, Hide +12, Listen +4, Spot +6, Swim +13; racial bonuses
Feats: Alertness, Skill Focus (Hide), Toughness
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment:

These creatures are aggressive and territorial hunters, with arms reaching 10 feet or more in length. Their tentacles are studded with barbs and sharp-edged suckers.

Combat

An opponent can attack a giant octopus’s tentacles with a sunder attempt as if they were weapons. A giant octopus’s tentacles have 10 hit points each. If a giant octopus is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a giant octopus’s tentacles deals 5 points of damage to the creature. A giant octopus usually withdraws from combat if it loses four tentacles. The creature regrows severed limbs in 1d10+10 days.

Constrict (Ex): A giant octopus deals 2d8+6 points of damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a giant octopus must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Ink Cloud (Ex): A giant octopus can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex): A giant octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Skills: A giant octopus can change colors, giving it a +4 racial bonus on Hide checks.

A giant octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks.

A giant octopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Source: Monster Manual (version 3.5), page 276.

Owl

Tiny Animal
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/–⁠11
Attack: Talons +5 melee (1d4–3)
Full Attack: Talons +5 melee (1d4–3)
Space/Reach: 2½ ft./0 ft.
Special Attacks:
Special Qualities: Low-light vision
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 4, Dex 17, Con 10, Int 2, Wis 14, Cha 4
Skills: Listen +14, Move Silently +17, Spot +6; racial bonuses
Feats: Weapon Finesse
Environment: Temperate forests
Organization: Solitary
Challenge Rating: ¼
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment:

The statistics presented here describe nocturnal birds of prey from 1 to 2 feet long, with wingspans up to 6 feet. They combine both talons into a single attack.

Combat

Owls swoop quietly down onto prey, attacking with their powerful talons.

Skills: Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. They have a +8 racial bonus on Spot checks in areas of shadowy illumination.

Source: Monster Manual (version 3.5), page 277.

Pony

The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Pony
Medium Animal
Pony, War
Medium Animal
Hit Dice: 2d8+2 (11 hp) 2d8+4 (13 hp)
Initiative: +1 +1
Speed: 40 ft. (8 squares) 40 ft. (8 squares)
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +1/+2 +1/+3
Attack: Hoof –⁠3 melee (1d3) [secondary attack only] Hoof +3 melee (1d3+2)
Full Attack: 2 hooves –⁠3 melee (1d3) [secondary attack only] 2 hooves +3 melee (1d3+2)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision, scent Low-light vision, scent
Saves: Fort +4, Ref +4, Will +0 Fort +5, Ref +4, Will +0
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
Skills: Listen +5, Spot +5 Listen +5, Spot +5
Feats: Endurance Endurance
Environment: Temperate plains Temperate plains
Organization: Solitary Domesticated
Challenge Rating: ¼ ½
Treasure: None None
Alignment: Always neutral Always neutral
Advancement:
Level Adjustment:

PonyWarpony

A pony as presented here describes a small horse, under 5 feet tall at the shoulder. Ponies are otherwise similar to light horses and cannot fight while carrying a rider.

Warponies are bred for strength and aggression, and are similar to light warhorses.

Combat

A pony not trained for war does not normally use its hooves to attack but rather to run. Its hoof attack is treated as a secondary attack (as marked in its statistics block) and adds only half the pony’s Strength bonus to damage.

A warpony can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

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.

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.

Source: Monster Manual (version 3.5), page 277.

Porpoise

Medium Animal (Aquatic)
Hit Dice: 2d8+2 (11 hp)
Initiative: +3
Speed: Swim 80 ft. (16 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/+1
Attack: Slam +4 melee (2d4)
Full Attack: Slam +4 melee (2d4)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Blindsight 120 ft., hold breath, low-light vision
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 11, Dex 17, Con 13, Int 2, Wis 12, Cha 6
Skills: Listen +8, Spot +7, Swim +8; racial bonuses
Feats: Weapon Finesse
Environment: Temperate aquatic
Organization: Solitary, pair, or school (3–20)
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: 3–4 HD (Medium); 5–6 HD (Large)
Level Adjustment:

Porpoises are mammals that tend to be playful, friendly, and helpful.

A typical porpoise is 4 to 6 feet long and weighs 110 to 160 pounds. The statistics presented here can describe any small whale of similar size.

Combat

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.

Skills: A porpoise has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

A porpoise has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.

Source: Monster Manual (version 3.5), page 278.

Rat

Tiny Animal
Hit Dice: ¼d8 (1 hp)
Initiative: +2
Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/–12
Attack: Bite +4 melee (1d3–4)
Full Attack: Bite +4 melee (1d3–4)
Space/Reach: 2½ ft./0 ft.
Special Attacks:
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10; racial bonuses
Feats: Weapon Finesse
Environment: Any
Organization: Plague (10–100)
Challenge Rating: 1⁄8
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

These omnivorous rodents thrive almost anywhere.

Combat

Rats usually run away. They bite only as a last resort.

Skills: Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks.

A rat can always choose to take 10 on Climb checks, even if rushed or threatened.

A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks.

A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Source: Monster Manual (version 3.5), page 278.

Raven

Tiny Animal
Hit Dice: ¼d8 (1 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/–⁠13
Attack: Claws +4 melee (1d2–5)
Full Attack: Claws +4 melee (1d2–5)
Space/Reach: 2½ ft./0 ft.
Special Attacks:
Special Qualities: Low-light vision
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6
Skills: Listen +3, Spot +5
Feats: Weapon Finesse
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 1⁄6
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

These glossy black birds are about 2 feet long and have wingspans of about 4 feet. They combine both claws into a single attack.

The statistics presented here can describe most nonpredatory birds of similar size.

Source: Monster Manual (version 3.5), page 278.

Rhinoceros

Large Animal
Hit Dice: 8d8+40 (76 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (–⁠1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +6/+18
Attack: Gore +13 melee (2d6+12)
Full Attack: Gore +13 melee (2d6+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful charge
Special Qualities: Low-light vision
Saves: Fort +11, Ref +6, Will +3
Abilities: Str 26, Dex 10, Con 21, Int 2, Wis 13, Cha 2
Skills: Listen +14, Spot +3
Feats: Alertness, Endurance, Improved Natural Attack (gore)
Environment: Warm plains
Organization: Solitary or herd (2–12)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment:

The rhinoceros is infamous for its bad temper and willingness to charge intruders.

The statistics presented here are based on the African black rhino, which is 6 to 14 feet long, 3 to 6 feet high at the shoulder, and weighs up to 6,000 pounds. These statistics can describe any herbivore of similar size and similar natural weapons (antlers, horns, tusks, or the like).

Combat

When it is harassed or annoyed, a rhinoceros lowers its head and charges.

Powerful Charge (Ex): A rhinoceros deals 4d6+24 points of damage when it makes a charge.

Source: Monster Manual (version 3.5), page 278.

Shark

The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Shark, Medium
Medium Animal (Aquatic)
Shark, Large
Large Animal (Aquatic)
Shark, Huge
Huge Animal (Aquatic)
Hit Dice: 3d8+3 (16 hp) 7d8+7 (38 hp) 10d8+20 (65 hp)
Initiative: +2 +6 +6
Speed: Swim 60 ft. (12 squares) Swim 60 ft. (12 squares) Swim 60 ft. (12 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 15 (–⁠1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 15 (–⁠2 size, +2 Dex, +5 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+3 +5/+12 +7/+20
Attack: Bite +4 melee (1d6+1) Bite +7 melee (1d8+4) Bite +10 melee (2d6+7)
Full Attack: Bite +4 melee (1d6+1) Bite +7 melee (1d8+4) Bite +10 melee (2d6+7)
Space/Reach: 5 ft./5 ft. 10 ft./5 ft. 15 ft./10 ft.
Special Attacks:
Special Qualities: Blindsense, keen scent Blindsense, keen scent Blindsense, keen scent
Saves: Fort +4, Ref +5, Will +2 Fort +8, Ref +7, Will +3 Fort +11, Ref +9, Will +4
Abilities: 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: Listen +6, Spot +6, Swim +9; racial bonuses Listen +8, Spot +7, Swim +11; racial bonuses Listen +10, Spot +10, Swim +13; racial bonuses
Feats: Alertness, Weapon Finesse Alertness, Great Fortitude, Improved Initiative Alertness, Great Fortitude, Improved Initiative, Iron Will
Environment: Cold aquatic Cold aquatic Cold aquatic
Organization: Solitary, school (2–5), or pack (6–11) Solitary, school (2–5), or pack (6–11) Solitary, school (2–5), or pack (6–11)
Challenge Rating: 1 2 4
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: 4–6 HD (Medium) 8–9 HD (Large) 11–17 HD (Huge)
Level Adjustment:

Medium SharkLarge SharkHuge Shark

These carnivorous fish are aggressive and liable to make unprovoked attacks against anything that approaches them.

Smaller sharks are from 5 to 8 feet long and not usually dangerous to creatures other than their prey. Large sharks can reach around 15 feet in length and are a serious threat. Huge sharks are true monsters, like great whites, that can exceed 20 feet in length.

Combat

Sharks circle and observe potential prey, then dart in and bite with their powerful jaws.

Blindsense (Ex): A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.

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.

Skills: A shark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Source: Monster Manual (version 3.5), page 279.

Snake

“Why’d it have to be snakes?” —Indiana Jones

Snakes usually are not aggressive and flee when confronted. (As with all animals, the definition of “confronted” varies from situation to situation.)

All snakes have the following characteristics; certain species will have other abilities as well, detailed in their own sections.

Serpentine: All snakes have this special quality.

Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened.

Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher.

A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

More About Snakes

Snakes come in a variety of sizes and capabilities. Here, they are categorized by nonvenemous and venomous snakes⁠—constrictor snakes and viper snakes, respectively.

While snakes always swallow prey whole, they do not get the Swallow Whole special attack for two reasons.

First, they usually kill prey before attempting to swallow it. A trained snake might be taught not kill its prey first if the latter is pinned by the snake, unconscious or otherwise rendered helpless, such as with the animal companion of a high-level and particularly evil druid. Likewise, a constrictor snake affected by an awaken spell might decide to do such a thing for some reason. Snakes with the fiendish creature template might swallow living prey whole for the terror alone.)

Second, snakes do not swallow larger prey very fast: they take minutes or even hours for all but the smallest prey. If this becomes important to know, one can judge that it takes a snake 6d10 minutes to swallow a pinned or helpless creature two size categories smaller than itself and 3d10 for a creature three size categories smaller. Should a snake start swallowing living prey, its recurved teeth hook the flesh, make it more difficult to escape. A creature still living takes a –⁠2 penalty to grapple and Escape Artist checks to escape the pin. If it does, it escapes the mouth but not the grapple.

The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Constrictor Snake
Medium Animal
Constrictor Snake, Giant
Huge Animal
Snake, Tiny Viper
Tiny Animal
Snake, Small Viper
Small Animal
Snake, Medium Viper
Medium Animal
Snake, Large Viper
Large Animal
Snake, Huge Viper
Huge Animal
Hit Dice: 3d8+6 (19 hp) 11d8+14 (63 hp) ¼d8 (1 hp) 1d8 (4 hp) 2d8 (9 hp) 3d8 (13 hp) 6d8+6 (33 hp)
Initiative: +3 +3 +3 +3 +3 +7 +7
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft. 20 ft. (4 squares), climb 20 ft., swim 20 ft. 15 ft. (3 squares), climb 15 ft., swim 15 ft. 20 ft. (4 squares), climb 20 ft., swim 20 ft. 20 ft. (4 squares), climb 20 ft., swim 20 ft. 20 ft. (4 squares), climb 20 ft., swim 20 ft. 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12 15 (–⁠2 size, +3 Dex, +4 natural), touch 11, flat-footed 12 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 15 (–⁠1 size, +3 Dex, +3 natural), touch 12, flat-footed 12 15 (–⁠2 size, +2 Dex, +5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +2/+5 +8/+23 +0/–⁠11 +0/–⁠6 +1/+0 +2/+6 +4/+15
Attack: Bite +5 melee (1d3+4) Bite +13 melee (1d8+10) Bite +5 melee (1 plus poison) Bite +4 melee (1d2–2 plus poison) Bite +4 melee (1d4–1 plus poison) Bite +4 melee (1d4 plus poison) Bite +6 melee (1d6+4 plus poison)
Full Attack: Bite +5 melee (1d3+4) Bite +13 melee (1d8+10) Bite +5 melee (1 plus poison) Bite +4 melee (1d2–2 plus poison) Bite +4 melee (1d4–1 plus poison) Bite +4 melee (1d4 plus poison) Bite +6 melee (1d6+4 plus poison)
Space/Reach: 5 ft./5 ft. 15 ft./10 ft. 2½ ft./0 ft. 5 ft./5 ft. 5 ft./5 ft. 10 ft./5 ft. 15 ft./10 ft.
Special Attacks: Constrict 1d3+4, improved grab Constrict 1d8+10, improved grab Poison (Fort DC 10, 1d6 Con/1d6 Con) Poison (Fort DC 10, 1d6 Con/1d6 Con) Poison (Fort DC 11, 1d6 Con/1d6 Con) Poison (Fort DC 11, 1d6 Con/1d6 Con) Poison (Fort DC 14, 1d6 Con/1d6 Con)
Special Qualities: Scent, serpentine Scent, serpentine Scent, serpentine Scent, serpentine Scent, serpentine Scent, serpentine Scent, serpentine
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 +6, Ref +7, Will +3
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 4, 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 16, Dex 15, Con 13, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +14, Hide +10, Listen +7, Spot +7, Swim +11; racial bonuses Balance +11, Climb +17, Hide +10, Listen +9, Spot +9, Swim +16; racial bonuses Balance +11, Climb +11, Hide +15, Listen +6, Spot +6, Swim +5; racial bonuses Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6; racial bonuses Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7; racial bonuses Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8; racial bonuses Balance +10, Climb +11, Hide +3, Listen +7, Spot +7, Swim +11; racial bonuses
Feats: Alertness, Toughness Alertness, Endurance, Skill Focus (Hide), Toughness Weapon Finesse Weapon Finesse Weapon Finesse Improved Initiative, Weapon Finesse Improved Initiative, Run, Weapon Focus (bite)
Environment: Warm forests Warm forests Temperate marshes Temperate marshes Temperate marshes Temperate marshes Temperate marshes
Organization: Solitary Solitary Solitary Solitary Solitary Solitary Solitary
Challenge Rating: 2 5 1⁄3 ½ 1 2 3
Treasure: None None None None None None None
Alignment: Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral
Advancement: 4–5 HD (Medium); 6–10 HD (Large) 12–16 HD (Huge); 17–33 HD (Gargantuan) 7–18 HD (Huge)
Level Adjustment:

Constrictor SnakeGiant Constrictor Snake
Viper: TinySmallMediumLargeHuge

Constrictor Snakes

Constrictor snakes usually are not aggressive and flee when confronted. They hunt for food but do not attempt to make a meal out of any creature that is too large to constrict.

Giant constrictor snakes are more aggressive than their smaller cousins, principally because they need a great amount of food to survive.

Combat

Constrict (Ex): On a successful grapple check, a constrictor snake deals the damage indicated for this ability in the Special Attack entry in its statistics block above (1d4+3 points of damage for constrictor snakes; 1d8+10 points of damage for giant constrictor snakes).

Improved Grab (Ex): To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Viper Snakes

These creatures range widely in size. They are not particularly aggressive, but will often lash out with a bite attack before attempting to retreat.

Combat

Viper snakes rely on their venomous bite to kill prey and defend themselves.

Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. The Fortitude save DC varies by the snake’s size, as shown in the snake’s Special Attack entry in its statistics block above. The save DCs are Constitution-based.

Source: Monster Manual (version 3.5), page 279.

Squid

Medium Animal (Aquatic)
Hit Dice: 3d8 (13 hp)
Initiative: +3
Speed: Swim 60 ft. (12 squares)
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +2/+8 [including racial bonus]
Attack: Arms +4 melee (0)
Full Attack: Arms +4 melee (0) and bite –⁠1 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Ink cloud, jet, low-light vision
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 14, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Listen +7, Spot +7, Swim +10; racial bonuses
Feats: Alertness, Endurance
Environment: Temperate aquatic
Organization: Solitary or school (6–11)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4–6 HD (Medium); 7–11 HD (Large)
Level Adjustment:

These free-swimming mollusks are fairly aggressive. They are more feared than sharks in some locales.

Combat

Improved Grab (Ex): To use this ability, a squid must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage.

A squid has a +4 racial bonus on grapple checks.

Ink Cloud (Ex): A squid can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex): A squid can jet backward once per round as a full-round action, at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Skills: A squid has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Source: Monster Manual (version 3.5), page 281.

Squid, Giant

Huge Animal (Aquatic)
Hit Dice: 12d8+18 (72 hp)
Initiative: +3
Speed: Swim 80 ft. (16 squares)
Armor Class: 17 (–⁠2 size, +3 Dex, +6 natural), touch 11, flat-footed 14
Base Attack/Grapple: +9/+29 [including racial bonus]
Attack: Tentacle +15 melee (1d6+8)
Full Attack: 10 tentacles +15 melee (1d6+8) and bite +10 melee (2d8+4)
Space/Reach: 15 ft./15 ft. (30 ft. with tentacle)
Special Attacks: Constrict 1d6+8, improved grab
Special Qualities: Ink cloud, jet, low-light vision
Saves: Fort +9, Ref +11, Will +5
Abilities: Str 26, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Skills: Listen +10, Spot +11, Swim +16; racial bonuses
Feats: Alertness, Diehard, Endurance, Toughness (2)
Environment: Temperate aquatic
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 13–18 HD (Huge); 19–36 HD (Gargantuan)
Level Adjustment:

These voracious creatures can have bodies more than 20 feet long and attack almost anything they meet.

Combat

An opponent can attack a giant squid’s tentacles with a sunder attempt as if they were weapons. A giant squid’s tentacles have 10 hit points each. If a giant squid is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a giant squid’s tentacles deals 5 points of damage to the creature. A giant squid usually withdraws from combat if it loses five tentacles. The creature regrows severed limbs in 1d10+10 days.

Constrict (Ex): A giant squid deals 1d6+8 points of damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a giant squid must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

A giant squid has a +4 racial bonus on grapple checks.

Ink Cloud (Ex): A giant squid can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex): A giant squid can jet backward once per round as a full-round action, at a speed of 320 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Skills: A giant squid has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Source: Monster Manual (version 3.5), page 281.

Tiger

Large Animal
Hit Dice: 6d8+18 (45 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 14 (–⁠1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+14
Attack: Claw +9 melee (1d8+6)
Full Attack: 2 claws +9 melee (1d8+6) and bite +4 melee (2d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d8+3
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Skills: Balance +6, Hide +3, Listen +3, Move Silently +9, Spot +3, Swim +11; racial bonuses
Feats: Alertness, Improved Natural Attack (bite), Improved Natural Attack (claw)
Environment: Warm forests
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7–12 HD (Large); 13–18 HD (Huge)
Level Adjustment:

These great cats stand more than 3 feet tall at the shoulder and are about 9 feet long. They weigh from 400 to 600 pounds.

Combat

Improved Grab (Ex): To use this ability, a tiger must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a tiger charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +9 melee, damage 1d8+3.

Skills: Tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks. In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Source: Monster Manual (version 3.5), page 281.

Toad

Diminutive Animal
Hit Dice: ¼d8 (1 hp)
Initiative: +1
Speed: 5 ft. (1 square)
Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14
Base Attack/Grapple: +0/–17
Attack:
Full Attack:
Space/Reach: 1 ft./0 ft.
Special Attacks:
Special Qualities: Amphibious, low-light vision
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 1, Dex 12, Con 11, Int 1, Wis 14, Cha 4
Skills: Hide +21, Listen +4, Spot +4; racial bonuses
Feats: Alertness
Environment: Temperate marshes
Organization: Swarm (10–100)
Challenge Rating: 1⁄10
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

These diminutive amphibians are innocuous and beneficial, since they eat insects.

Amphibious (Ex): A toad can absorb oxygen through its skin if moist. When at rest, it can stay underwater for several hours at a time. While it is possible for them to drown, in effect, they can “hold their breath” indefinitely.

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

Source: Monster Manual (version 3.5), page 282.

Weasel

Tiny Animal
Hit Dice: ½d8 (2 hp)
Initiative: +2
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/–⁠12
Attack: Bite +4 melee (1d3–4)
Full Attack: Bite +4 melee (1d3–4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Attach
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Skills: Balance +10, Climb +10, Hide +11, Move Silently +8, Spot +3; racial bonuses
Feats: Weapon Finesse
Environment: Temperate hills
Organization: Solitary
Challenge Rating: ¼
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

These little mammals are aggressive predators but usually confine themselves to smaller prey. The statistics presented here can also apply to ferrets.

Combat

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 Dexterity bonus to Armor Class and has an AC of 12.

An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature.

Skills: Weasels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A weasel can always choose to take 10 on a Climb check, even if rushed or threatened.

Source: Monster Manual (version 3.5), page 282.

Whale

Some varieties of these seagoing mammals are among the largest animals known. Relatively small whales (such as the orca presented here) can be vicious predators, attacking virtually anything they detect.

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

Hold Breath (Ex): A whale can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning.

Skills: A whale has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

A whale has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.

The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Baleen Whale
Gargantuan Animal
Cachalot Whale
Gargantuan Animal
Orca
Huge Animal
Hit Dice: 12d8+78 (132 hp) 12d8+87 (141 hp) 9d8+48 (88 hp)
Initiative: +1 +1 +2
Speed: Swim 40 ft. (8 squares) Swim 40 ft. (8 squares) Swim 50 ft. (10 squares)
Armor Class: 16 (–⁠4 size, +1 Dex, +9 natural), touch 7, flat-footed 15 16 (–⁠4 size, +1 Dex, +9 natural), touch 7, flat-footed 15 16 (–⁠2 size, +2 Dex, +6 natural), touch 10, flat-footed 14
Base Attack/Grapple: +9/+33 +9/+33 +6/+22
Attack: Tail slap +17 melee (1d8+18) Bite +17 melee (4d6+12) Bite +12 melee (2d6+12)
Full Attack: Tail slap +17 melee (1d8+18) Bite +17 melee (4d6+12) and tail slap +12 melee (1d8+6) Bite +12 melee (2d6+12)
Space/Reach: 20 ft./15 ft. 20 ft./15 ft. 15 ft./10 ft.
Special Attacks:
Special Qualities: Blindsight 120 ft., hold breath, low-light vision Blindsight 120 ft., hold breath, low-light vision Blindsight 120 ft., hold breath, low-light vision
Saves: Fort +14, Ref +9, Will +5 Fort +15, Ref +9, Will +6 Fort +11, Ref +8, Will +5
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
Skills: Listen +15, Spot +14, Swim +20; racial bonuses Listen +15, Spot +14, Swim +20; racial bonuses Listen +14, Spot +14, Swim +16; racial bonuses
Feats: Alertness, Diehard, Endurance, Toughness (2) Alertness, Diehard, Endurance, Improved Natural Attack (bite), Toughness Alertness, Endurance, Run, Toughness
Environment: Warm aquatic Temperate aquatic Cold aquatic
Organization: Solitary Solitary or pod (6–11) Solitary or pod (6–11)
Challenge Rating: 6 7 5
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: 13–18 HD (Gargantuan); 19–36 HD (Colossal) 13–18 HD (Gargantuan); 19–36 HD (Colossal) 10–13 HD (Huge); 14–27 HD (Gargantuan)
Level Adjustment:

Baleen WhaleCachalot WhaleOrca

Baleen Whale

The statistics for this creature describe a plankton-feeding whale between 30 and 60 feet long, such as gray, humpback, and right whales.

These massive creatures are surprisingly gentle. If harassed or provoked, they are as likely to flee as they are to retaliate.

Cachalot Whale

Also known as sperm whales, these creatures can be up to 60 feet long. They prey on giant squids.

Orca

These ferocious creatures are about 30 feet long. They eat fish, squid, seals, and other whales.

Source: Monster Manual (version 3.5), page 282.

Wolf

Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Bite +3 melee (1d6+1)
Full Attack: Bite +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1; racial bonuses
Feats: Track [bonus], Weapon Focus (bite)
Environment: Temperate forests
Organization: Solitary, pair, or pack (7–16)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Medium); 4–6 HD (Large)
Level Adjustment:

Wolves are pack hunters known for their persistence and cunning.

Combat

A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear.

Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 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.

Skills: Wolves have a +4 racial bonus on Survival checks when tracking by scent.

Source: Monster Manual (version 3.5), page 283.

Wolverine

Medium Animal
Hit Dice: 3d8+15 (28 hp)
Initiative: +2
Speed: 30 ft. (6 squares), burrow 10 ft., climb 10 ft.
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+4
Attack: Claw +4 melee (1d4+2)
Full Attack: 2 claws +4 melee (1d4+2) and bite –1 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills: Climb +10, Listen +6, Spot +6; racial bonuses
Feats: Alertness, Toughness, Track [bonus]
Environment: Cold forests
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4–5 HD (Large)
Level Adjustment:

These creatures are similar to badgers but are bigger, stronger, and even more ferocious.

Combat

Rage (Ex): A wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –⁠2 to Armor Class. The creature cannot end its rage voluntarily.

Skills: Wolverines have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Source: Monster Manual (version 3.5), page 283.