d20 Modern System Reference Document



CREATURES


ANIMALS


Quick-find Table





Ape Crocodile, Huge Herd Animal Raven Toad
Bat Dog, Small Horse Shark Wolf
Bear Dog, Medium Monkey Snake, Constrictor
Cat Ferret Owl Snake, Tiny Viper
Crocodile Hawk Rat Tiger


Ape

Large animal


CR: 2

HD: 4d8+8;hp: 26

Mas: 14

Init: +2

Spd: 30 ft.,climb: 30 ft.

Defense: 14,touch: 11, flat-footed: 12 (–1 size, +2 Dex, +3 natural)

BAB: +3;Grap: +12

Atk: +7 melee (1d6+5, claw);Full Atk: Atk +7 melee (1d6+5, 2 claws) and +2 melee (1d6+2, bite), or +4 ranged

FS: 10 ft. by 10 ft;Reach: 10 ft.

SQ: low-light vision, scent

AL: none

SV: Fort: +6,Ref: +6,Will: +2

AP: 0;Rep +0

Str: 21,Dex: 15,Con: 14,Int: 2,Wis: 12,Cha: 7

Skills: Climb +18, Listen +6, Spot +6.

Feats: None

Advancement: 5–8 HD (Large).


SPECIES TRAITS

Scent (Ex): This ability allows an ape to detect approaching enemies, sniff out hidden foes, and track by sense of smell.


Bat

Diminutive animal


CR: 1/10

HD: 1/4 d8;hp 1

Mas: 10

Init: +2

Spd: 5ft., fly: 40ft. (good)

Defense: 16,touch: 16, flat-footed: 14 (+4 size, +2 Dex)

BAB: +0;Grap -17

Atk: none;Full Atk: none

FS: 1;Reach: 0 ft.

SQ: blindsight 30 ft.

AL: none

SV: Fort: +2,Ref: +4,Will: +2

AP: 0;Rep +0

Str: 1,Dex: 15,Con: 10,Int: 2,Wis: 14,Cha: 4

Skills: Listen +9, Move Silently +6, Spot +9.

Feats: None.

Advancement: None.


SPECIES TRAITS

Blindsight (Ex): Bats can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 30 feet. Ultrasonic noise forces the bat to rely on its weak vision, which has a maximum range of 5 feet.

Skill Bonuses: Bats receive a +4 species bonus on Listen and Spot checks. These bonuses are lost if the bat’s blindsight is negated.


Bear

Large Animal


CR: 4

HD: 6d8+24;hp: 51

Mas: 19

Init: +1

Spd: 40 ft.

Defense: 15,touch: 10, flat-footed: 14 (–1 size, +1 Dex, +5 natural)

BAB: +4;Grap: +16

Atk: +11 melee (1d8+8, claw);Full Atk: +11 melee (1d8+8, 2 claws), +6 melee (2d8+4 bite)

FS: 10 ft. by 10 ft.;Reach: 10 ft.

SQ: improved grab, low-light vision, scent

AL: none

SV: Fort: +9,Ref: +6,Will: +3

AP 0;Rep +0

Str: 27,Dex: 13,Con: 19,Int: 2,Wis: 12,Cha: 6

Skills: Climb +18, Listen +6, Spot +6.

Feats: None

Advancement: 7–10 HD (Large).


SPECIES TRAITS

Improved Grab (Ex): To use this ability, the bear must hit with a claw attack.

Scent (Ex): This ability allows a bear to detect approaching enemies, sniff out hidden foes, and track by sense of smell.


Cat

Tiny animal


CR: 1/4

HD: 1/2d8;hp: 2

Mas: 10

Init: +2

Spd: 30 ft.

Defense: 14,touch: 14, flat-footed: 12 (+2 size, +2 Dex)

BAB: +0;Grap: -12

Atk: +4 melee (1d2–4, claw);Full Atk: Atk +4 melee (1d2–4, 2 claws), –1 melee (1d3–4, bite)

FS: 2 1/2 ft. by 2 1/2 ft.;Reach: 0 ft.

SQ: low-light vision

AL: None.

SV: Fort: +2,Ref: +4,Will: +1

AP 0;Rep +0

Str:3 ,Dex: 15,Con: 10,Int: 2,Wis: 12,Cha: 7

Skills: Balance +10, Climb +5, Hide +17 (+21 in tall grass or heavy undergrowth), Jump +6, Listen +4, Move Silently +9, Spot +4.

Feats: Weapon Finesse (bite), Weapon Finesse (claw).

Advancement: None.


SPECIES TRAITS

Skill Bonuses: Cats receive a +8 species bonus on Balance checks and a +4 species bonus on Hide and Move Silently checks. In areas of tall grass or heavy undergrowth, the cat’s Hide bonus rises to +8. Cats use their Dexterity modifier for Climb checks.

Bonus Feats: A cat gains the bonus feats Weapon Finesse (bite) and Weapon Finesse (claw).


Crocodile


Crocodile Huge Crocodile


Medium-size Animal Huge Animal

CR:

2 4

HD:

3d8+9; hp 22 7d8+28; hp 59

Mas:

17 19

Init:

+1 +1

Spd:

20 ft., swim 30 ft 20 ft., swim 30 ft

Defense:

15, touch 11, flat-footed 14 (+1 Dex, +4 natural) 16, touch 9, flat-footed 15 (–2 size, +1 Dex, +7 natural)

BAB/Grap:

+2/+6 +5/+21

Atk:

+6 melee (1d8+6, bite), or +6 melee (1d12+6, tail slap) +11 melee (2d8+12, bite), or +11 melee (1d12+12, tail slap)

Full Atk:

+6 melee (1d8+6, bite), or +6 melee (1d12+6, tail slap) +11 melee (2d8+12, bite), or +11 melee (1d12+12, tail slap)

FS/Reach:

5 ft. by 5 ft./ 5 ft. 15 ft. by 15 ft./ 10 ft.

SQ:

aquatic, improved grab, low-light vision aquatic, improved grab, low-light vision

AL:

None None

SV:

Fort: +6, Ref: +4, Will: +2 Fort: +9, Ref: +6, Will: +3

AP/Rep:

0/+0 0/+0

Ability Scores:

Str: 29, Dex: 12, Con: 17, Int: 2, Wis: 12, Cha: 2 Str: 27, Dex: 12, Con: 19, Int: 1, Wis: 12, Cha: 2

Skills:

Hide +7 (+19 when submerged), Listen +5, Spot +5 Hide +0 (+4 while submerged), Listen +5, Spot +5

Feats:

None None

Advancement:

4–5 HD (Medium-size); 6–7 HD (Large) 8–16 HD (Huge); 17–32 HD (Gargantuan)

SPECIES TRAITS

Aquatic: Crocodiles can move in water without making Swim checks and cannot drown in water.

Improved Grab (Ex): To use this ability, a crocodile must hit an opponent of its size or smaller with its bite attack. If it gets a hold, the crocodile grabs the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.

Skill Bonus: Crocodiles gain a +12 species bonus on Hide checks when submerged.


Dog


Small Dog Medium Dog


Small animal Medium-size animal

CR:

1/3 1

HD:

1d8+2; hp 6 2d8+4; hp 13

Mas:

15 15

Init:

+3 +2

Spd:

40 ft. 40 ft.

Defense:

14, touch 14, flat-footed 11 (+1 size, +3 Dex) 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)

BAB/Grap:

+0/-3 +1/+3

Atk:

+2 melee (1d4+1, bite) +3 melee (1d6+3, bite)

Full Atk:

+2 melee (1d4+1, bite) +3 melee (1d6+3, bite)

FS/Reach:

5 ft. by 5 ft./ 5 ft. 5 ft. by 5 ft./ 5 ft.

SQ:

Scent Scent

AL:

None or owner None or owner

SV:

Fort: +4, Ref: +5, Will: +1 Fort: +5, Ref: +5, Will: +1

AP/Rep:

0/+0 0/+0

Ability Scores:

Str: 13, Dex: 17, Con: 15, Int: 2, Wis: 12, Cha: 6 Str: 15, Dex: 15, Con: 15, Int: 2, Wis: 12, Cha: 0

Skills:

Jump +3, Listen +5, Spot +5, Survival +1 (+5 when tracking by scent), Swim +5 Jump +4, Listen +5, Spot +5, Survival +1 (+5 when tracking by scent), Swim +5.

Feats:

None None

Advancement:

None None

SPECIES TRAITS

Scent (Ex): This ability allows a dog to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information.

Skill Bonus: Dogs gain a +2 species bonus on Jump checks. Dogs also gain a +4 species bonus on Survival checks when tracking by scent.


Ferret

Tiny animal


CR: 1/4

HD: 1/2d8;hp: 2

Mas: 10

Init: +2

Spd: 20ft., climb 20 ft

Defense: 14,touch: 14, flat-footed: 12 (+2 size, +2 Dex)

BAB: ;Grap: -12

Atk: +4 melee (1d3–4, bite);Full Atk: +4 melee (1d3–4, bite)

FS: 2 1/2 ft. by 2 1/2 ft;Reach: 0 ft.

SQ: Attach, low-light vision, scent

AL: None

SV: Fort: +2,Ref: +4,Will: +1

AP 0;Rep +0

Str: 3,Dex: 15,Con: 10,Int: 2,Wis: 12,Cha: 5

Skills: Balance +10, Climb +11, Hide +13, Move Silently +9, Spot +4

Feats: Weapon Finesse (bite)

Advancement: None


SPECIES TRAITS

Attach (Ex): If a ferret 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 ferret loses its Dexterity bonus to Defense and has a Defense of 12.

Scent (Ex): This ability allows a ferret to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skill Bonuses: A ferret receives a +8 species bonus on Balance checks and a +4 species bonus on Move Silently checks. It uses its Dexterity modifier for Climb checks.

Bonus Feat: A ferret gains the bonus feat Weapon Finesse (bite).


Hawk

Tiny animal


CR: 1

HD: 1d8;hp: 4

Mas: 10

Init: +3

Spd: 10 ft.,fly 60 ft. (average)

Defense: 17,touch: 15, flat-footed: 14 (+2 size, +3 Dex, +2 natural)

BAB: +0;Grap: -10

Atk: Atk +5 melee (1d4–2, claw);Full Atk: Atk +5 melee (1d4–2, claw)

FS: 2 1/2 ft. by 2 1/2 ft;Reach: 0 ft.

SQ: -

AL: none or owner

SV: Fort: +2,Ref: +5,Will: +2

AP 0;Rep +0

Str: 6,Dex: 17,Con: 10,Int: 2,Wis: 14,Cha: 6

Skills: Listen +6, Spot +6 (+14 in daylight)

Feats: Weapon Finesse (claw)

Advancement: None


SPECIES TRAITS

Skill Bonus: Hawks gain a +8 species bonus on Spot checks in daylight.

Bonus Feat: Hawks gain the bonus feat Weapon Finesse (claw).


Herd Animal

Large animal


CR: 2

HD: 5d8+15;hp: 37

Mas: 16

Init: +0

Spd: 40ft.

Defense: 13,touch: 9, flat-footed: 13 (–1 size, +4 natural)

BAB: +3;Grap: +11

Atk: +6 melee (1d8+6, butt);Full Atk: +6 melee (1d8+6, butt)

FS: 10 ft. by 10 ft.;Reach: 5 ft.

SQ: Stampede

AL: None

SV: Fort: +7,Ref: +4,Will: +1

AP 0;Rep +0

Str: 18,Dex: 10,Con: 16,Int: 2,Wis: 11,Cha: 4

Skills: Listen +8, Spot +5

Feats: None

Advancement: 6–7 HD (Large)


SPECIES TRAITS

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


Horse

Large animal


CR: 1

HD: 3d8+6;hp: 19

Mas: 15

Init: +1

Spd: 60 ft.

Defense: 13,touch: 10, flat-footed: 12 (–1 size, +1 Dex, +3 natural)

BAB: +2;Grap: +7

Atk: +2 melee (1d4+1, hoof);Full Atk: +2 melee (1d4+1, hoof)

FS: 10 ft. by 10 ft.;Reach: 5 ft.

SQ: Scent, low-light vision

AL: None or owner

SV: Fort: +6, Ref: +4, Will: +2

AP 0;Rep +0

Str: 13, Dex: 13, Con: 15, Int: 2, Wis: 12, Cha: 6

Skills: Listen +6, Spot +6

Feats: None.

Advancement: None.


SPECIES TRAITS

A horse cannot fight while carrying a rider.

Scent (Ex): This ability allows a horse to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information.


Monkey

Tiny animal


CR: 1/6

HD: 1d8;hp: 4

Mas: 10

Init: +2

Spd: 30 ft.,climb 30 ft.

Defense: 14,touch: 14, flat-footed: 12 (+2 size, +2 Dex)

BAB: +0;Grap: -12

Atk: +4 melee (1d3–4, bite);Full Atk: +4 melee (1d3–4, bite)

FS: 2 1/2 ft. by 2 1/2 ft.;Reach: 0 ft.

SQ: -

AL: None or owner

SV: Fort: +2, Ref: +4, Will: +1

AP 0;Rep +0

Str: 3, Dex: 15, Con: 10, Int: 2, Wis: 12, Cha: 5

Skills: Balance +10, Climb +13, Hide +13, Listen +4, Spot +4.

Feats: Weapon Finesse (bite)

Advancement: 2–3 HD (Small).


SPECIES TRAITS

Bonus Feat: Monkeys gain the bonus feat Weapon Finesse (bite).


Owl

Tiny Animal


CR: 1/4

HD: 1/2d8;hp: 2

Mas: 10

Init: +3

Spd: 10 ft.,fly 40 ft. (average)

Defense: 17,touch: 15, flat-footed: 14 (+2 size, +3 Dex, +2 natural)

BAB: +0;Grap: -10

Atk: +5 melee (1d2–2, claw);Full Atk: +5 melee (1d2–2, claw)

FS: 2 1/2 ft. by 2 1/2 ft.;Reach: 0 ft.

SQ: Low-light vision

AL: None or owner

SV: Fort: +2, Ref: +5, Will: +2

AP 0;Rep +0

Str: 6, Dex: 17, Con: 10, Int: 2, Wis: 14, Cha: 4

Skills: Listen +14, Move Silently +20, Spot +6 (+14 in dusk and darkness)

Feats: Weapon Finesse (claw)

Advancement: 1 HD (Small); 2 HD (Medium-size); 3–4 HD (Large).


SPECIES TRAITS

Skill Bonuses: Owls receive a +8 species bonus on Listen checks and a +14 species bonus on Move Silently checks. They receive a +8 species bonus on Spot checks in dusk and darkness.

Bonus Feat: Owls gain the bonus feat Weapon Finesse (claw).


Rat

Tiny animal


CR: 1/8

HD: 1/4d8;hp: 1

Mas: 10

Init: +2

Spd: 15 ft., Climb 15 ft., Swim 10ft.

Defense: 14,touch: 14, flat-footed: 12 (+2 size, +2 Dex)

BAB: +0;Grap: -12

Atk: +4 melee (1d3–4, bite);Full Atk: +4 melee (1d3–4, bite)

FS: 2 1/2 ft. by 2 1/2 ft.;Reach: 0 ft.

SQ: Scent, low-light vision

AL: None or owner

SV: Fort: +2, Ref: +4, Will: +1

AP 0;Rep +0

Str: 2, Dex: 15, Con: 10, Int: 2, Wis: 12, Cha: 2

Skills: Balance +10, Climb +12, Hide +18, Move Silently +10, Swim +10

Feats: Weapon Finesse (bite)

Advancement: 1/2 HD (Small); 1 HD (Medium-size); 2–4 HD (Large)


SPECIES TRAITS

Scent (Ex): This ability allows a rat to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information.

Skill Bonuses: Rats receive a +8 species bonus on Balance checks and a +4 species bonus on Hide and Move Silently checks. They use their Dexterity modifier for Climb checks.

Bonus Feat: Rats gain the bonus feat Weapon Finesse (bite).


Raven

Tiny animal


CR: 1/4

HD: 1/4d8;hp: 1

Mas: 10

Init: +2

Spd: 10 ft., fly 40 ft. (average)

Defense: 14,touch: 14, flat-footed: 12 (+2 size, +2 Dex)

BAB: +0;Grap: -13

Atk: +4 melee (1d2–5, claw);Full Atk: +4 melee (1d2–5, claw)

FS: 2 1/2 ft. by 2 1/2 ft.;Reach: 0 ft.

SQ: -

AL: None or owner

SV: Fort: +2, Ref: +4, Will: +2

AP 0;Rep +0

Str: 1, Dex: 15, Con: 10, Int: 2, Wis: 14, Cha: 6

Skills: Listen +6, Spot +6

Feats: Weapon Finesse (claw)

Advancement: 1/2 HD (Small); 1 HD (Medium-size); 2–4 HD (Large)


SPECIES TRAITS

Bonus Feat: Ravens gain the bonus feat Weapon Finesse (claw).


Shark

Medium animal


CR: 1

HD: 3d8+3;hp: 16

Mas: 13

Init: +2

Spd: swim 60 ft.

Defense: 15,touch: 12, flat-footed: 13 (+2 Dex, +3 natural)

BAB: +2;Grap: +3

Atk: +4 melee (1d6+1, bite);Full Atk: +4 melee (1d6+1, bite)

FS: 5 ft. by 5 ft.;Reach: 5 ft.

SQ: Aquatic, keen scent, low-light vision

AL: None

SV: Fort: +4, Ref: +5, Will: +2

AP 0;Rep +0

Str: 13, Dex: 15, Con: 13, Int: 1, Wis: 12, Cha: 2

Skills: Listen +7, Spot +7, Swim +9

Feats: Weapon Finesse (bite)

Advancement: 4–7 HD (Large); 8–16 (Huge)


SPECIES TRAITS

Aquatic: Sharks can move in water without making Swim checks and cannot drown in water.

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 one mile.

Bonus Feat: Sharks gain the bonus feat Weapon Finesse (bite).


Snake


Constrictor Snake Tiny Viper


Medium-size animal Tiny animal

CR:

2 1/3

HD:

3d8+3; hp 16 1/4d8; hp 1

Mas:

13 11

Init:

+3 +3

Spd:

20 ft., climb 20 ft., swim 20 ft. 15 ft., climb 15 ft., swim 15 ft.

Defense:

15, touch 13, flat-footed 12 (+3 Dex, +2 natural) 17, touch 15, flat-footed 14 (+2 size, +3 Dex, +2 natural)

BAB/Grap:

+2/+5 +0/-10

Atk:

Atk +5 melee (1d6+4, bite) +5 melee (1d3–2 plus poison, bite)

Full Atk:

+5 melee (1d6+4, bite) +5 melee (1d3–2 plus poison, bite)

FS/Reach:

5 ft. by 5 ft. (coiled)/ 5 ft. 2 1/2 ft. by 2 1/2 ft. (coiled)/ 0 ft.

SQ:

Improved grab, constrict 1d6+4, scent, low-light vision Poison, scent, low-light vision

AL:

None None

SV:

Fort: +4, Ref: +6, Will: +2 Fort: +2, Ref: +5, Will: +1

AP/Rep:

0/+0 0/+0

Ability Scores:

Str: 17, Dex: 17, Con: 13, Int: 1, Wis: 12, Cha: 2 Str: 6, Dex: 17, Con: 11, Int: 1, Wis: 12, Cha: 2

Skills:

Balance +11, Climb +14, Hide +11, Listen +9, Spot +9, Swim +11. Balance +11, Climb +12, Hide +18, Listen +8, Spot +8, Swim +11.

Feats:

None Weapon Finesse (bite).

Advancement:

4–8 HD (Large); 9–16 HD (Huge); 17–32 HD (Gargantuan) 1/2–1 HD (Small); 2 HD (Medium-size); 3–4 HD (Large); 5–16 HD (Huge)

SPECIES TRAITS

Variable Size: See Table: Creature Sizes for attack and Defense modifiers based on size, as well as for a snake’s fighting space (assuming the creature is coiled) and reach.

Improved Grab (Ex): Only constrictor snakes have this ability. To use this ability, a constrictor snake must hit with its bite attack. If it gets a hold, it can constrict (see below). See Improved Grab.

Constrict (Ex): With a successful grapple check against a creature of its size or smaller, a constrictor snake deals damage equal to its bite damage.

Poison (Ex): A viper injects venom with a successful bite. The victim must succeed on a Fortitude save or take 1d6 points of temporary Constitution damage; a second Fortitude save must be made 1 minute later to negate the venom’s secondary damage (same as the initial damage). The save DC is equal to 11 + 1/2 the snake’s Hit Dice + the snake’s Constitution modifier (DC 11 for a Tiny viper).

Scent (Ex): This ability allows a snake to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information.

Skill Bonuses:: Snakes receive a +8 species bonus on Balance checks and a +4 species bonus on Hide, Listen, and Spot checks. Snakes apply either their Strength or Dexterity modifier, whichever is higher, to Climb checks.

Bonus Feat:: Vipers gain the bonus feat Weapon Finesse (bite).


Tiger

Large Animal


CR: 4

HD: 6d8+18;hp: 45

Mas: 17

Init: +2

Spd: 40 ft.

Defense: 14,touch: 11, flat-footed: (–1 size, +2 Dex, +3 natural)

BAB: +4;Grap: +14

Atk: +9 melee (1d8+6, claw);Full Atk: +9 melee (1d8+6, 2 claws), +4 melee (2d6+3, bite)

FS: 10 ft. by 10 ft.;Reach: 5 ft.

SQ: Pounce, improved grab, rake 1d8+3, low-light vision

AL: None

SV: Fort: +8, Ref: +7, Will: +3

AP 0;Rep +0

Str: 23, Dex: 15, Con: 17, Int: 2, Wis: 12, Cha: 6

Skills: Balance +6, Hide +5 (+9 in tall grass or undergrowth), Listen +3, Move Silently +9, Spot +3, Swim +11.

Feats: None.

Advancement: 7–12 HD (Large); 13–18 HD (Huge).


SPECIES TRAITS

Pounce (Ex): If a tiger leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Improved Grab (Ex): To use this ability, the tiger must hit with a claw or bite attack. If it gets a hold, it can rake (see below). See Improved Grab.

Rake (Ex): A tiger that gets a hold of its target can make two rake attacks (+9 melee) with its hind legs for 1d8+6 points of damage each. If the tiger pounces on an opponent, it can also rake.

Skill Bonuses: Tigers receive a +4 species bonus on Balance, Hide, and Move Silently checks. In areas of tall grass or heavy undergrowth, their Hide bonus improves to +8.


Toad

Diminutive animal


CR: 1/10

HD: 1/4d8;hp: 1

Mas: 11

Init: +1

Spd: 5ft.

Defense: 15,touch: 15, flat-footed: 14 (+4 size, +1 Dex)

BAB: +0;Grap: -17

Atk: None;Full Atk: None

FS: 1 ft. by 1 ft.;Reach: 0 ft.

SQ: -

AL: None

SV: Fort: +2, Ref: +3, Will: +2

AP 0;Rep +0

Str: 1, Dex: 12, Con: 11, Int: 1, Wis: 14, Cha: 4

Skills: Hide +21 (includes +4 species bonus), Listen +5, Spot +4.

Feats: None

Advancement: None


SPECIES TRAITS

Skill Bonuses: A toad’s coloration gives it a +4 species bonus on Hide checks.


Wolf

Medium animal


CR: 1

HD: 2d8+4;hp: 13

Mas: 15

Init: +2

Spd: 50 ft.

Defense: 14,touch: 12, flat-footed: 12 (+2 Dex, +2 natural)

BAB: +1;Grap: +2

Atk: +3 melee (1d6+1, bite);Full Atk: +3 melee (1d6+1, bite)

FS: 5 ft. by 5 ft.;Reach: 5 ft.

SQ: Scent, trip, low-light vision

AL: None

SV: Fort: +5, Ref: +5, Will: +1

AP 0;Rep +0

Str: 13, Dex: 15, Con: 15, Int: 2, Wis: 12, Cha: 6

Skills: Hide+3, Listen +6, Move Silently +4, Spot +4, Survival +1 (+5 when tracking by scent)

Feats: None

Advancement: 3–4 HD (Large)


SPECIES TRAITS

Scent (Ex): This ability allows a wolf to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information.

Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent as a free action (see page 152) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Skill Bonuses: Wolves receive a +4 species bonus on Survival checks when tracking by scent.