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CREATURESANIMALSQuick-find Table
ApeLarge 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: 58 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. BatDiminutive 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 bats blindsight is negated. BearLarge 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: 710 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. CatTiny 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 (1d24, claw);Full Atk: Atk +4 melee (1d24, 2 claws), 1 melee (1d34, 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 cats 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
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
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. FerretTiny 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 (1d34, bite);Full Atk: +4 melee (1d34, 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 opponents 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). HawkTiny 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 (1d42, claw);Full Atk: Atk +5 melee (1d42, 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 AnimalLarge 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: 67 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. HorseLarge 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. MonkeyTiny 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 (1d34, bite);Full Atk: +4 melee (1d34, 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: 23 HD (Small). SPECIES TRAITS Bonus Feat: Monkeys gain the bonus feat Weapon Finesse (bite). OwlTiny 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 (1d22, claw);Full Atk: +5 melee (1d22, 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); 34 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). RatTiny 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 (1d34, bite);Full Atk: +4 melee (1d34, 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); 24 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). RavenTiny 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 (1d25, claw);Full Atk: +4 melee (1d25, 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); 24 HD (Large) SPECIES TRAITS Bonus Feat: Ravens gain the bonus feat Weapon Finesse (claw). SharkMedium 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: 47 HD (Large); 816 (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
SPECIES TRAITS Variable Size: See Table: Creature Sizes for attack and Defense modifiers based on size, as well as for a snakes 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 venoms secondary damage (same as the initial damage). The save DC is equal to 11 + 1/2 the snakes Hit Dice + the snakes 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). TigerLarge 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: 712 HD (Large); 1318 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. ToadDiminutive 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 toads coloration gives it a +4 species bonus on Hide checks. WolfMedium 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: 34 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. |