Camprat to Frogs
Camprat
Diminutive Animal
Hit Dice: ¼ d8 (1 hp)
Initiative: +4
Speed: 40 ft (8 squares)
AC: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple: +0/-17
Attack: Bite +8 melee (1d2-5)
Full Attack: Bite +8 melee (1d2-5)
Face/Reach: 1 ft/0 ft
Special Attacks: Leap, gnaw
Special Qualities: Low-light vision, Scent
Saves: Fort +0 Ref +6 Will +1
Abilities: Str 1 Dex 19 Con 10 Int 1 Wis 12 Chr 2
Skills: Balance +13, Climb +13, Hide +21, Move Silently +9
Feats: Weapon Finesse
Environment: Temperate desert, plains and hills
Organization: Pack (11-30)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---
The camprat is a voracious little nocturnal scavenger that can eat more than its size lets on. Though generally harmless, camprats have earned themselves many colorful names (not generally suitable for print) due to their aggravating habit of chewing their way into anything edible. These little rodents are similar in appearance to prairie dogs or small gophers. The fur is a light, sandy brown with a streak down their spine that shades to dark brown or even black. The tail is short and stubby. The camprat’s has small beady eyes, and long, very sharp front teeth.
The front teeth of a camprat grow constantly, and the little creatures must gnaw on things to keep them trimmed and sharp. These razor-sharp teeth and an indomitable digestive system allow them to eat practically anything that’s not on fire. These scavengers will go to great lengths to steal food, and are not deterred by food stored in thick leather sacks or hanging from trees. Trees that have been gnawed and stripped to death are a sure sign of camprats in the area.
Camprats live in loosely bonded packs, with roughly equal numbers of males and females.
These packs appear to have no leader or organizational structure, but the members to work together to secure food for each other.
COMBAT
Camprats are very timid, and only fight larger creatures when cornered. These creatures would rather flee than fight, by climbing or jumping over, or gnawing through any obstacles.
These rats are surprisingly clean and carry no significant risk of disease.
Leap (Ex): A camprat is a natural jumper. It gains a +30 competence bonus on all Jump checks, and its maximum jumping distance is not limited by height.
Gnaw (Ex): Camprats can chew through thick cloth in 5 seconds, thin leather in 15 seconds, thick leather in 30 seconds, one inch of soft wood in 60 seconds and one inch of hard wood in 90 seconds.
Skills: Camprats receive a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance and Climb checks. They use their Dexterity modifier for Climb checks.
1988 Wizards of the Coast, Inc.
Originally found in Greyhawk Adventures (1988), Monstrous Compendium Greyhawk Appendix, MC5 (1990), under the “rat” entry.
Capybara, Giant
Medium-size Animal
Hit Dice: 2d8+6 (15 hp)
Initiative: -1
Speed: 30 ft ( 6 squares), swim 40 ft
AC: 12 (-1 Dex, +3 natural), touch 9, flat-footed 12
Base Attack/Grapple: +1/+4
Attack: Bite +4 melee (1d4+3)
Full Attack: Bite +4 melee (1d4+3)
Face/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities: Low-light Vision
Saves: Fort +5 Ref +2 Will +0
Abilities: Str 17 Dex 9 Con 17 Int 2 Wis 10 Chr 2
Skills: Balance +2, Hide +1, Move Silently +1, Swim +5
Feats: Stealthy
Environment: Temperate and warm forest and marsh
Organization: Family (2-8) or herd (20-80)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium-sized); 5-6 HD (Large)
Level Adjustment: --
The capybara is the largest of all rodents, closely resembling a guinea pig. The giant capybara is much larger than its common cousin, ranging in length from 6-8 feet and weighing anywhere from 300-400 pounds. This animal is usually reddish-brown to gray on the upper body parts and yellowish-brown on the underside; the faces, outer limb surface and rump sometimes have a black coloration to them.
The capybara lives in forests with dense vegetation and also lair around ponds, lakes, rivers, streams, marshes, and swamps. It will stay within 100 yards of a small body of water, finding safety there whenever it is threatened. While the capybara is slow and lumbering pace, it is a good swimmer, and can stay submerged for up to 8 rounds.
COMBAT
The capybara is easily frightened and will normally flee if attacked, and will usually never initiate an attack. These beasts are not normally carnivorous, but if something happens with its food source it will seek meat, and hunt living creatures.
CAPYBARA
Normal specimens of capybara are similar to their giant cousins, although they typically have a length of over 40 inches, a height of 20 inches or more, and may weigh as much as 150 pounds (1 HD, 1-2 hp per bite).
1987 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #119 (1987, "The Dragon's Bestiary: A Walk Through the Woods", Robert Bendetti)
Condor
Large Animal
Hit Dice: 3d8+3 (16 hp)
Initiative: +1
Speed: 10 ft (2 squares), fly 60 ft (poor)
AC: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+9
Attack: Bite +4 melee (1d4+3)
Full Attack: Bite +4 melee (1d4+3)
Face/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities: Low-light vision
Saves: Fort +4 Ref +1 Will +1
Abilities: Str 17 Dex 11 Con 12 Int 2 Wis 10 Chr 6
Skills: Hide +2, Spot +6
Feats: Skill Focus (Hide, Spot)
Environment: Temperate and warm mountains
Organization: Solitary or pair
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: --
Condors are the largest of avian aerial scavengers, hunting from cliffs in mountainous regions. Condors measure three to six feet from beak to tail and have a wingspan of 13 to 20 feet. Their feathers are black and shiny. The head is sometimes bald, but may be covered with black pinfeathers. Their great wingspan allows them to soar for hours, and they rarely land except to feed or sleep.
As with all birds in the vulture family, condors lack strong talons for killing prey and feed strictly on carrion. They gorge themselves on carcasses and live off the stored fat for days.
Condor hens lay 1 - 2 eggs per year, and the chicks mature in two years. Condor eggs and hatchlings are worth 30 - 60 gp. They can be trained to act as spotters or retrievers.
Humanoids of Small size or smaller can train them to serve as aerial mounts. Condors can carry up to 80 extra pounds, either held in their claws or riding on their backs.
Their feathers are prized for their size and beauty; pinion feathers are worth one sp each, other wing feathers one cp each. An intact condor is worth five to ten gp, depending on the market.
COMBAT
Condors are scavengers by nature, and will not usually hunt live prey. Naturally, they will defend with bites if attacked, and try to flee if harassed.
1989 Wizards of the Coast, Inc.
Originally found in Forgotten Realms Monstrous Compendium, MC3 (1989), under the "Vulture" entry.
DEER
Medium-Size Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 30 ft (6 squares)
AC: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack/Grapple: +1/+2
Attack: Hoof +4 melee (1d4+1); or gore +4 melee (1d6+1)
Attacks: 2 hooves +4 melee (1d4+1); or gore +4 melee (1d6+1)
Face/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities: Low-light vision, Scent
Saves: Fort +1, Ref +4, Will +2
Abilities: Str 12, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Skills: Hide +8*, Listen +5, Move Silently +7, Spot +5
Feats: Weapon Finesse, Alertness (B)
Environment: Any forest, plains, and hills
Organization: Solitary or herd (mated pair)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Large)
Level Adjustment: --
Shy and wary, deer range from the arctic to the tropics. These statistics represent the typical white-tailed deer. These statistics can also be used to represent other deer-like animals, such as caribou and antelope.
COMBAT
Deer attack using their hooves or antlers. Antelope, when defending their herd, attack by charging an opponent and butting with its horns (gore damage). The gore attack only applies to bucks with antlers.
Skills: Deer receive a +4 racial bonus to Hide and Move Silently checks. *In forested areas, the Hide bonus increases to +8.
DRAGONFISH
Small Animal
Hit Dice: 2d8 (9 hp)
Initiative: +2
Speed: Swim 20 ft (4 squares)
AC: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14
Base Attack/Grapple: +1/-2
Attack: Bite +3 melee (1d4+1); or spine +3 melee (1 & poison)
Full Attack: Bite +3 melee (1d4+1); or 1d4 spines +3 melee (1 & poison)
Face/Reach: 5 ft/5 ft
Special Attacks: Spines, poison
Special Qualities: Low-light vision
Saves: Fort +3, Ref +5, Will +0
Abilities: Str 12, Dex 15, Con 11, Int 2, Wis 11, Cha 4
Skills: Hide +4*, Listen +2, Spot +2
Feats: Weapon Finesse
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Small)
Level Adjustment: --
A dragonfish is a small, 2-foot long, flat, fish that makes its home on the bottom of lakes, rivers, or streams. Its scales are brown, mottled with black.
COMBAT
Dragonfish are not aggressive and prefer to lie on the bottom of a body of water, waiting for a victim to step on it so its poisonous spines penetrate the victim’s flesh. If forced into melee, a dragonfish attacks with its bite.
Spine (Ex): The dragonfish’s back is covered with long, sharp spines. A creature stepping on a dragonfish has 1d4 spines penetrate and break off in its flesh. Each spine deals damage and injects poison into the wound. Removing a spine deals 1d2 points of damage.
Poison (Ex): Spine, Fortitude save (DC 11); initial damage 1d2 points of temporary Constitution, secondary damage 1d2 points of temporary Constitution.
Skills: *When not moving, a dragonfish gains a +12 racial bonus to Hide checks.
The Dragonfish first appeared in the 1e FF (1981).
EEL, Moray (Giant)
Large Animal
Hit Dice: 5d8 (22 hp)
Initiative: +3
Speed: Swim 20 ft (4 squares)
AC: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+7
Attack: Bite +5 melee (1d8 & disease); or tail lash +0 melee (1d4)
Full Attack: Bite +5 melee (1d8 & disease), tail lash +0 melee (1d4)
Face/Reach: 10 ft/5 ft
Special Attacks: Improved grab, tear, disease
Special Qualities: Immunities, amphibious, low-light vision
Saves: Fort +4, Ref +7, Will +2
Abilities: Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Hide +1, Listen +6, Spot +6
Feats: Alertness, Weapon Finesse,
Environment: Warm aquatic
Organization: Solitary or school (4-8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-8 HD (Large); 9-15 HD (Huge)
Level Adjustment: --
A giant moray eel is a feared predator, known for its fearsome diseased bite.
It appears as an 8-foot long eel with mottled brown leathery skin, with lighter brown or yellow spots on its dorsal area. It has pronounced incisor teeth.
COMBAT
A giant moray eel will conceal itself in a reef, seaweed, or underneath stones. When its prey passes by, it lunges out, biting its prey and striking with blinding speed. It will attack almost anything that passes near it, regardless of the size of the prey.
The eel will only use its tail lash on a foe trapped in its jaws or on a foe attempting to flank it.
Improved Grab (Ex): To use this ability, a giant moray eel must hit a foe with its bite attack. If it gets a hold, it tears the flesh.
Tear (Ex): A giant moray eel automatically hits a held opponent with all its melee attacks each round it maintains the hold.
Disease (Ex): The bite inflicts its foe with a disease akin to mummy rot.
Immunities (Ex): Giant moray eels are immune to all forms of fear and disease, magical or otherwise.
Amphibious (Ex): Giant moray eels can survive out of the water for 1 minute per point of Constitution (after that, refer to the Suffocation rules on page 304 of the DMG).
The Giant Moray Eel first appeared in the MC Annual 3.
FROG, Killer (Giant)
Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 20 ft (4 squares)
AC: 13 (+1 size, +2 natural), touch 11, flat-footed 13
Base Attack/Grapple: +0/-2
Attack: Claw +3 melee (1d2+2)
Full Attack: 2 claws +3 melee (1d2+2), bite –2 melee (1d4+1)
Face/Reach: 5 ft/5 ft
Special Attacks: Improved grab
Special Qualities: Low-light vision
Saves: Fort +4, Ref +2, Will -1
Abilities: Str 14, Dex 11, Con 14, Int 2, Wis 9, Cha 6
Skills: Hide +4, Spot +4
Feats: Endurance
Environment: Temperate or warm land, aquatic, or underground
Organization: Swarm (3-18)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium-size)
Level Adjustment: --
The killer frog appears as a normal frog about three feet long. It is a vicious hunter and enjoys the taste of flesh.
COMBAT
The killer frog attacks with its two front talons and its bite.
Improved Grab (Ex): To use this ability, the killer frog must hit with its tongue attack. A grabbed victim of Small size or smaller is pulled into its mouth on the same round for a bite attack.
The Killer Frog first appeared in the 1e MM (Gary Gygax, 1977).
FROG, Poisonous
Diminutive Animal
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 5 ft (1 square)
AC: 15 (+4 size, +1 Dex), touch 15, flat-footed 14
Base Attack/Grapple: +0/-17
Attack: Bite +5 melee (1d2-5 and poison)
Full Attack: Bite +5 melee (1d2-5 and poison)
Face/Reach: 1 ft/0 ft
Special Attacks: Poison
Special Qualities: Low-light vision
Saves: Fort +2, Ref +3, Will +1
Abilities: Str 1, Dex 12, Con 11, Int 2, Wis 12, Cha 4
Skills: Hide +13, Spot +5
Feats: Weapon Finesse
Environment: Temperate or warm land, aquatic, or underground
Organization: Pack (2-5) or swarm (6-11)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Diminutive); 3 HD (Small)
Level Adjustment: --
A poisonous frog appears as a normal frog with black stripes on its hindquarters. Its skin secretes a deadly poison.
COMBAT
A poisonous frog attacks by biting its opponent. Any creature that is bitten or touches the poisonous frog is subjected to its poison.
Poison (Ex): Bite or touch; temporary and secondary damage is 1d2 Strength, Fortitude save (DC 10).
The Poisonous Frog first appeared in the 1e MM (Gary Gygax, 1977).