Savannah


Baboon: medium-size animal (90lbs); CR 1/2; 1d8+1 (5hp); Init +2 (Dex); Spd 40ft, climb 30ft; AC 13 (+2 Dex, +1 natural); Attacks bite +2 melee (1d6+3); F/R 5x5/5; SQ Scent; SV Fort +3, Ref +4, Will +1; Str 15, Dex 14, Con 12, Int 2, Wis 12, Cha 4. Skills: Climb +13, Listen +5, Spot +5.

Cheetah: medium-size animal; CR 2; HD 3d8+6 (19hp); Init +4 (Dex); Spd 50ft; AC 15 (+4 Dex, +1 natural); Attacks bite +6 melee (1d6+3), 2 claws +1 melee (1d2+1; F/R 5x5/5; SA Trip; SQ Sprint; SV Fort +5, Ref +7, Will +2; Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6. Skills and feats: Hide +7, Listen +5, Move Silently +8, Spot +5, Weapon Finesse (bite, claw). Trip (Ex): A cheetah that hits with a claw or bite attack can attempt to trip the opponent as a free action (see page 139 in the Player's Handbook) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the cheetah. Spring (Ex): Once an hour, a cheeta can take a charge action to move ten times its normal speed (500ft).

Lion: large animal; CR 3; HD 5d8+10 (32hp); Init +3 (Dex); Spd 40ft; AC 15 (-1 size, +3 Dex, +3 natural); Attack 2 claws +7 melee (1d4+5) and bite +2 melee (1d8+2); F/R 5x10/5; SA Pounce, improved grab, rake 1d4+2; SQ Scent; SV Fort +6, Ref +7, Will +2; Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6. Skills: Balance +7, Hide +4*, Jump +5, Listen +5, Move Silently +11, Spot +5. Pounce (Ex): If a lion leaps upon a foe during the first round of combat, it can make a full attack even if it has ahlready taken a move action. Improved Grab (Ex): To use this ability, the lion must hit with its bite attack. If it gets a hold, it can rake. Rake (Ex): A lion that gets a hold can make two rake attacks (+7 melee) with its hind legs for 1d4+2 damage each. If the lion pounces on an opponent, it can also rake. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

Rhinoceros: large animal; CR 4; HD 8d8+40 (76hp); Init +0 (Dex); Spd 30ft; AC 16 (-1 size, +7 natural); Attacks gore +13 melee (2d6+12); F/R 5x10/5; SV Fort +11, Ref +6, Will +3; Str 26, Dex 10, Con 21, Int 2, Wis 13, Cha 2. Skills: Listen +11.

Elephant: huge animal; CR 8; HD 11d8+55 (104hp); Init +0; Spd 40ft; AC 15 (-2 size, +7 natural); Attack +16 slam melee (2d6+10) and 2 stamps +11 melee (2d6+5), or gore +16 melee (2d+15); F/R 10x20/10; SA Trample 2d8+15; SQ Scent; SV Fort +12, Ref +7, Will +4; Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7. Skills: Listen +6, Spot +6. Trample (Ex): An elephant can trample Medium-size or smaller creatures for automatic gore damage. Opponents who do not make attacks of opportunity against the elephant can attempt a Reflex save (DC 20) to halve the damage.

Tyrannosaurus: huge beast; CR 8; HD 18d10+72 (171hp); Init +1 (Dex); Spd 40ft; AC 14 (-2 size, +1 Dex, +5 natural); Attacks bite +20 melee (5d8+13); F/R 10x10/15; SA Improved grab, swallow whole; SQ Scent; SV Fort +15, Ref +12, Will +8; Str 28, Dex 12, Con 19, Int 2, Wis 15, Cha 10. Skills: Listen +11, Spot +11. Improved Grab (Ex): To use this ability, the tyrannosaurus must hit a Medium-size or smaller opponnent with its bite attack. If it gets a hold, it can try to swallow the foe. Swallow Whole (Ex): A tyrannosaurus can try to swallow a Medium-size or smaller opponent by making a successful grapple check. The swallowed creature takes 2d8+8 points of crushing damage per round plus 8 points of acid damage from the tyrannosaurus' gizzard. A swallowed creature can cut its way out by using claws or a Small or Tiny slashing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must again cut its own way out. The tyrannosaurus' gizzard can hold two Medium-size, four Small, eight Tiny, sixteen Dimunitive, or thirty-two Fine or smaller opponents.


Goblin: male goblin Rog1: CR 1/4; Size S (3 ft., 2 in. tall); HD 1d6; hp 6; Init +1 (+1 Dex); Spd 30 ft.; AC 14 (+1 Dex, +1 Size, +1 leather armor, +1 buckler); Attack +0 melee (morningstar, 1d8-1, crit 20 x2), or +2 ranged (javelin, 1d6-1, rang inc 20ft, crit 20 x2); SV Fort +0, Ref +3, Will +0; AL NE; Str 9, Dex 13, Con 10, Int 11, Wis 11, Cha 8. Languages Spoken: Goblin. Skills and feats: Gather information +1, Handle animal +1, Hide +5, Intuit direction +4, Knowledge (nature) +1, Listen +2, Move silently +5, Profession +4, Read lips +2, Sense motive +4, Spot +0, Swim +3, Use rope +5; Alertness.

Hobgoblin: medium-sized humanoid (goblinoid); CR 1/2; Size M (6'5"); HD 1d8+1 (5hp); Init +1 (Dex); Spd 30 ft.; AC 15 (+1 Dex, +3 studded leather, +1 small shield), Attack +1 melee (longsword, 1d8, crit 19-20 x2), +2 ranged (javelin, 1d6, crit 20 x2); F/R 5x5/5ft; SQ Darkvision 60ft; SV Fort +3, Ref +1, Will +0; Al LE; Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10. Languages Spoken: Common, Goblin. Skills and Feats: Hide +1, Listen +3, Move Silently +3, Spot +3; Alertness. Possessions: some Vridaran and Toomaran currencies, some Amaran numbulas (1sp ea).

Boreing Beetle: medium-size vermin; CR 1; HD 2d8+4 (13hp); Init +0; Spd 30ft, burrow 30ft; AC 15 (+6 natural); Attack bite +3 melee (1d4+3, crit 20 x2); F/R 5x5/5; SV Fort +5, Ref +0, Will +0; Str 14, Dex 10, Con 14, Int -, Wis 10, Cha 7. Skills: Listen +5, Spot +1.

Tor Bees: medium-sized vermin; CR 1; HD 2d8+4 (13hp); Init +1 (Dex); Spd 20ft, fly 60ft (good); AC 15 (+1 Dex, +4 natural); Attack +6 melee (sting, 1d3+6 and poison); F/R 5x10/5ft; SA Poison; SQ Vermin; SV Fort +5, Ref +2, Will +0; AL N; Str 13, Dex 12, Con 14, Int -, Wis 10, Cha 9. Skills and Feats: Intuit Direction +7, Spot +9. Poison (Ex): Initial and secondary damage is 1d6 Con -- after stinging, the tor bees to not die.


Amaran Tribesmen: male human Rgr1: CR 1; Size M (6 ft., 0 in. tall); HD 1d10; hp 10; Init +0; Spd 30 ft.; AC 10; Attack +1 melee (shortspear 1d8, crit 20 x2), or +1 ranged (shortspear/atl-atl 1d8, crit 20 x2, range incr 30ft); SV Fort +2, Ref +0, Will +1; AL NG; Str 11, Dex 11, Con 10, Int 10, Wis 12, Cha 11. Languages Spoken: Common, Amaran. Skills and feats: Animal empathy +4, Craft +2, Hide +4, Knowledge (nature) +4, Listen +1, Move silently +0, Spot +1, Use rope +4, Wilderness lore +5; Quick draw, Skill focus (animal empathy), [Track]. Possessions: ivory items with a value of some tens of silvers, numbulas (ivory cubes worth 1sp each, currency in the Amaran savannah).

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