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AardvarkThe nocturnal aardvark is roughly human -sized. It eats ants, and sometimes termites, and is found in dry tropical areas where its food is abundant. These creatures have poor eyesight, but a good sense of smell. Aardvark burrows may be up to 30’ long. Other names: ant -bear, ant -pig, earth -pig.
monsterCyclopedia of Common Animals12Aardvarks
AardwolfThis small member of the hyena family is no larger than a small halfling, weighing 1d20+13 pounds. Aardwolves are found in dry tropical areas – scrubland, grassland, or lightly forested regions – where the termites they eat can easily be found. Some human cultures consider aardwolves a delicacy. Other names: civet hyena, earth -wolf, termite - eating hyena.
monsterCyclopedia of Common Animals91Hyenas
AdderA common, and widespread group of venomous serpents found mainly in temperate regions, adders are cold -blooded and hibernate in the winter. They can be found as far north as sub -arctic regions. Average adult length is about 2 feet, although some species may be as small as 1 foot or as large as 3 feet. Usually only striking when cornered or threatened, adders may be a hazard to domesticated animals and livestock as well as adventurers. A successful Handle Poison check allows a thief to milk 1d5 doses of venom from an adder, living or dead.
monsterCyclopedia of Common Animals136Snakes – Venomous
African ElephantAt a weight of roughly 1d4+3 tons, these elephants live in matriarchal herds of 8d12 individuals, including adult females and calves of both gender. Males are larger, and more volatile, than females – especially when they enter musth , which drives them both to become more aggressive and to seek out mates. Elephants can communicate through subsonic vibrations which seems to give them uncanny knowledge about their surroundings and the creatures therein – including adventurers and hunters. Adult African elephant tusks are 1d4+4 feet long and weigh 1d50+50 pounds each. 80% of the time an elephant’s tusks are of equal size and weight; otherwise, one tusk may be broken or damaged. Tusks are worth 1 gp per pound. African elephants cannot generally be trained for work, although they are intelligent. Because they need to eat a prodigious amount of food, elephants sometimes raid banana plantations or other crops, where they can come into conflict with local humanoids. Larger elephants, with correspondingly larger tusks, may exist in the campaign world. These will have more Hit Dice and a greater potential to damage those they attack! Other names: Bush elephant, savannah elephant. Asiatic Elephant: Init +0; Atk trunk +5 melee (1d4 plus grab and constrict) or gore +3 melee (2d4 plus knock prone) or trample +0 melee (4d6); AC 15; HD 9d6; MV 40’; Act 2d20; SP grab and constrict (automatic damage each round, damage increases by +1d each round, opposed Str vs. +5 to escape), knock prone (Fort DC 17 negates); SV Fort +8; Ref +3; Will +3; AL N. At a weight of roughly 1d3+3 tons, these elephants are somewhat smaller than their African kin, and can be trained to work, carry loads, or even to fight with mounted riders. Most males (80%) have tusks which 1d3+2 feet long on average and weigh 1d16+30 pounds each, although some males (20%) do not have tusks. Females do not have tusks. 80% of the time an elephant’s tusks are of equal size and weight; otherwise, one tusk may be broken or damaged. Tusks are worth 10 sp per pound. This is less than that of African elephants as the ivory is more brittle and yellows more easily. As with African elephants, larger specimens with more Hit Dice and able to do more damage may exist in the campaign world. Their tusks, if any, will be correspondingly larger and more valuable.
monsterCyclopedia of Common Animals72Elephants
AgoutiAn approximately 2 -foot long tropical rodent found in forests, mangrove swamps, and along rivers, the agouti weighs approximately 1d8+5 pounds and are considered a delicacy in some places. They may become pests, raiding crops and agricultural regions.
monsterCyclopedia of Common Animals124Rodents
AlbatrossThe largest living seabird, with a wingspan of up to 12 feet and an average weight of 1d3+8 pounds, the albatross was once thought to bring luck to sailors, or to be inhabited by the souls of drowned sailors. Albatrosses are rarely seen on land, except to mate and raise chicks in remote areas. They can keep aloft with minimal effort for extremely long periods, and can rest on water, so that they may spend years without touching land. An albatross can travel up to 600 miles in a 24-hour period, making them extremely valuable couriers for ocean -going wizards capable of summoning them.
monsterCyclopedia of Common Animals38Birds – Seabirds
Albino Emperor PenguinReaching over 3 feet in length, and weighing 5d10+44 pounds, the emperor penguin is the largest living type of penguin. They are excellent swimmers, being able to hold their breath for up to 20 minutes and dive to almost 1,800 feet. The albino emperor penguin, or simply albino penguins, are even larger and can reach a height of 6 feet. Albino penguins are blind, with their vestigial eyes being mere slits, and are able to navigate with other senses. Bred by Elder Things before the human race arose, these creatures may still be found in the warmest subterranean caverns beneath the Elder Thing’s deserted Antarctic cities. Although intelligent, they are typically disinterested in adventurers.
monsterCyclopedia of Common Animals35Birds - Parrots
AlligatorOctopi, Octopodes, or
monsterCyclopedia of Common Animals64Crocodilians
Alligator GarThese torpedo -shaped fish are ambush predators averaging 6 feet in length (100 pounds), but capable of growing up to 10’ long (350 pounds), with larger fish having more Hit Dice (2 Hit Dice and 8 feet and 3 Hit Dice at 10 feet). Although they seldom come into conflict with humans naturally, some halflings might be small enough to potentially be considered as prey animals. Magically summoned or controlled gars may, of course, be directed to attack. Although edible, these fish are not highly prized.
monsterCyclopedia of Common Animals82Fish – Freshwater
AllosaurThese theropod dinosaurs of the Cretaceous and Jurassic period were similar to small tyrannosaurs, with relatively small arms and powerful hind legs. They average 28 feet long, and weigh approximately 1d4 tons, with higher hit point creatures being larger.
monsterCyclopedia of Common Animals161Theropods
AlpacaAlpacas are herd animals similar to llamas, which are raised primarily for their wool. An average alpaca stands 1d8+31 inches high at the shoulder and weighs 6d16+100 pounds. They can spit at opponents up to 10’ away; those who are successfully attacked must succeed in a DC 10 Will or Fort save or lose their next 1d3 rounds of actions due to disgust. Alpacas are resistant to the effects of high altitudes and variable temperatures, gaining a +1d shift to any save to resist these effects, as well as taking -2 damage to any effects which may occur. An alpaca can carry 25% of its body weight for short, relatively flat distances, or 15% for longer periods or more difficult areas. On average, this is 35 lbs and 14 lbs. The creatures are not conducive to riding. Alpaca wool provides an income of 1d20 gp per creature sheared in the spring. Where they are available, alpacas may be bought for 12 gp if a seller can be found. Vicuña: Init +3; Atk bite +0 melee (1) or kick +2 melee (1d3 -1, minimum 0); AC 11; HD 1d4; MV 40’; Act 1d16; SP resistant to high altitudes and temperature; SV Fort +0; Ref +3; Will -4; AL N. Weighing approximately 2d30+80 pounds, the vicuña is a wild relative of the alpaca and llama, which has fine valuable wool worth 2d20 gp. Unfortunately, vicuñas must be captured (or killed) to shear them, and the slow -growing wool is only harvestable on a 1 in 3 chance. Like alpacas, they are resistant to the effects of high altitudes and variable temperatures, gaining a +1d shift to any save to resist these effects, as well as taking -2 damage to any effects which may occur Marsupials
monsterCyclopedia of Common Animals104Llamas
AnacondaAnaconda (Giant): Init +4; Atk bite +10 melee (1d6 plus constrict); AC 18; HD 7d8; MV 30’ or swim 40’; Act 1d20; SP constriction 1d8; SV Fort +7, Ref +3, Will +2; AL N. Anacondas grow to a length of 1d20+10 feet and weigh up to 550 pounds. Giant anacondas grow 2d20+20 feet in length, and weigh proportional more. In general, every 3 feet in length gives the serpent 55 pounds in weight. Anacondas are excellent swimmers, and often attack prey in water. Victims of their bite are immediately wrapped in the anaconda’s coils, allowing the snake to do automatic damage to its victim each round thereafter, while potentially also biting the target again. It requires an opposed Strength check (vs. +10 for a normal, and +20 for a giant anaconda) to break free, or a Mighty Deed of at least 7+.
monsterCyclopedia of Common Animals135Snakes – Constrictors
AnkylosaurusThis heavily -armored creature is 1d7+19 feet long and weighs 1d4+4 tons. Its tail ends in a bony protuberance resembling an enormous club, which it uses in defense. Although a plant -eater, this dinosaur defends itself from creatures coming too close. Very large creatures, including many of the saurians described in this appendix, are not thrown by a tail club strike and gain a DC 30 Fort save to avoid any broken bone (as determined by the judge).
monsterCyclopedia of Common Animals154Ankylosaurus
monsterCyclopedia of Common Animals92Insects – Ants
AnteaterThis listing describes the giant anteater, which can be found in grasslands and rainforests, subsisting on a diet of ants and termites. It is 1d3+4½ feet in length, with males weighing 3d14+70 pounds and females 4d8+60 pounds for females. Their claws are powerful enough to rip into termite mounds with relative ease, and provide a formidable defense.
monsterCyclopedia of Common Animals14Anteaters
AntelopeThis entry allows the judge to include undifferentiated antelopes of an unspecified type. This is especially useful when setting a scene where interaction is not anticipated, or when a PC decides to cast animal summoning using the remains of a leopard’s kill.
monsterCyclopedia of Common Animals15Antelope
ArchaeopteryxThe archaeopteryx is a proto -bird, a raven -sized feathered flying reptile from the late Jurassic period. They may be encountered, as with other prehistoric creatures, through time travel or in a “Lost World” setting, or otherwise as the judge determines. What circumstances might cause them to attack in swarms is left up to the judge.
monsterCyclopedia of Common Animals43Birds – Other
ArchelonThe archelon is an extinct giant sea turtle 1d3+12 feet in length and weighing 1d2+2 tons. Its shell is leathery, but thick, offering it less protection than that of hard shell, but the creature is aggressively carnivorous. Ceratopsians
monsterCyclopedia of Common Animals154Archelon
Arctic FoxArctic foxes are smaller foxes which survive in the far north by hunting small prey. Both have valuable fur. That of a normal arctic fox is worth 1d10 gp, while that of a silverfrost fox is worth 3d10 gp. Silverfrost foxes have longer legs than normal arctic foxes, and silvery -grey fur, but their appearance is otherwise similar. Where arctic foxes are natural animals, though, their silverfrost cousins are not. Silverfrost foxes hunt in small packs, or family groups, of 1d6 members, and are usually only aggressive toward the rodents and ptarmigans that dwell in the boreal forests and tundra where they are found, but they are intelligent enough to recognize fur trappers and hunters for what they are, and to retaliate against them. They have the ability to breath a cone of cold 30’ long, but only wide enough to catch a single target (Reflex DC 15 for half damage). It takes time for this breath weapon to recharge, so there is only a 1 in 5 chance that a silverfrost fox can use it the round after it is discharged. The next round, there is a 1 in 4 chance, then a 1 in 3 chance, and then the breath weapon can automatically be used again. While the arctic fox ignores the first 2 hp damage from cold, the silverfrost fox is completely immune. Silverfrost foxes do, however, take double damage from fire. Swords, axes, and similar weapons reduce the value of a fox pelt by 1d100%, while fire destroys it. Serious traders in silverfrost fox pelts prefer to use arrows, sling stones, or even cudgels if there is no ranged alternative.
monsterCyclopedia of Common Animals48Canines – Foxes
Arctic HareOne of the largest living rabbits, the arctic hare can grow to over two feet in length and weighs 1d10+5 pounds. Able to easily hide against the snowy background of their cold habitat, arctic hares are also resistant to cold, ignoring the first 2 points of cold damage from any source. Their pelts are worth 1d4 sp each if in good condition.
monsterCyclopedia of Common Animals120Rabbits and Hares
Arctic WolfThese wolves are somewhere between the size of a common wolf and a dire wolf, with a thick coat against the arctic and subarctic chill.
monsterCyclopedia of Common Animals50Canines – Wolves
monsterCyclopedia of Common Animals21Armadillos
Army Ant SwarmArmy ants are a scourge of the tropics – mobile groups of aggressive ants who forage in great numbers, cleaning out whatever they can obtain in one area as they move to the next. They make temporary nests, or bivouacs , in hollow trees or burrows, and out of their interlocked bodies. Their huge colonies form in groups of 1d30+20 swarms, greatly increasing the danger to anything trapped in their path.
monsterCyclopedia of Common Animals92Insects – Ants
AspThis entry described the European asp, which grows to 1d7+23 inches long, with females being longer than males. A successful Handle Poison check allows a thief to milk 1d3 doses of venom from an asp, living or dead.
monsterCyclopedia of Common Animals136Snakes – Venomous
Axe-BeakThis horrifying flightless bird has a thick, sharp beak which it can wield with deadly force as well as sharp -clawed legs which can eviscerate opponents. They are large enough to be ridden by humanoids wearing nothing heavier than chainmail, and have been domesticated in some dark corners of the world.
monsterCyclopedia of Common Animals29Birds – Flightless
monsterCyclopedia of Common Animals12Amphibians
Aye-ayeThe aye -aye is the world’s largest nocturnal primate, with adults being roughly 2 feet long in the body, with tails that are even longer. They are long-fingered arboreal lemurs who feed primarily on grubs found in trees. These creatures are not usually dangerous to humans.
monsterCyclopedia of Common Animals120Primates – Other
BabirusaThese diurnal wild pigs are found in tropical rainforests and along riverbanks. The males are noted for their elongated tusks, and are solitary, while the females live in groups of 2d16 with an additional 4d16 young. Adults are 2 -3 feet long, and weigh as much as 200 pounds. Some cultures may keep these animals domestically. Their behavior and diet are very much the same as that of other pigs, but they can only root for food in very soft ground, such as mud.
monsterCyclopedia of Common Animals113Pangolins
BaboonThis entry indicates an average sized baboon species. Smaller and larger baboons exist, from 1d3 to 1d6 hp in size, with bite damage ranging from 1d3 to 1d5. An average troop size is 50 baboons, but troops range in size to 5d24 members. Even a single baboon can be dangerous, and they are almost never alone. Baboons are curious, and can be aggressively territorial. Baboons are not above raiding crops, or even livestock, and will break into homes if they can in search of food. In some places, where they are especially bold, there may even be a bounty for proof of having killed them, such as 1 sp per left forefoot.
monsterCyclopedia of Common Animals117Primates – Monkeys
Bactrian CamelBactrian camels are two -humped creatures with shaggy coats which help them endure the cold. Domesticated (and possibly wild) Bactrian camels are found in relatively cooler regions with low precipitation and thorny, dry plant life. If your milieu has an analogue to the Silk Road, Bactrian camels are likely to be found as beasts of burden along it, because they are better at withstanding cold and high altitudes. A male Bactrian camel can carry up to 1,000 pounds for a short period, or 700 pounds for an extended period, although a 400 pound load is more sustainable in the long term. A Bactrian camel can be used for 6 hours a day without fatiguing it.
monsterCyclopedia of Common Animals44Camels
monsterCyclopedia of Common Animals22Badgers
Bald EagleBald eagles are large birds with average adult wingspans of 5 feet plus 1d24+10 inches. Northern eagles may have even greater wingspans, of up to 8 feet. Although they subsist mainly from fishing, bald eagles are opportunistic feeders who will consume carrion, reptiles, mammals, and other game.
monsterCyclopedia of Common Animals27Birds – Eagles
Baleen WhaleThese stats are for a generic baleen whale. Judges are encouraged to make specific individuals – the great white whale, Moby Dick, was certainly more dangerous than his brethren!
monsterCyclopedia of Common Animals148Whales – Baleen
BaluchitheriumOne of the largest known land animals to have ever lived, the baluchitherium an extinct hornless rhinoceros standing 16 feet tall with a length of almost 25 feet and an average weight of 11d1,000+33,000 pounds (1d6+14 tonnes). Although they were herbivores, they could be dangerous to encounter just based off their sheer size and potential temperament. Other Names: Paraceratherium.
monsterCyclopedia of Common Animals123Rhinoceroses
monsterCyclopedia of Common Animals18Arachnids – Spiders
Banded KraitMeasuring up to nearly 9 feet long (but averaging about 5 feet), the banded krait is easily identified by its alternating black (or blue) and yellow bands. Because they are relatively shy, as well as being nocturnal, the banded krait is not usually overly dangerous to humanoids in their range, but adventurers tend to poke into dark spaces, and may actively seek out the reptile to milk its venom. A thief can gain 1d6 doses with a successful Handle Poison check on a living or dead snake.
monsterCyclopedia of Common Animals141Snakes – Venomous
BandicootMarsupial mammals 1d3 feet long, and weighing 1d3+½ pounds, bandicoots are primarily nocturnal and offer no threat to adventurers. They may, however, offer a food source. Other names: bilby, pig -rat.
monsterCyclopedia of Common Animals105Llamas
Barn OwlThe most common group of owls in the world, barn owls have a wingspan of 1d7+30 inches. They prefer open farmland and fields, where they help to keep the rodent population in check. As with all owls, barn owls are utterly silent in flight. Their exceptional hearing is good enough to unerringly pinpoint a single mouse in a completely dark barn. At the judge’s discretion, 1 in 10 barn owls may be intelligent, with 3d6 for Intelligence, and able to speak the common tongue. These owls may gather in parliaments to share news and plan for the future, and may have humanoid or faerie allies. A further 1 in 10 of these owls may have 1d5 -2 (minimum 1) levels as wizards. Some few of these have made alliances with dark patrons, and are inimical to humans and their allies.
monsterCyclopedia of Common Animals32Birds – Owls
monsterCyclopedia of Common Animals83Fish – Saltwater
monsterCyclopedia of Common Animals68Deer
monsterCyclopedia of Common Animals124Rodents
monsterCyclopedia of Common Animals94Insects – Pests
Bedbug SwarmBedbug infestations are not uncommon, and may happen in even the finest of establishments, but may the gods have mercy on any who fall asleep where a bedbug swarm lurks. These painfully biting insects are difficult to get rid of, and may cause adventurers to rue seeking cheaper accommodations.
monsterCyclopedia of Common Animals94Insects – Pests
monsterCyclopedia of Common Animals97Insects – Stingers
Bengal TigerThese are the most common type of tiger, male Bengal tigers can grow up to 10¼ feet long, with an average body weight of 420 pounds which ranges up to 500 pounds. They are ambush predators, preferring to attack with surprise. A tiger attacks with both claws and a bite; if both claws hit it gains an additional 2d4 damage as it rakes with its hind claws. Male tigers of up to 12 feet long, weighing 600 pounds or more, may also exist. These tigers gain an additional 1d3 -1 (minimum 1) hit dice, a +2 bonus to all attack rolls, and a +1d increase to all damage dice. Siberian Tiger (Male): Init +5; Atk bite +7 melee (1d7) or claw +9 melee (1d5); AC 15; HD 7d8; MV 40’; Act 3d20; SP camouflage +8, rake (2d5), ignore first 5 points of cold damage from any source; SV Fort +8; Ref +7; Will +7; AL N. Siberian Tiger (Female): Init +5; Atk bite +5 melee (1d6) or claw +7 melee (1d4); AC 15; HD 5d8; MV 40’; Act 3d20; SP camouflage +8, rake (2d4), ignore first 5 points of cold damage from any source; SV Fort +7; Ref +7; Will +5; AL N. These are large tigers, with males weighing 11d30+397 pounds, and females weighing 11d16+220 pounds, and the larger males may reach over 12 feet in length. Like other tigers, they are ambush predators, preferring to attack with surprise. They attack with both claws and a bite; if both claws hit it gains additional damage as they rake with their hind claws. Siberian tigers are large enough to consider wolves and bears as prey – so much so that wolves and smaller bears avoid their territories. Smilodon (Small): Init +4; Atk bite +5 melee (1d7) or claw +3 melee (1d3); AC 14; HD 3d8; MV 40’; Act 3d20; SP rake (2d3); SV Fort +5; Ref +6; Will +3; AL N. Smilodon (Average): Init +3; Atk bite +7 melee (1d8) or claw +4 melee (1d4); AC 14; HD 5d8; MV 40’; Act 3d20; SP rake (2d4); SV Fort +7; Ref +5; Will +4; AL N. Smilodon (Large): Init +3; Atk bite +8 melee (1d10) or claw +5 melee (1d5); AC 15; HD 7d8; MV 40’; Act 3d20; SP rake (2d5); SV Fort +8; Ref +5; Will +6; AL N.
monsterCyclopedia of Common Animals53Cats – Big Cats
Bighorn SheepThese large wild sheep are difficult to sneak up on, gaining a +8 bonus to any opposed checks to do so, and treating any attempts at stealth (such as by a halfling or thief) as if the roll result were 8 points lower. Bighorn sheep are sure -footed, and do not normally require saves or checks to navigate even the steepest or most precarious terrain. They gain a +2d bonus when resisting any attempts to knock them down or make them lose their footing. Rams have large curving horns and average between 128 and 315 pound, with an upper range of over 500 pounds. Ewes have shorter, less curved horns and weigh 1d30+75 pounds. Either can charge, but rams gain twice normal damage and a critical range of 19 -20 when they do so.
monsterCyclopedia of Common Animals131Sheep
Black BearThese are medium -sized bears, with makes weighing 15d30+100 pounds and females weighing 3d100+75 pounds. Omnivores which can come into conflict with humans over food, black bears may raid crops, livestock, camps, or even buildings if they can get in. Although they are easier to ward off than larger bears, black bears can and do attack people. If a black bear hits the same opponent with both claws, it mauls its opponent, doing an additional 2d4 damage and gaining a free bite attack.
monsterCyclopedia of Common Animals23Bear
monsterCyclopedia of Common Animals137Snakes – Venomous
Black RhinocerosThese creatures can grow up to nearly 6 feet at the shoulder and over 12 feet in length. Adult males can weigh as much as 6,385 pounds, but usually weigh anywhere from 1,760 to 3,090 pounds, with females being somewhat smaller. Rhinoceros horns have been valued for medicinal and magical reasons in historic times, and this may be true in the campaign milieu. Most black rhinos have two horns, one growing to a length of 4d16 inches long and the secondary one growing to 2d8 inches long. However, it is possible for black rhino horns to grow to as long as 55 inches. Rarely, a black rhino may grow a third horn 1d8 inches long (1 in 20 chance). Typical value for rhino horns is 1d10 sp per inch, so that a 24-inch horn is effectively worth 2d10 gp and 4d10 sp. Other names: hook-lipped rhinoceros.
monsterCyclopedia of Common Animals122Rhinoceroses
Black Widow SpiderThe odds of getting bitten by a black widow spider are fairly small. Coming into contact with one requires entering or exploring an area where they are found and failing a Luck check. Another Luck check is allowed to avoid getting bit even if the first check fails. Of course, adventurers are nothing if not rash, and they may encounter these spiders in cellars, abandoned buildings, sewer tunnels, cave systems, and the like. They are attracted to outhouses, and may bite victims when they are most vulnerable.
monsterCyclopedia of Common Animals18Arachnids – Spiders
monsterCyclopedia of Common Animals80Fish – Sharks
monsterCyclopedia of Common Animals93Insects – Beetles
Blister Beetle SwarmBlister beetles release a toxic agent which causes skin to blister, sometimes with devastating results. Many blister beetles are colored to ward off predators, and a beetle will only release its toxins if it feels threatened.
monsterCyclopedia of Common Animals93Insects – Beetles
Blood HawkBlood hawks are about 2 feet long, with a 6 -foot wingspread. They are particularly aggressive, and have been known to attack humanoids. Some claim that they are particularly fond of human flesh, which may be true, but it is possible to raise a blood hawk from the egg to be used for falconry. Blood hawks are never easy to work with, but the prestige of owning one places a minimum value of 2d30+30 gp on a trained bird. The ability to consistently handle a blood hawk lends considerable prestige to a falconer. Blood hawks are instinctively driven to line their nests with shiny pebbles and objects, so that gems, buckles, and bits of other polished bits of metal worn by travelers may easily provoke an attack. Their nests are sometimes sought out in hopes of finding such treasures.
monsterCyclopedia of Common Animals31Birds – Hawks
BloodhoundBloodhounds are domesticated dogs bred for an extraordinary sense of smell which can track wild game animals or individual people with great accuracy, even after days have passed or under extraordinary circumstances. They are tenacious animals, and, given the opportunity, will follow a trail as long as it remains possible. Under ordinary circumstances, bloodhounds have a 100% likely hood of tracking their prey. Even gaining a temporary reprieve requires favorable circumstances and luck. Travelling through moving water for any distance requires the bloodhounds and their handlers to scour the banks for a resumption of the scent, and a Luck check may send them in the wrong direction initially, granting a temporary reprieve. Torrential rain or heavy snow may make tracking impossible; lesser inclement weather has a 10 -80% chance of throwing the hounds (determined either by the judge, or by rolling 1d8 x 10). Brachiation, flight, or some form of swift conveyance (such as a horse) are among the only sure ways to defeat a bloodhound’s keen senses. Bloodhounds are expensive, with a good animal costing 1d24+30 gp.
monsterCyclopedia of Common Animals45Dogs
BlowflyBlowflies may lay eggs in open wounds, where their larvae burrow into and consume dead flesh (and sometimes healthy tissue). The maggots, called screwworms due to their appearance, allow a new save against any existing infection as they eat away at the affected tissue. Blowfly larvae rarely cause human deaths, so healers may intentionally introduce screwworms to patients in the hope that they will end some worse infection. Fleas: DC 5 Fort to avoid 1 point of Agility damage each day.
monsterCyclopedia of Common Animals95Giant Beetle Types
monsterCyclopedia of Common Animals63Centipedes
Blue WhaleBlue whales are baleen whales, and the largest animal known to have existed on the Earth. At almost 100 feet in length, and potentially weighing over 200 short tons, these whales have few natural predators. In the real world, only orcas regularly prey on blue whales, although their rate of success isn’t known. In the campaign milieu, blue whales might be threatened by other large predators which don’t exist on Earth. 1 in 10 blue whales can cast spells. Roll 1d7: (1 -5) as cleric, level 1d5, or (6 -7) as wizard, level 1d3. Blue whales never require material components for their spells, and neither require nor are able to spellburn.
monsterCyclopedia of Common Animals148Whales – Baleen
Boa ConstrictorThe boa constrictor is a tropical snake, 1d10+3 feet long, with an average weight of 1d12+10 pounds. Larger snakes, weighing up to 100 pounds, are not unknown. Few boas intentionally attack a grown human, but something halfling -sized is potential prey for a large snake. These snakes are ambush predators, and often attack from surprise. Python: Init +4; Atk bite +4 melee (1d4 plus constrict); AC 14; HD 2d8; MV 30’ or climb 20’; Act 1d20; SP constriction (1d4; opposed Strength vs. +6 or Mighty Deed 4+ to escape); SV Fort +2, Ref +3, Will +2; AL N.
monsterCyclopedia of Common Animals135Snakes – Constrictors
BobcatBobcats stand 1d12+12 inches at the shoulder, averaging about 32½ inches long and 15 pounds weight. They are most active at twilight until midnight, and near dawn. Although they prey on many smaller animals, bobcats can take down deer. They avoid people in general, but are large enough to attack humanoids, particularly if defending their territory, summoned, or controlled. Bobcats are hard to spot, and often attack with surprise. If both claws hit, they do an automatic 1d3 damage raking with their hind claws.
monsterCyclopedia of Common Animals55Cats – Small Cats
BongoA bongo is an African forest antelope that is mostly nocturnal. Both genders have curved horns. Their coat ranges from auburn to mahogany with ten to fifteen thin white -yellow stripes. The reddish pigment comes off very easily. A bongo’s coat is worth 1d4 x 10 sp. They stand approximately 3 feet high at the shoulder and weigh up to 890 lbs.
monsterCyclopedia of Common Animals15Antelope
BoomslangThese arboreal serpents are approximately 1d4+2 feet long. Although highly toxic, their venom is not fast -acting. 1d3 hours after being bitten, a victim suffers 1d4 Stamina damage and must succeed in a DC 20 Fort save or take an additional 1d3 Stamina damage each hour until death occurs at 0 Stamina. A thief can recover 1d6 doses with a Handle Poison check, and can distill the venom down with an additional DC 15 Handle Poison check so there is no delay before the toxin takes effect. Other names: tree snake.
monsterCyclopedia of Common Animals138Snakes – Venomous
Border CollieWeighing 1d24+30 pounds, these domesticated dogs are bred to herd animals such as sheep, goats, and swine. These statistics are appropriate for any sort of herding dog. Border collies live for 1d4+11 years, and are worth 1d6+10 gp.
monsterCyclopedia of Common Animals46Dogs
monsterCyclopedia of Common Animals68Deer
Borneo ElephantAt a height of 6 feet plus 4d12 inches and a weight of 1d3+2 tons, Borneo elephants are smaller than both African and Asian elephants. They are also less aggressive and more tractable, indicating that they might have descended from domesticated stock. Most males (80%) have tusks which 1d3 feet long on average and weigh 1d16+20 pounds each, although some males (20%) do not have tusks. Females do not always have tusks (20% do), and when these are present, they are often (80%) half the length and ¼ the weight of male tusks. Borneo elephant tusks are worth 10 sp per pound as the ivory is more brittle and yellows more easily than that of African elephants. Other names: pygmy elephant.
monsterCyclopedia of Common Animals74Elephants
Bottlenose DolphinThese dolphins are a common sight for fishermen and seafarers, and are generally considered good luck. Known for their friendly nature and intelligence, and have been known to help swimmers in distress. Dolphins are smart enough to recognize individuals as well as individual ships, and those who offer hostilities will seldom see these creatures again, unless from afar. Bottlenose dolphins may grow up to 13 feet in length, and weigh an average of 660 pounds. Because they navigate with echolocation, dolphins can easily detect invisible creatures in the water.
monsterCyclopedia of Common Animals71Dolphins
monsterCyclopedia of Common Animals99Jellyfish
Box Jellyfish SwarmBox jellyfish can grow up to 8 inches across, with trailing tentacles which can reach up to 10 feet in length, although many are considerably smaller. In some cases, dangerous jellyfish may be no larger than a thumbnail, and are only dangerous if encountered through ill luck or in a swarm. The box jellyfish swarm statistics above are for a swarm 20 feet by 20 feet by 20 feet. The judge may extrapolate larger or smaller swarms from these statistics. If an area is especially thick with tiny box jellyfish, the judge may treat this as two or more swarms whose areas overlap (and which are immune to each other’s attacks). Box jellyfish venom is of varying potency. When creating or encountering these creatures, roll 1d7:
monsterCyclopedia of Common Animals99Jellyfish
Brown BearThese large bears weigh anywhere from 6d100+180 pounds, with makes being larger than females on average. More carnivorous than their smaller cousins, brown bears do not hesitate to attack humanoids if hungry, irritated, or provoked. If a brown bear hits the same opponent with both claws, it mauls its opponent, doing an additional 2d6 damage and gaining a free bite attack. Note that larger brown bears are treated separately; see the entries for Grizzly Bear and Kodiak Bear.
monsterCyclopedia of Common Animals24Bears
BuffaloThis entry provides base statistics for true buffalos, a widespread group of animals which has both domesticated and wild members. Weight can vary greatly, with an average weight of (1d16x100) +500 pounds. Domestic water buffalo weigh 660 to 1,200 pounds, while wild ones weigh 1,300 to 2,600 pounds. or 299 kg to 544 kg and in wild water, Buffalo can weigh between 1300 pounds to 2600 pounds. Wild buffalo are aggressive, and may charge anyone approaching too closely. Other names: anoa, bubalina, bubalus, tamaraw, and water buffalo.
monsterCyclopedia of Common Animals57Cattle and Bovines
monsterCyclopedia of Common Animals69Deer
Bull SharkBull sharks are large aggressive sharks which average 1d6+6 feet in length, but can reach 13 feet. They can tolerate both fresh and salt water, and although they are limited to fairly warm waters, they can travel as far as 2,500 miles upriver from the ocean. They are found in lakes and rivers, but bull sharks can tolerate shallow water as well, and have been encountered in water 3 feet deep. The average bull shark weighs over 200 pounds, and may be up to ten times as heavy.
monsterCyclopedia of Common Animals78Fish – Sharks
BulldogA muscular, medium sized dog, bulldogs weigh 1d16+29 pounds. While the current breeds were bred for companionship, bulldogs were original bred for fighting, bull -baiting, and aggression. When a bulldog bites an opponent, it latches on, doing an automatic 1d3 damage per round until it releases its hold through a successful Mighty Deed or an opposed Strength check vs. +4. When a bulldog is removed through an opposed Strength check, the victim takes an additional 1d3 damage. Bulldogs are subject to various infirmities, and age rapidly. Their natural lifespan is 1d3+9 years. They cost 1d10+5 gp, although a prized fighter might have more Hit Dice and be worth considerably more.
monsterCyclopedia of Common Animals46Dogs
BullmastiffCrossbred from bulldogs and mastiffs, a bullmastiff is a large dog weighing (8+1d5) x 10 pounds. They are fierce guard dogs, which are nonetheless gentle and loving with their owners. When a bullmastiff bites an opponent, it latches on, doing an automatic 1d4 damage per round until it releases its hold through a successful Mighty Deed or an opposed Strength check vs. +4. When a bullmastiff is removed through an opposed Strength check, the victim takes an additional 1d4 damage. This is a good example of a guard dog. Unfortunately, bullmastiffs only live 2d3+6 years. They cost 1d5+20 gp when available for purchase. In general, a guard dog raised from puppyhood is more likely to protect and obey its owner. Other names: gamekeeper’s night dog.
monsterCyclopedia of Common Animals46Dogs
Bush ViperOther Names: Atheris.
monsterCyclopedia of Common Animals142Snakes – Venomous
BushmasterThese dangerously venomous snakes are 1d6+6 feet long with an average weight of 1d4+6 pounds. They are found in tropical forests and fields, preferring hilly, rocky, or mountainous terrain. A thief can recover 1d4 doses of venom with a successful Handle Poison check, but milked venom is less potent, and only requires a DC 12 Fort save to avoid death. Other names: Lachesis muta.
monsterCyclopedia of Common Animals138Snakes – Venomous
BuzzardThis describes a group of medium-to-large birds of prey, based largely on the common buzzard. Wingspan is 1d14+42 inches. As with many opportunistic predatory birds, buzzards may be encountered feasting on the dead or harrying the wounded.
monsterCyclopedia of Common Animals40Birds – Vultures
CaimanCaiman are a group of reptiles related to alligators and crocodiles. They are generally smaller, with the exception of the black caiman (which can grow to 13 feet and has the same statistics as an alligator). An average caiman weights 1d50+35 pounds.
monsterCyclopedia of Common Animals65Octopuses
monsterCyclopedia of Common Animals19Arachnids – Others
monsterCyclopedia of Common Animals124Rodents
monsterCyclopedia of Common Animals80Fish – Sharks
Carnivorous DugongThe dugong is a coastal marine manatee with a dolphin -like tail. Adults are 4d3+2 feet long, and weigh 16d100+500 pounds, with a 10 -foot long dugong weighing approximately 950 pounds. Females tend to be larger than males. Dugongs have been hunted for both meat and oil. In some places, dugong meat or “tears” are used as aphrodisiacs. In real life, dugongs are peaceful creatures which subsist largely on a diet of sea grasses. The fictional carnivorous dugong has tusk -like fangs and is definitely dangerous to those who would hunt it or invade its territory. Other names: Balguja, dugung, sea camel, sea cow, and sea pig. Manatee: Init +0; Atk slam -2 melee (1d3); AC 14; HD 2d6; MV swim 40’; Act 1d16; SV Fort +5; Ref +2; Will +0; AL N. The average manatee is 9 feet plus 1d10 inches long and weighs 4d100+800 pounds, although they can reach over 15 feet and almost 4,000 pounds. Females tend to be larger than males. These creatures are gentle herbivores, which may be hunted for their meat. In some places, manatees may be connected with the dead, ancestors, or mermaids, and hunting them may be taboo. Other names: Sea cow.
monsterCyclopedia of Common Animals132Sirenians
Carnivorous KangarooThese marsupial mammals attain a height of 5 feet plus 2d12 inches, and large males may weigh up to 200 pounds. They are found in groups of 1d3+1 to 2d6+3 individuals. Although they are not usually aggressive, and flee from conflicts, kangaroos can certainly defend themselves. All kangaroos can leap up to 30’ with a single bound, and can double their move speed for 1d6 turns if doing nothing else. The goliath kangaroo was a prehistoric species of kangaroo which reached 1d4+6 feet in height and weighed 1d30+200 pounds. The prehistoric carnivorous kangaroo was roughly dog -sized, and moved on all fours more often than its modern descendents. While most kangaroos leap to escape danger or avoid obstacles, the carnivorous kangaroo can begin combat with a leaping attack that adds +2 to its attack rolls and damage. Other Names: Grey kangaroo and red kangaroo. Goliath kangaroos are also known as short -faced kangaroos.
monsterCyclopedia of Common Animals105Llamas
Carnivorous OrangutanThe largest arboreal ape, the male orangutan weighs d100+120 pounds, and the female weighs 1d20+30 pounds. Males are 3 HD creatures, and females 1 HD. They are largely peaceful, preferring to avoid humanoid contact when possible. The carnivorous orangutan is a larger variety, with no counterpart in the real world, which is dangerous to anything which crosses its path. Other names: Old man of the forest. Carnivorous orangutans are sometimes called red apes due to the coloration of their fur.
monsterCyclopedia of Common Animals116Primates – Apes
Carnivorous StegosaurusAt 1d6+19 feet long, the stegosaurus is a herbivorous animal which prefers to be left alone. It uses its sharp tail spikes to enforce this desire if pressed, but its dorsal plates are used primarily for display and to regulate heat, rather than for defense. The smaller carnivorous stegosaurus is only 1d6+10 feet long. As improbable as it seems, the carnivorous stegosaurus can fold down its dorsal plates, which are far longer than that of its vegetarian cousin, half to either side, and use this arrangement to glide for a short distance (no more than 1d3 rounds).
monsterCyclopedia of Common Animals160Stegosaurus
Carnivorous TriceratopsThis dinosaur of the late Cretaceous period was 1d5+24 feet long and weighed 1d6+6 tons. Although a herbivorous grazer, it is territorial, and is likely to charge if approached too closely. Persistent rumors of a carnivorous, if smaller, version of the triceratops having evolved in certain “Lost World” regions may or may not be true as determined by the judge. If these carnivorous dinosaurs exist, they can be recognized by their bright coloration.
monsterCyclopedia of Common Animals154Archelon
CassowaryThis flightless bird is usually 5 feet + 1d12 inches tall, with a maximum height of 6 feet 3 inches. Males weight 1d12+63 pounds, and females weight an average of 2d30+100 pounds, with a maximum recorded weight of 187 pounds. Although their normal diet consists of fruit, fungi, insects, and small animals, they can be aggressive, leaping to kick with dagger -like inner claws.
monsterCyclopedia of Common Animals29Birds – Flightless
CatCats are not very dangerous animals, but they do keep rodent populations under control. Cats are self-willed, gaining a +6 bonus to any save vs. mind -affecting magic, and are allowed a save (vs. spell check result, or vs. DC 10, whichever is higher) when a save is not normally allowed. Cats are capable of prodigious leaps and acts of balance, and under normal circumstances do not require checks to leap up to 5 times their body length horizontally or 5 feet vertically. When a cat attacks, it minimum damage is 0, but there is always a chance of real damage. Temple cats, especially trained to guard sacred areas, have a +1 bonus to their attacks, and they decrease the penalty to their damage to 1d5 -3 for bites and 1d8 - 6 for claws. Statistics for cat familiars are derived using the rules on pages 316 -319 of the core rulebook.
monsterCyclopedia of Common Animals55Cats – Small Cats
monsterCyclopedia of Common Animals24Bears
Cave LionA large species of prehistoric lions, either with small or no manes, males can reach 770 pounds or more. Males sometimes live alone or in pairs, but a normal pride group has 1d3 -2 male and 2d6 female lions, potentially with young. Other names: spotted lion.
monsterCyclopedia of Common Animals53Cats – Big Cats
Cave Moray EelLike conger eels, morays may attack from eel holes which provide a bonus to stealth and AC. A being held by a moray eel may attempt a Strength check (using the same DC as escaping) to instead pull the eel from its cover. A normal moray eel is 1d4+2 feet long. Giant moray eels are a tropical species which grows to 1d6+6 feet and weighs up to 6 pounds. Colossal moray eels are a fantastic version which grows to 1d14+8 feet long. Cave morays are the size of normal morays, but are lungfish adapted to living in damp caverns, attacking prey from small holes in cave walls or floors. Moray eel skin is used to make supple leather, and is worth 1 cp per foot of the original creature. The rougher skin of cave morays is worth half this amount.
monsterCyclopedia of Common Animals76Fish – Eels
Cave Musk OxMusk oxen are 4 -5 feet tall at the shoulder and weigh 1d5+4 x 100 pounds. They have thick, shaggy coats, curved horns in both genders, and the males release a powerful musk during high summer rutting season. It there are at least ten of these arctic mammals present, they can form a defensive ring, allowing 1d3 adults to gain a free attack on anything making a melee attack against them. When a musk ox charges, any victim it strikes must succeed in a DC 15 Fort save or be knocked prone; failure allows the musk ox to also gain a free trample attack against the prone victim. Cave musk oxen are smaller creatures, which subsist off the lichens and fungi found underground. They dislike and avoid bright lights. In some places, cave musk oxen are herded by goblins or hill -dwelling fey, where they are kept underground during the day and let out at night to feed. In nearby places, such creatures may be known as faerie cattle or goblin oxen. They average 4 feet tall at the shoulder and weigh 1d3+2 x 50 pounds. There is a 1 in 6 chance that any given herd of cave musk oxen has a special quality. If this is the case, roll 1d7 and consult the table below. 1d7 Special Quality 1 They glow with soft light, like foxfire. To determine the color, roll 1d3: (1) light green, (2) light orange, or (3) coruscating electric blue. 2 These smaller musk oxen are only 3 feet high at the shoulder. They have only 1d8+1 for Hit Dice and weigh 1d3 x 30 pounds. 3 These larger musk oxen are 5 feet high at the shoulder. They have 3d8+3 for Hit Dice and weigh 2d5 x 50 pounds. 4 This herd is trained for the saddle, and are ridden by (roll 1d5): (1) goblins, (2) kobolds, (3) halflings, (4) fey, or (5) spirits of the dead. 5 These cave musk oxen have softer hair, which can be sheared and sold for 2d30 sp per animal. 6 These creatures have a 20’ climb speed and can climb walls like a spider. 7 These creatures are so flatulent that it takes a DC 10 Will save to approach within 60’, and any open flame brought within 30’ causes a localized fireball (10’ radius, 2d6 damage, Reflex DC 15 for half) unless the bearer makes a successful Luck check each round. Other Names: Mâthi -môs, mâthi -mostos , and umingmak . Yak (Domestic Cow): Init +2; Atk butt or horns +0 melee (1d4+2) or trample -2 melee (1d6+2); AC 14; HD 3d6+3; MV 40’; Act 1d20; SP immune to cold, sure -footed, adapted to high altitudes, heat vulnerability; SV Fort +6; Ref +4; Will -4; AL N. Yak (Domestic Bull): Init +2; Atk butt or horns +2 melee (1d6+2) or trample +0 melee (1d8+2); AC 14; HD 4d8+4; MV 40’; Act 1d20; SP immune to cold, sure -footed, adapted to high altitudes, heat vulnerability; SV Fort +7; Ref +4; Will -4; AL N. Yak (Wild Cow): Init +4; Atk butt or horns +2 melee (1d4+2) or trample +0 melee (1d6+2); AC 14; HD 4d6+4; MV 40’; Act 1d20; SP immune to cold, sure -footed, adapted to high altitudes, heat vulnerability; SV Fort +6; Ref +4; Will -2; AL N. Yak (Wild Bull): Init +4; Atk butt or horns +4 melee (1d6+4) or trample +2 melee (1d8+4); AC 14; HD 6d8+6; MV 40’; Act 1d20; SP immune to cold, sure -footed, adapted to high altitudes, heat vulnerability; SV Fort +8; Ref +4; Will +0; AL N. Yaks are heavily built relatives of cattle, adapted for cold and high altitudes. Domesticated males weigh 5d100+780 pounds on average, and domesticated females weigh 3d24+490 pounds. Wild make yaks are enormous, weighing 15d100+1,000 pounds, while wild females weigh 5d100+333 pounds. They are susceptible to overheating, and take an additional die of damage from any heat -based attack. They can also suffer in lower altitudes, at least until they become used to the change. They are capable of moving through bogs or deep snow with no appreciable loss of speed. They are very sure -footed, and are capable of traversing mountainous areas where riders dare not bring horses. Domestic yaks seldom panic, whereas wild yaks run from trouble whenever possible. Domesticated yaks are gentle, tractable, animals under most circumstances, and can be trained to carry packs or riders, and are capable of carrying up to 225 pounds. A large, well -trained bull may be able to carry up to twice this weight. Yaks also yield a nutritious milk with a high fat content that can be used for making butter, cheese, or as in ingredient in traditional yak butter tea. Yak dung is a source of fuel at high altitudes, and yak fiber can be combed from their long, shaggy hides, which are also of value when a yak is butchered for meat, hides, or leather. Yaks make grunting or squeaking noises, rather than lowing like most cattle. Average lifespan is 1d10+15 years. Where available, male yaks cost 1d20+50 gp, and females 1d20+30 gp. Well cared for yaks bring a return of 2d20 sp annually for wool fibers (both bulls and cows) and 4d20 sp annually for milk and its derivatives (cows only). Other Names: Grunting ox or hairy cattle.
monsterCyclopedia of Common Animals58Cattle and Bovines
monsterCyclopedia of Common Animals12Amphibians
monsterCyclopedia of Common Animals60Centipedes
monsterCyclopedia of Common Animals60Centipedes
monsterCyclopedia of Common Animals87Goats
Chaos JackalJackals are common pack scavengers which are normally only dangerous to humans when either they outnumber them by 3 -to-1, or if the humans are injured. Chaos jackals are indistinguishable from normal jackals, until they are interacted with in some way. The connection these scavengers have with the powers of death and the wastelands gives each chaos jackal 1d3 powers, as indicated below: 1d5 Power 1 Human Form: The chaos jackal may take the form of a human (male or female) for up to 1d3 hours at a time, 1d4 times each 24-hour period. 2 Sleep Gaze: Those who meet the chaos jackal’s gaze must succeed in a DC 15 Will save or fall into a magical slumber. They can be awakened normally, and automatically awaken if they take damage. 3 Malignant Bite: The power of un -death flows through the chaos jackal, which gains a 19 -20 critical hit range and used 1d6/U to determine critical hit effects. 4 Spell Casting: The chaos jackal can cast spells as a level 1d3 -1 (minimum 1) wizard or cleric (equal chance of each). 5 Phasing: The chaos jackal can phase through solid matter at will. Physical attacks phase through the creature if it can succeed on a Reflex save (DC equal to attack roll). A Mighty Deed to time an attack to avoid this phasing increases the DC by the result of a successful Deed Die.
monsterCyclopedia of Common Animals49Canines – Jackals
CheetahCheetahs are smaller and lighter than lions, tigers, and similar large cats, and they have been trained as hunting beasts. A cheetah can sprint at three times it normal movement speed for 1d5 rounds, after which it must rest for twice as long. While resting, the cheetah can attack, but it cannot move at more than half speed. Lions will typically kill cheetahs when they get a chance.
monsterCyclopedia of Common Animals52Cats – Big Cats
monsterCyclopedia of Common Animals36Birds - Poultry
ChihuahuaThese small dogs weigh a mere 1d6+1 pounds (occasionally reaching 10 pounds), and are usually kept as companion animals. Chihuahuas have nervous dispositions, and may be exceptionally aggressive towards strangers and other dogs. Although they can bite, they are not capable of doing any serious damage in game terms. Their lifespan is 11+1d5 years. Where available, Chihuahua pups may be purchased for 1d3 gp to 1d7 gp, or even more depending upon pedigree.
monsterCyclopedia of Common Animals47Dogs
ChimpanzeeChimpanzees are great apes which live in groups of 15d10 members, although foraging groups consist of 2d3 -1 animals. They can be aggressive, and have been known to actively seek out and attack other chimpanzee groups, and may pose a threat to those invading their territory. Chimpanzees are intelligent enough to make and use simple tools, and are able to solve moderately complex problems. Males weigh 7d10+80 pounds and females weight 5d12+50 pounds. Bonobo: Init +4; Atk bite +1 melee (1d3) or claw +3 melee (1d3); AC 12; HD 1d8; MV 30’ or climb 30’; Act 2d20; SP rend (if both claws hit, 2d3 damage), brachiation; SV Fort +2; Ref +4; Will +2; AL L. Bonobos are similar to chimpanzees, but they are less aggressive, more slender, and consume more ripe fruit and plants than chimpanzees. Bonobos have matriarchal societies with strong social bonding, exhibiting compassion and empathy for other members of their social group. Male bonobos weigh 2d30+75 pounds and females weigh 65+1d14 pounds on average. Other names: bonobos are sometimes called “pygmy chimpanzees”. Although they overlap with chimpanzees in size, they are slightly smaller and more slender on average.
monsterCyclopedia of Common Animals115Primates – Apes
ChinchillaChinchillas are excellent jumpers, and can leap up to 6 feet as a move or action. When attacked, they can spray urine (Fort DC 10 or lose your next action). The dense, soft fur of these rodents is valued at 1d3 sp per pelt, and as chinchillas live in “herds” of 4d20+10 members, there is a fair profit to be made from hunting (or farming) them. A single cloak may require 100 or more pelts, so these items are also quite valuable (25 gp or more). Chinchillas usually weight between 0.8 and 2 pounds each.
monsterCyclopedia of Common Animals124Rodents
ChipmunkWith their ability to gnaw through ropes and to pass unnoticed in the woodlands where they are found, a wizard or elf may find some value in summoning (or communicating with) these animals. Cheek pouches offer a perfect place to carry a key or conceal a gem.
monsterCyclopedia of Common Animals125Rodents
Cinnamon BearThese are essentially the same as black bears, although their coloring might cause them to be mistaken for the larger and more aggressive brown bears.
monsterCyclopedia of Common Animals24Bears
ClericThis is the base DCC cleric
classDCC Core Rulebook30-37
Clouded LeopardThis is a smaller semi-arboreal leopard found in densely wooded tropical forests and hills, the clouded leopard normally avoids humanoid contact. They are excellent jumpers, and can climb with ease – even being able to climb down trees vertically head-first or hang from branches with their hind feet. Because of their rarity and their beauty, clouded leopard pelts are valued at 1d10+10 gp each. Other names: Mint leopard and tree tiger.
monsterCyclopedia of Common Animals52Cats – Big Cats
CoatiSimilar in build to bears and raccoons, coatis are 1d16+12 inches long from nose to the base of their tails, which can be as long as their bodies. They are intelligent, with hand -like front paws similar to those of raccoons. Other names: Coatimundi, hog -nosed raccoon, or quash.
monsterCyclopedia of Common Animals64Coati
CobraThese venomous snakes can reach lengths of 6 to 10 feet, depending upon the species. Cobras rear up and flatten their necks into hoods when threatening. Different types of cobras have different venoms, as described below. 1d5 Venom Effec t 1 Fort DC 18 or permanent blindness plus second Fort DC 18 or death. 2 1d6 damage from swelling and necrosis plus Fort DC 15 or 1d4 permanent Stamina damage. 3 1d3 Agility damage plus Fort DC 18 or paralysis for 1d3 hours, followed by Fort DC 15 or death. 4 1d4 damage plus Fort DC 18 or additional 1d6 damage each round until save succeeds. 5 1d6 damage plus Fort DC 20 or paralysis for 1d6 hours, followed by Fort DC 15 or 2d6 damage. A thief can extract 1d5 doses of venom from a cobra (living or dead) with a successful Handle Poison check. Obviously, attempting to handle a living serpent offers its own risks.
monsterCyclopedia of Common Animals138Snakes – Venomous
CockatooBecause a cockatoo can be trained to reproduce human speech, this tropical bird can be summoned to carry messages with very little chance of their being intercepted.
monsterCyclopedia of Common Animals34Birds - Parrots
Coconut Crab SwarmThese swarms are far more dangerous to slow characters or those who have been disabled due to injury. They attack with claws and bite, and shred flesh from opponents who do not dislodge them quickly enough.
monsterCyclopedia of Common Animals66Crustaceans
Colossal LeechLeeches are unpleasant, but in the real world they are not dangerous to humans (aside from a very small chance of transferring a pathogen from one victim to another – where this is possible, the potential victim must fail both a Luck check and a DC 5 Fort save). Indeed, leeches have been used in medicine since ancient time, and loan their name to medicine as “leechcraft” and healers as “leeches”. The core rulebook offers statistics for colossal leeches, reproduced above. Leech swarms are horrific gatherings of normal -sized leeches, whereas giant leeches are roughly halfling - to human -sized.
monsterCyclopedia of Common Animals102Leeches
monsterCyclopedia of Common Animals76Fish – Eels
Colossal SquidThese huge cephalopods can grow to be in excess of 30 feet in length, based on the sizes of beaks found in sperm whale stomachs, making these animals much larger than the deep ocean giant squid. They are found mostly in cold waters, but do venture northward or southward a considerable distance from the poles. Colossal squid who grab a target can maneuver the unfortunate to their beak, where they can attempt a bite attack. A colossal squid can only make one bite attack each round, no matter how many of its arms are holding a tasty morsel; excess action dice are lost. If a colossal squid takes half of its hit points in damage or fails a morale check, it creates an ink cloud immediately, and then jets away on its next initiative.
monsterCyclopedia of Common Animals64Centipedes
Comb Jellyfish SwarmComb jellyfish are jellyfish which move about using comb -like cilia. They do not sting, although a cloud of the creatures might make some PCs nervous. The feed primarily on zooplankton. Lion’s Mane Jellyfish: Init +0; Atk tendrils +5 melee (stick and sting); AC 10; HD 2d6; MV swim 20’; Act 6d16; SP stick (action required to remove), sting (1 Agility plus DC 5 Fort or 1d3 Stamina), sting after death, immune to mind -affecting; SV Fort +1; Ref +1; Will +0; AL N. This enormous jellyfish has an eight -lobed bell which 1d7+1 feet in diameter and tendrils which can reach 120 feet in length. Smaller lion’s manes are found in coastal and warmer waters, while the larger ones prefer colder and deeper waters. Their tentacles are extremely sticky, requiring an action or a successful mighty deed to remove each round, and the jellyfish automatically stings anything in contact each round. Even after a lion’s mane jellyfish is slain, it continues to sting those who come into contact with it for 1d5 hours. While it is active, a thief may procure 1d8 doses of toxin with a successful Handle Poison check, but must also succeed in a Luck check per dose to avoid being stung themselves. As mindless creatures, they are immune to mind - affecting spells and effects. Man o’ War: Init +0; Atk stinging tendrils +0 melee (venom); AC 10; HD 1d3; MV special; Act special; SP area attack, venom (1d3 Agility damage with successful Fort DC 18 save or 1d4 Agility damage plus 1d4 hp), +6 camouflage, immune to mind -affecting spells; SV Fort +0; Ref -6;,Will +0; AL N. Giant Man o’ War: Init +0; Atk stinging tendrils +2 melee (1d8 plus venom); AC 10; HD 2d8+2; MV special; Act special; SP area attack, venom (1d4 Agility damage with successful Fort DC 20 save or 1d4 Agility damage plus 1d6 hp), +4 camouflage, immune to mind - affecting spells; SV Fort +1; Ref -6,Will +0; AL N. This colonial organism, similar to a jellyfish in many ways, is found in warm seas, where it floats on the surface with a nearly -transparent bladder. The bladder can be any shade from a pinkish hue to purple, and is often blue. Even this is hard to spot against water or sky, granting the creature a +6 bonus to stealth checks due to camouflage. In normal men o’ war, the bladder is up to a foot long and rises half this height from the surface, creating a “sail” which allows the creature to move with wind and tide – these beings have little control over their motion, and may well end their lives washed up on a beach. Giant men o’ war have bladders up to 6 feet long and 3 feet tall. Even when dead, their venomous stings remain potent for 1d5+1 days. A thief may attempt to distill 1d5 doses of this venom from a normal man o’ war, or 2d7 from a giant man o’ war, if its stinging tendrils are collected during this period. A Handle Poison check is needed both to successfully collect the tendrils and to distill the venom. A man o’ war trails tentacles below the surface. Anything within the area is automatically attacked each round (use a single die roll, as with a swarm). The long tentacles reach an average of 30 feet, but may be up to 165 feet, arrayed in a cone with a base of 30 feet or larger. Other Names: Bluebottle.
monsterCyclopedia of Common Animals100Roll Effect
CompsognathusNo more than four feet long, this represents a species of theropods which is similar to the small theropods described above in terms of size and hunting mannerisms.
monsterCyclopedia of Common Animals161Theropods
CondorThe largest vultures in the world, with wingspans reaching over 10 feet and weights of up to 33 pounds, condors are primarily scavengers of large animals. Unlike other scavenging birds, it does not often harry the wounded and dying. Among the longest-lived birds, condors can live up to 70 years. Occasionally (1 in 20 chance), when a condor reaches 50 years of age, it develops human-like intelligence, and may have the spells, additional hit points, saving throw bonuses, and other benefits of a level 1d3 cleric or 1d4 wizard (equal chance of each). 90% of condor clerics worship death gods, for they are nourished by the death of others; the other 10% may worship any god. These condors can live to 150 years or longer, and may be of any alignment. Griffon Vulture: Init +3; Atk beak +0 melee (1d3); AC 11; HD 1d5; MV 5’ or fly 50’; Act 1d20; SV Fort +2; Ref +1; Will +2; AL N. These are large vultures whose wingspan is from 7 feet 6 inches to just over 9 feet. Colonies of these scavengers number up to 6d30 members. Enough griffon vultures can force smaller scavengers and predators away from a carcass. Wounded creatures may be harried by griffon vultures, although they are not usually attacked until it is clear that they can no longer defend themselves.
monsterCyclopedia of Common Animals40Birds – Vultures
monsterCyclopedia of Common Animals75Fish – Eels
Coral SnakeThese brightly colored snakes prefer flight when confronted. Their venom is potent, but the delivery method is not terribly efficient against a humanoid foe due to the snake’s relatively short fangs. A thief can extract 1d4 doses of venom from a coral snake (living or dead) with a successful Handle Poison check, and a second Handle Poison check can increase the Fort save DC from 7 to 15.
monsterCyclopedia of Common Animals139Snakes – Venomous
CormorantCormorants are medium-to-large birds with wingpans of 2d20+24 inches. They fish, and can dive from the water surface (sometimes using a “half-jump” before doing so), propelling themselves with feet and wings, in some cases up to a depth of 150 feet. In some places, cormorants may be used to fish. By tying a cord around the bird’s throat, the fisherman can keep control of the bird while preventing it from swallowing its catch. Other names: Sea raven, shag.
monsterCyclopedia of Common Animals38Birds – Seabirds
CottonmouthCottonmouths are 1d12+30 inches long and weigh just over 1 -2 pounds. They typically threaten by showing the white interior of their mouths before striking, so that a lucky or cautious party can often avoid an actual attack. A thief can extract 1d4 doses of venom from a bush viper (living or dead) with a successful Handle Poison check. Other names: Black moccasin, swamp moccasin, or water moccasin.
monsterCyclopedia of Common Animals140Snakes – Venomous
CougarThese large cats are ambush predators which prefer to attack from surprise. They are more likely to attack domesticate animals than people, so they may be attracted to the horses, donkeys, and/or mules of travelers. Male cougars weigh an average 2d20+115 pounds, while females weigh 1d30+75 pounds. Other names: Catamount, mountain lion, panther, or puma. Jaguar: Init +3; Atk bite +5 melee (1d8+3) or claws +2 melee (1d3+3); AC 13; HD 4d8; MV 40’ or climb 20’ or swim 30’; Act 2d20; SP rake, stealthy (+6 to surprise); SV Fort +3, Ref +3, Will +3; AL N. Jaguars are large cats growing up to 6 feet long and weighing 3d30+120 pounds, with some large males reaching 350 pounds. Their territories may include urban areas, where pets and domestic livestock may become prey. A jaguar that strikes with two successful claw attacks is allowed to make a free rake attack (+3 melee for 1d6+3 damage).
monsterCyclopedia of Common Animals52Cats – Big Cats
CowThese basic statistics can be used for any number of cattle breeds, modifying them as needed based on the size, horn length, and temperament of the breed. Bulls generally have an additional hit die, a +2 bonus to attack rolls, and a +2d bonus to damage from their horns. While it is possible for cows to walk down stairs, adventurers should note that it is difficult for them and they avoid it whenever possible. An adventurer trying to lead a cow down stairs must succeed in an opposed Will save and an opposed Strength check (vs. +1) to get the cow to move. Even then, the cow can only move very slowly (MV 5’) and, if required to move more than 10’ down stairs must succeed in a DC 10 Reflex save for each 10’ to avoid tumbling down the stairs – doing 1d6 damage per 10’ to the cow and anyone the cow strikes on the way down. Natural “6”s indicate broken bones, as with falling damage.
monsterCyclopedia of Common Animals56Cattle and Bovines
Cow MooseThe largest living member of the deer family in modern times, bull moose weigh 7d100+832 pounds and cows weigh 13d50+430 pounds. Even common moose have been trained for the saddle, although they are harder to control. Moose startle easily, and can be aggressive when they feel threatened, harassed, or trapped, as well as during the autumn rut. Moose are surprisingly agile, and can kick in any direction. If a male moose successfully kicks the same target twice, and the target it in front of the moose, it also gains a free gore attack. Great moose have +1 Hit Die, human -level intelligence, a +4 bonus to Will saves, and can develop telepathic bonds with other creatures they have frequent contact with for at least three weeks. Great moose may serve willingly as mounts for like-minded humanoids. To determine the alignment of a great moose, roll 1d7: (1 -2) Lawful, (3-6) Neutral, or (7) Chaotic. They have been known to serve agents of several northern and boreal woodland deities.
monsterCyclopedia of Common Animals69Deer
CoyoteCoyotes are both scavengers and predators, and are far more likely to attack a lone wayfarer than a large and well -armed party. They weigh an average of 2d16+28 pounds. Other names: Brush wolf or prairie wolf. Dhole: Init +3; Atk bite +2 melee (1d4); AC 12; HD 1d4; MV 30’; Act 1d20; SV Fort +4; Ref +6; Will +2; AL L. Dholes are social wild dogs with long legs and long backs. They usually live in groups of about a dozen members, but 10% of dhole packs consist of 4d10 members. Adult dholes weigh 2d14+20 pounds, with males weighing slightly more than females. They tend to hunt in the early morning, and can maintain pursuit for hours. Other names: Mountain wolf, red dog, red wolf, and whistling dog.
monsterCyclopedia of Common Animals51Canines – Other
CraneThese large birds can reach almost 6 feet in height, and can weigh up to 26 pounds. Although normal cranes may be hunted for food, cranes are also praised for their beauty. Not all cranes are fully natural though, and if the judge desires, they may roll 1d10 to add usual traits to a population of cranes: 1d10 Trait 1 Brass -feathered. The birds’ feathers are made of brass, adding +4 to AC and allowing the cranes to make a ranged attack by shedding feathers: or feathers +2 ranged (1d4). 2 Fecund. These cranes promote fertility and birth wherever they settle. Creatures who dwell near them have a higher birthrate, and grow larger and stronger (+1d3 hp). Other effects may be determined by the judge. 3 Giant. The cranes are twice the size of normal birds. They gain +1 HD, and a +2 bonus to attack rolls, Fort saves, and Will saves. In addition, their Hit Die type, action die, and damage dice gain a +1d shift on the dice chain. 4 Lucky. Merely sighting these cranes as they migrate is lucky. Once per year (usually when they return to a location due to their annual migration) those who see them roll 3d6. If the result is greater than their current (not maximum) Luck score, they gain the new result as their maximum Luck. Note that this might actually reduce the maximum Luck of halflings, thieves, and various MCC seekers. 5 Poisoned Droppings. The feces of these cranes is poisonous. Roll 1d5: (1) those within 5’ of the droppings must succeed in a DC 5 save or suffer a -2 penalty to all rolls due to nausea so long as they remain in range, (2) the birds release droppings when flying overhead, Fort DC 7 or 1d3 Strength damage, (3) touching the droppings forces a DC 10 Fort save to avoid 1d7 damage, (4) poisonous fumes coming from the droppings cause all other creatures to take 1d3 damage each round (Fort DC 10 each round negates), or (5) the birds release a barrage of droppings when flying overhead (3d6 damage, Fort DC 15 for half). 6 Steaming. Every 1d3 rounds, the crane can spit a jet of super -heated water up to 60’ away (1d6 damage, Reflexes DC 15 negates). This does not use an action die. 7 Sword -beaked. The crane is flesh -eating, and its beak does 1d8 damage. If the stork is also giant -sized, use this as the base damage die. If rolled more than once, each additional roll increases the damage die by +1d. 8 Wise. These cranes have human -level intelligence, and may be sought for advice. If this is rolled more than once, they become correspondingly more intelligent, and gain the spell -casting powers of a cleric or wizard (equal chances of each), gaining one level per each additional roll. They may have both cleric and wizard spells, but gain no other benefits from either class. These cranes have an equal chance of being lawful, neutral, or chaotic. 9-10 Roll Twice. This roll may occur more than once, allowing for crane populations with three or more traits. The Stymphalian birds, for instance, were brass -feathered and sword -beaked with poisonous droppings (type 5). Sample types of crane: Black crowned, black - necked, blue, demoiselle, grey crowned, hooded crane, red -crowned, sandhill, wattled, white -naped, and whooping.
monsterCyclopedia of Common Animals41Birds – Wading Birds
monsterCyclopedia of Common Animals65Octopuses
Death AdderThis snake is 1d14+26 inches in length, and is found in Australia, New Guinea, and Indonesia in our world. It hunts by hiding itself under leaf litter, sand, soil, etc., while waiting for prey animals to come to it. A thief can obtain 1d4+1 doses of venom from a death adder, living or dead, with a successful Handle Poison check.
monsterCyclopedia of Common Animals136Snakes – Venomous
DeerDeer blend into the forest, and may be heard before they are seen. A hunter, forester, or warrior with a bow may bring down a doe or yearling with a DC 10 Agility check (the creature is injured and must be followed for 1d6 x 10 minutes before it falls), or a stag with a DC 13 Agility check. Otherwise, the creatures use the statistics above with 2d6 hp (yearlings or does) or 4d6 hp (stags).
monsterCyclopedia of Common Animals68Deer
monsterCyclopedia of Common Animals144Tortoises
Desert WolfThe smallest subspecies of terrestrial wolves, adult desert wolves weigh only about 45 pounds. Unlike other wolves, they seldom form large packs, preferring to hunt alone or in pairs. Although desert wolves can sometimes take down antelope, they often range between humanoid settlements, where garbage offers food and attracts small prey, including rats and insects.
monsterCyclopedia of Common Animals50Canines – Wolves
Dik-DikA dik -dik is a very small African antelope with short horns. It is named for the sound it makes when startled. They are found in both forest and plains, preferring locations where there is enough foliage to hide in. They are 1 to 1 ½ feet in height and weight from 6 to 15 lbs.
monsterCyclopedia of Common Animals15Antelope
monsterCyclopedia of Common Animals156Dimetrodon
monsterCyclopedia of Common Animals159Pterosaurs
DingoDingoes are medium -sized feral dogs, with an average weight of 2d6+28 pounds. Encounters with dingoes may consist of (roll 1d7): (1 -4) a solitary nomadic dingo, (5 -6) a mated pair, or (7) a pack of 1d5+2 dingoes.
monsterCyclopedia of Common Animals51Canines – Other
monsterCyclopedia of Common Animals156Dinichithys
monsterCyclopedia of Common Animals22Badgers
Dire WolfThese large prehistoric wolves weigh 3d20+100 pounds. Extinct in the real world, they often lead packs of regular wolves in the game milieu.
monsterCyclopedia of Common Animals51Canines – Wolves
monsterCyclopedia of Common Animals29Birds – Flightless
DogThese statistics represent a dog of no specific breed.
monsterCyclopedia of Common Animals45Dogs
DolphinAt about 1d3+5 feet in length and weighing an average 15d10+150 pounds (although capable or reaching weights over 500 pounds), these dolphins are the most common marine mammal in our world. They are as intelligent as bottlenose dolphins, although somewhat smaller, and can also detect invisible creatures and objects in the water through echolocation. Other names: Common dolphin.
monsterCyclopedia of Common Animals71Dolphins
monsterCyclopedia of Common Animals90Horses and Equines
Draft HorseThese statistics are for mundane horses without barding (armor designed for horses or other animals). The heavy warhorse is the standard warhorse from the core rules, while the light warhorse is a somewhat smaller animal trained for combat, and worth 150 gp. Draft horse is large, but not easily ridden and not trained for combat. These animals are worth 50 gp.
monsterCyclopedia of Common Animals90Horses and Equines
DromedaryDromedaries are single -humped camels. When most people think of camels, the image that comes to mind is the dromedary, and these camels are far more common than their two -humped kin. A male dromedary can carry up to 900 lbs. for a short period, or 600 lbs. for an extended period, although a 300 lb. load is more sustainable in the long term. A working camel can be used for 6 hours a day without fatiguing it. Canines – Domestic
monsterCyclopedia of Common Animals45Camels
Drop BearThese marsupials are 2 -3 feet long and weigh 1d24+9 pounds. They are arboreal, and spend most of their time in eucalyptus trees, which provide their only food source. Mainly nocturnal, koalas sleep up to 20 hours each day, the males occasionally communicating with loud bellows which can be heard from far away. Koalas may themselves be hunted for food. Drop bears are a related cryptid species which supplement their diet with meat. A drop bear attacks from concealment with surprise, dropping on opponents from above with a +4 chance to hit. If they hit, they cling to their opponent (Strength DC 12 or successful Mighty Deed to dislodge). If a drop bear hits with both claws, it gains a free bite attack requiring no action die.
monsterCyclopedia of Common Animals106Llamas
DuckA duck owned by a PC probably has its flight feathers clipped to prevent escape. Ducks may be kept for meat, eggs, and down feathers.
monsterCyclopedia of Common Animals36Birds - Poultry
monsterCyclopedia of Common Animals131Sirenians
monsterCyclopedia of Common Animals65Octopuses
EchidnaThese egg -laying mammals weigh 1d4+9 pounds at adulthood, with males being heavier than females. Creatures that attack them with natural weapons, or handle them roughly, must succeed in a DC 15 Reflex save to avoid taking 1d3 Agility damage due to their spines. When disturbed, an echidna will dig into the ground, exposing its spines, and holding on with sharp claws (Strength DC 15 to dislodge). They are timid and easily stressed. Echidnas eat ants, termites, and worms. They in turn have many predators, including humans. Other names: Ngarrbek, spiny anteater.
monsterCyclopedia of Common Animals110Monotremes
monsterCyclopedia of Common Animals42Birds – Wading Birds
monsterCyclopedia of Common Animals15Antelope
ElasmosaurusThis long -necked marine reptile is 1d10+40 feet long, with a neck reach nearly half its length.
monsterCyclopedia of Common Animals157Marine Reptiles
monsterCyclopedia of Common Animals81Fish – Freshwater
monsterCyclopedia of Common Animals75Fish – Eels
Elephant BirdThe extinct flightless elephant bird could reach heights of almost 10 feet, potentially weighing over 2,000 pounds. Their eggs were 1d7+9 inches long. While studies suggest that most of these creature’s diet was from grazing, that doesn’t need to be true within the game milieu. Even as predominately grazers, though, elephant birds can come into conflict because of their meat value, and the food value of their eggs.
monsterCyclopedia of Common Animals30Birds – Flightless
monsterCyclopedia of Common Animals127Sea Urchins
Elephant Seal CowThe largest of the seals, elephant seal bulls are 1d8+12 feet long, and cows are typically 1d3+8 feet long. Average weights for bull elephant seals is 7,000 lb, and 2,000 pounds for cows, although males can reach up to 9,000 pounds. Bulls can be very aggressive if approached, seeking to drive off or kill intruders. Elephant seals can hold their breath for over 1½ hours, making them ideal for wizards seeking to accomplish long tasks beneath the frigid water.
monsterCyclopedia of Common Animals127Sea Urchins
ElkElk are large deer, with does weighing 3d100+350 pounds and makes weighing 7d100+400 pounds, with some populations being smaller or larger. While they may spend much of the year singly or in herds of 3d30 members, in the summer herd size can reach 3d100+100 members. When a herd of elk passes through an area, any creature therein takes 1d6 damage per 100 elk in the herd (or portion thereof) so long as there are at least 50 elk (Fort or Reflex DC 10 for half damage). Other names: Wapati.
monsterCyclopedia of Common Animals68Deer
monsterCyclopedia of Common Animals35Birds - Parrots
EmuEmus are flightless birds reaching 6 foot 3 inches in height, and weighing 10d10+40 pounds. Females are heavier than males, weighing an average of 82 pounds against the male’s 69 pounds. Adapted to dry, sparse regions, they can survive for weeks without eating, and do not need to drink often.
monsterCyclopedia of Common Animals30Birds – Flightless
Enormous PterosaurThese winged reptiles are not dinosaurs, but dominated the skies of the prehistoric world. A small pterosaur is about the size of a hawk, but larger pterosaurs have wingspans up to 15 feet (large) or 30 feet (enormous).
monsterCyclopedia of Common Animals158Pterosaurs
Faerie AnimalYou are a magical animal native to wild spaces, which has gained a supernatural ability to take on human form. Regardless of what type of animal you are, as a faerie animal your lifespan is approximately three centuries. Your nature is defined by your animal type – a wolf is rapacious, a mouse timid, a turtle slow and thoughtful. Your occupation is also determined by your animal type; you are good at doing things that your animal type is good at. Faerie animals are literally animals with human- level intelligence, which are able to take human or semi-human form. Most are found in the wilds, in places of sylvan beauty or supernatural terror. Some few, curious about humans and other folk, choose to explore the world and become adventurers. Powerful faerie animals can cast spells as wizards do, but this is not a skill that comes easy to them.
classCyclopedia of Common Animals161Appendix III
FalconA falconer will also need a falconry glove to protect their hand from the bird’s claws, jesses and leashes to control the bird, a bell to summon it back to the falconer, and a hood to keep the falcon calm when it is not being flown. A PC who begins play with a falcon can be assumed to have this gear, which otherwise costs 10 gp. Falcons used for sport are raised from the egg, and many a falcon -keeper bears the scars of raiding raptor nests to acquire them. A trained falcon is worth more than its weight in gold. Harming, or not returning a lost falcon, are serious crimes, and may result in the death penalty. A trained bird costs 50 gp or more, and may be difficult to locate save as a gift from some noble’s mews. Peregrine falcon life spans average 1d3+4 years, but may be as great as 18 -19 years.
monsterCyclopedia of Common Animals28Birds – Falcons
Fallow DeerFallow deer live in grassland and mixed woodland, where they graze singly or in small groups. During mating season, groups of 3d50 individuals may be found together, but these are usually groups of does moving between areas staked out by solitary bucks. A fallow deer weighs 1d100+120 pounds. A hunter, forester, or warrior with a bow may bring down a doe or yearling with a DC 10 Agility check (the creature is injured and must be followed for 1d6 x 10 minutes before it falls), or a stag with a DC 13 Agility check. Otherwise, the creatures use the statistics above with 1d6 hp (yearlings or does) or 3d6 hp (stags). Irish Elk Buck: Init +4; Atk gore +6 melee (1d8+2) or hoof +8 melee (1d4+2); AC 12; HD 5d8; MV 50’; Act 2d20; SP ignore first 5 points of cold damage from any source; SV Fort +7; Ref +3; Will +4; AL N.
monsterCyclopedia of Common Animals69Deer
FennecFennecs are the smallest natural foxes. They live in the desert, where their enlarged ears give them enhanced hearing. Fennecs are very hard to sneak up on, making an opposed roll to any stealth -type checks with a +6 bonus. They are well adapted to their desert environments, are smaller foxes which survive in the far north by hunting small prey. Goldenfire fennecs are slightly larger, and have valuable fur with a rich golden color worth 2d12 gp. Swords, axes, and similar weapons reduce the value of a fox pelt by 1d100%. These unnatural creatures are generally solitary. Although they try to avoid humanoids, they can breathe a cone of superheated air 30’ long, and will do so in self defense. This cone is only wide enough to catch a single target (Reflex DC 15 for half damage), and it takes time for this breath weapon to recharge. There is only a 1 in 5 chance that a goldenfire fennec can use it the round after it is discharged. The next round, there is a 1 in 4 chance, then a 1 in 3 chance, and then the breath weapon can automatically be used again.
monsterCyclopedia of Common Animals49Canines – Foxes
Fer-de-lanceThis large snake averages 1d20+30 inches long, but can grow to over 8 feet. They are irritable and unpredictable, and where they are found, these serpents will sometimes enter human habitations seeking prey. A successful Handle Poison check allows a thief to milk 1d3+1 doses of venom from a fer-de-lance, living or dead. Other names: Aroani, barba amarilla, jararaca, jergona, labaria, lancehead, mapaná, mapanare, mapepire balsain, nashipkit, talla equis, and yoperojobobo.
monsterCyclopedia of Common Animals140Snakes – Venomous
monsterCyclopedia of Common Animals146Weasels
Fiend BladeBig bad flame sword
magic-item
Fin WhaleThese large baleen whales average 1d6+60 feet in length, but can be over 80 feet long. They are incredibly fast swimmers, being able to outpace any non -magical ship with relative ease. Because they can often escape, and tend to sink when slain, they are usually left alone by whalers, even though they are valuable for meat, oil, and whalebone. Other Names: Finback whale, herring whale, razorback whale, and rorqual.
monsterCyclopedia of Common Animals148Whales – Baleen
Fire Ant SwarmFire ants can sting victims, creating painful welts and hives. They make nests in the ground, in abandoned dwellings, and under the bark of trees, rising to defend these areas from unsuspecting creatures who wander too close. Luckily, a hasty retreat often ends an attack. Other Names: Ginger ant and red ant.
monsterCyclopedia of Common Animals92Insects – Ants
Fire ToadThese reddish giant toads cannot swallow living prey whole, but they can spew small fireballs every 1d3 rounds (30’ range, 5’ blast radius, 2d8 damage, Reflexes DC 12 for half). These creatures prefer dry areas, although they must return to water to spawn. Being hit by any sort of liquid or cold forces them to make a Morale check or retreat. When retreating, however, the creature automatically spits a fireball at the being forcing it to retreat.
monsterCyclopedia of Common Animals14Amphibians
FisherThese members of the weasel family are about the size of domestic cats. Usually solitary, they are seldom seen in the boreal forests they prefer. Fishers have valuable fur, which can gain 2d10 sp most of the time, but are worth 4d10 sp if taken in the winter, when their fur is thicker.
monsterCyclopedia of Common Animals147Weasels
monsterCyclopedia of Common Animals42Birds – Wading Birds
monsterCyclopedia of Common Animals95Giant Beetle Types
FlounderThese flat fish have both eyes on the right side, allowing them to hide along the floor of oceans, particularly in relatively shallow water. The average flounder is 1d4+1 pounds, but some species are larger, so every time the maximum die result occurs, reroll using one die higher on the dice chain. A founder has 1 hp plus 1 hp per full 10 pounds. In addition to their use as food, some aquatic wizards may summon flounder to act as concealed guards or spies, taking some specific action once enemies have passed them by.
monsterCyclopedia of Common Animals84Fish – Saltwater
Flying LemurThese small, nocturnal flying mammals can glide for up to 1d3+3 rounds, using both their move and action die to cover distance. When gliding, flying lemurs can travel long distances without losing much altitude. They are shy herbivores who are seldom seen. Average adult weight is 1d3+1 pounds. Other Names: Colugo.
monsterCyclopedia of Common Animals117Primates – Lemurs
Flying SnakeFlying snakes grow to 1d3+1 feet in length. They are able to glide by flattening their bodies and “slithering” in the air. A flying snake can stay aloft for up to 1d3+2 rounds, using its move and action die to glide as far as 300 feet. Although in the real world, the venom of flying snakes is negligible in game terms, that does not need to be the case within the campaign milieu. If a flying snake has significant venom, a thief can extract 1d3 doses with a successful DC 10 Handle Poison check. Roll 1d10: 1d10 Result 1-5 Serpent has no significant venom. 6-7 Mild venom. Fort DC 12 or 1d3 Stamina damage. 8-9 Venomous. 1d3 Strength damage plus Fort DC 15 or 1d4 additional Strength damage. 10 Highly venomous. 2d4 Stamina damage plus Fort DC 15 or die.
monsterCyclopedia of Common Animals140Snakes – Venomous
monsterCyclopedia of Common Animals125Rodents
Flying Squirrel SwarmFlying squirrels are nocturnal mammals about the same size as ordinary squirrels. They can glide for up to 1d3+2 rounds, covering a maximum of 300 feet using both their move and action die. Unlike most gliding animals, flying squirrels have good control over both direction and speed while gliding, allowing them to change direction as well as move slower or faster. Swarms of carnivorous flying squirrels may be encountered in evil forests.
monsterCyclopedia of Common Animals125Rodents
monsterCyclopedia of Common Animals86Fossa
FoxThese statistics can be used for average foxes, such as grey foxes and red foxes. Red fox pelts are worth 1d10 sp, although swords, axes, and similar weapons reduce the value of a fox pelt by 1d100%, and any value is destroyed if fire is used.
monsterCyclopedia of Common Animals48Canines – Foxes
monsterCyclopedia of Common Animals23Bats
Fur SealThese large seals weigh 5d50+140 pounds, and are hunted for their dense under -fur as well as their meat. Males are much larger than females, so that male fur seal pelts are worth 3d10 sp each and female pelts 1d10 sp. Males do 1d3 damage with their bite, and have 2d6 hp. Females do 1 damage and have 1d6 hp. Although the value of their pelts is low, fur seal colonies can be quite large, and these animals may be unwary on island rookeries without native predators.
monsterCyclopedia of Common Animals127Sea Urchins
Gaboon ViperThese large and highly venomous snakes are 1d3+4 feet long and can weigh up to 25 pounds. Primarily nocturnal, these vipers are found in wooded areas and rainforests, typically at lower elevations. Gaboon vipers are sluggish, and may hiss a warning, but do not often strike if left alone. However, a thief can extract 1d3+2 doses of venom from a Gaboon viper with a successful DC 10 Handle Poison check, which might cause PCs to seek these serpents out. Other names: Butterfly adder, forest puff adder, swampjack, and whisper.
monsterCyclopedia of Common Animals142Snakes – Venomous
Galapagos TortoiseThe Galapagos tortoise is a very large reptile, weighing an average of 4d100+300 pounds, with males being larger than females. They can live up to 1d100+100 years, and may be over 6 feet long. These peaceful creatures have a 1 in 5 chance of gaining human -level intelligence after their 75th year. Those tortoises who gain this intelligence become renowned for their wisdom, and 1 in 7 of them gain the abilities (including additional Hit Dice and save modifiers) of a level 1d5 cleric. Intelligent Galapagos tortoises keep their Neutral alignment, and are primarily devoted to keeping the balance and protecting the natural world. Turtles
monsterCyclopedia of Common Animals145Tortoises
GallimimusThese predominantly herbivorous bird-like dinosaurs are 1d3+18 feet long, and are usually found in herds of 3d24 members. In worlds where dinosaurs interact with intelligent humanoids, they may be trained to the saddle, although they require five times the fodder needed for a horse.
monsterCyclopedia of Common Animals156Dinichithys
GarThis entry describes a group of torpedo -shaped fish which grow to 1d7 feet in length, depending upon the specific species. They are ambush predators, often found in small groups, and seldom dangerous to humanoids. Gar scales may be used to fashion arrowheads or jewelry. Their roe, or eggs, is toxic to humans when consumed (Fort DC 15 or 1d3 Stamina damage), and a thief can distill this toxic quality to a more lethal version (Fort DC 18 or 2d3 Stamina damage) with 3 helpings of roe, suitable equipment, and a DC 10 Handle Poison check. Failure that does not result in poisoning indicates that the roe was overheated, and the toxic qualities lost. A gravid female gar has 1d3 helpings of roe. Masses of roe can also be collected once the fish have spawned, at the judge’s discretion.
monsterCyclopedia of Common Animals82Fish – Freshwater
monsterCyclopedia of Common Animals62Centipedes
GargantumoleMoles are small, burrowing mammals 1d4+3 inches long, with thick, luxurious pelts that are worth 1sp on average. Monstrous moles are 1d3+1 feet long with pelts worth 1d3+3 sp each. Giant moles are 2d4+4 feet long, with pelts worth 1d3 gp, and gargantumoles are 2d13+12 feet long, with pelts worth 2d20+20 gp. All moles have toxic saliva to paralyze prey, but until they reach monstrous size, their saliva is too weak to affect humanoids. Temporary Agility damage taken from this saliva heals at a rate of 1 point per hour. While smaller moles burrow through earth, giant moles can dig through loose stone, and gargantumoles can dig even through hard and solid stone. Moles can remain underground, and breathe worse air without problem, than most mammals, but even the smallest moles must surface from time to time. In addition, they may hunt on the surface, normal moles taking insects, centipedes, slugs, snails, and the like, while larger moles may hunt equally larger game. Normal moles may cause problems for gardeners with their tunnels and molehills, but giant moles may cause problems for village roads and livestock. Gargantumoles are thankfully rarely seen, but when they inhabit an area it may cause serious subsidence and even the collapse of buildings.
monsterCyclopedia of Common Animals108Moles
GazelleGazelles are small, swift antelopes whose hide is worth 1d6 x 10 sp. The average gazelle is about 3 to 4 feet long and weighs up to 66 lbs.
monsterCyclopedia of Common Animals15Antelope
GharialThese large crocodiles are 1d10+10 feet long, and are notable for their narrow, elongated snouts, which are adapted for catching fish. Although they do not go out of their way to damage humanoids, they may attack if approached or if they feel threatened. Other Names: Fish -eating crocodile, fishing crocodile, and gavial.
monsterCyclopedia of Common Animals65Octopuses
Giant ArmadilloMost armadillos are fairly small, but the giant armadillo can grow to almost 5 feet in length and weighs 1d20+100 pounds. Some species of smaller armadillos can roll into a defensive ball, increasing their AC by +2. There is a 1 in 3 chance that an armadillo has this capability. Tick -Bourne Diseases Ticks carry a wide variety of diseases and parasites. To determine what diseases a given giant tick may be carrying, and its effects, roll 1d12 and consult below:
monsterCyclopedia of Common Animals21Armadillos
Giant AxolotlWhere the real axolotl has only vestigial teeth, the fantasy giant axolotl has a damaging bite and grows to a length of 1d6+12 feet.
monsterCyclopedia of Common Animals12Amphibians
Giant BadgerWhen a badger is injured, it flies into a rage, gaining a +2 bonus to Initiative rolls (and re - rolling Initiative order), and a bonus to attacks and damage based upon its type: for normal badgers, it is +4, for dire badgers, it is +6, and for giant badgers it is +8. Badgers can see well in limited light, and they can burrow through soil or loose rock (but not through solid stone). Approximately 1 in 10 giant badgers has an Intelligence score of 3d6. The forepaws of intelligent giant badgers are modified to allow the creature to grip and manipulate objects, but are unsuitable for wielding weapons. These badgers may be able to cast spells as a witch (see DCC Core Rulebook , p. 434), although they are usually Neutral. If the judge so desires, 1 in 10 of these spellcasting giant badgers is actually a wizard of level 1d5, and 1 in 20 has the ability to call upon the King of Elfland (or a similar fey - or nature - themed patron), as per invoke patron , once per week. Although badgers are not evil, they do not typically love humans. Some men have been known to capture them for sport, making them fight bears or dogs in large pits. Intelligent badgers will, therefore, sometimes work with malevolent faeries to bring about the downfall of those who wander too close to their dwellings.
monsterCyclopedia of Common Animals22Badgers
Giant Banana SpiderGetting bitten by the normal version of this highly venomous tropical spider isn’t due to an attack roll; it is due to being unlucky. These spiders hide during the day in dark places such as termite mounds, beneath logs, or in bunches of bananas. At night, they roam the jungle floor in search of prey. A potential victim coming into contact with a banana spider with exposed skin may attempt a Luck check to avoid being bitten. Within their range, the judge may include banana spiders as a potential encounter, and may include these spiders as a potential consequence of searching a location one is hidden in. Giant banana spiders are halfling -sized nocturnal predators. Their camouflage ability typically comes into play while hiding during daylight hours. A thief may extract 1d4 doses of venom from a giant banana spider with a successful Handle Poison check. Other names: wandering spider.
monsterCyclopedia of Common Animals18Arachnids – Spiders
Giant BarracudaThese long saltwater fish can grow to lengths of over 5 feet, and can be aggressive. They are found near coral reefs and areas with submarine grasses, often lurking in the upper part of the water where they can watch for prey. Barracudas can put on bursts of speed, effectively “charging” underwater up to 80 feet as part of their attack (+2 to hit, but -2 to AC until their next action). In most cases, a barracuda will only bite once, realize that its target is not potential prey, and then depart, but some submarine civilizations may have learned to train these predatory fish as guard animals. Giant barracuda are 1d5+10 feet long, and consider humanoids in the water to be prey animals.
monsterCyclopedia of Common Animals84Fish – Saltwater
Giant BeaverBeavers are a type of large, semi -aquatic rodents which are best known for their creation of wooden lodges and dams. They are 2d16+40 inches long and weigh 2d20+24 pound on average, although beavers can weigh up to 110 pounds. When alarmed, beavers slap their broad flat tails on the water, creating a sound that carries a considerable distance, before diving and fleeing underwater. The prehistoric giant beaver was as large as a black bear, weighing 3d30+75 pounds. At the judge’s discretion, some giant beavers may supplement their diets with meat, some may be intelligent, and some may be both omnivorous and intelligent. Their fur is thick, warm, and naturally water - resistant, making it worth 3d6 sp for a normal - sized beaver, and 3d10 gp for a giant beaver. The caster sacs are used in perfume making, and are worth 2 sp for a normal -sized beaver or 2 gp for a giant beaver once dried.
monsterCyclopedia of Common Animals124Rodents
Giant Blue -Ringed OctopusAt only 1d4+4 inches across, the blue -ringed octopus has one of the most potent venoms of all known marine animals. They can be found along reefs and in tidal pools, looking for crustaceans to eat. The giant version is 1d4+4 feet across, and may be interested in larger prey, including characters that disturb it. Both versions can create an ink cloud to help them escape, of up to 4 times their actual size. The ink cloud allows them to break away from a combat without provoking a free attack, and offers a +4 bonus to AC to all creatures within it (due to concealment). The venom of both types is difficult to extract, requiring a DC 15 Handle Poison check to extract 1d3 doses of venom from a normal, or 1d6 doses from a giant, blue -ringed octopus. Failure by 5 or more, or a natural “1” indicates that the would -be venom extractor has wasted one potential dose by envenoming themselves.
monsterCyclopedia of Common Animals63Centipedes
Giant Camel SpiderCamel spiders are not true spiders and are not venomous. Natural versions of these creatures are, at the largest, 5 -6 inches across, including legs, but they can move swiftly and are thus potentially startling. They prefer to remain in shade, and it can seem as though they are chasing PCs when their shadows provide the best potential cover. A normal camel spider can deliver a painful bite, which isn’t significant in game terms, but as a swarm these creatures can be deadly! Large camel spiders represent specimens which are 1 -2 feet in diameter (including the legs), whereas giant camel spiders are human -sized. Larger versions yet may exist in the Abyssal webs of Lumgolit, the Demon Queen of Spiders. Other names: Solifugid, sun spider, or wind scorpions.
monsterCyclopedia of Common Animals20Arachnids – Others
Giant Cave BearThese prehistoric bears are similar to brown bears, but larger. Males average 11d50+770 pounds, and females 1d50+500 pounds. The giant cave bear weighs up to 2,200 pounds and is correspondingly more dangerous. If a cave bear hits the same opponent with both claws, it mauls its opponent, doing additional damage as indicated, and gaining a free bite attack.
monsterCyclopedia of Common Animals24Bears
Giant Cave SalamanderAt 1d3+2 inches long, cave salamanders have pale translucent skin. Blind, they are immune to attacks requiring sight (such as color spray ). The giant version are 1d3+2 feet long, always hungry, and will leave the water to pursue whatever prey they encounter.
monsterCyclopedia of Common Animals12Amphibians
Giant CentipedeThere are several real -world species of venomous centipedes, around 1d4+4 inches long, which can deliver painful bites (represented as Stamina damage). The judge is welcome to replace with weakness (Strength damage) or dizziness and nausea (Agility damage) to represent specific species. Where there exists a chance to be bitten, a Luck check will prevent this. The chances of being bitten are slim – as lower is better on a standard Luck check, this is rolled using 1d16 (or further down the dice chain as the judge determines). Giant centipedes are described on page 398 of the core rulebook. These statistics reflect a more natural giant centipede similar to those found earlier games. The venom of these centipedes (giant or otherwise) cannot generally be extracted, and is so weak that few thieves or assassins would find attempting it to be worthwhile. Cephalopods Ammonite Swarm (5’ radius swarm of six -inch-long ammonites): Init +3; Atk swarming bite +0 melee (1d3); AC 16; HD 2d8; MV swim 10’; Act special; SP swarm traits; SV Fort +3, Ref +6, Will +0; AL N. Ammonite swarm (10’ radius swarm of foot -long ammonites): Init +2; Atk swarming bite +1 melee (1d5); AC 14; HD 3d8; MV swim 20’; Act special; SP swarm traits; SV Fort +4, Ref +5, Will +0; AL N. Ammonite (Small): Init +6; Atk grapple +2 melee (1d5) or bite +0 melee (1d4+1); AC 14; HD 1d8; MV swim 30’; Act 1d20; SP grapple (DC 10 to escape); SV Fort +4, Ref +4, Will +0; AL N. Ammonite (Medium): Init +4; Atk grapple +6 melee (1d6) or bite +3 melee (1d5+2); AC 14; HD 2d8+2; MV swim 40’; Act 2d20; SP grapple (DC 12 to escape), 5% are intelligent with 1 Wizard level; SV Fort +6, Ref +2, Will +2; AL N. Ammonite (Large): Init +2; Atk grapple +8 melee (1d7+1) or bite +4 melee (1d6+2); AC 16; HD 3d8+6; MV swim 30’; Act 4d20; SP grapple (DC 16 to escape), constrict and rend, 10% are intelligent with 1d4 Wizard levels; SV Fort +8, Ref +1, Will +4; AL N. Ammonite (Huge): Init +0; Atk grapple +12 melee (2d6+2) or bite +4 melee (3d5); AC 20; HD 8d8+24; MV swim 20’; Act 8d20; SP grapple (DC 20 to escape), constrict and rend, 15% are intelligent with 1d5+2 Wizard levels; SV Fort +12, Ref +0, Will +6; AL N. Ammonites are prehistoric cephalopod molluscs, similar to a chambered nautilus in appearance, but related to squid and octopi. They have large, spiral shells resembling a tightly -coiled ram’s horn and numerous long tentacles. They attack with grasping tentacles and a sharp jawplate structure called an aptychus . Smaller ammonites only attack in swarms, while larger ones can attack individually. Depending upon the size of the ammonite, the tentacles may be used merely to grasp, or may also constrict and rend for additional damage. Damage from constriction and rending is automatic to any creature struck by a tentacle attack, taking place each time the ammonite has initiative. A captured target can escape by making an Agility or Strength check (using an Action Die; DC determined by ammonite size). A large or a huge ammonite can hold multiple opponents, although it can only bite one at a time. A large ammonite can hold two creatures; a huge ammonite can hold four. An ammonite with a bite attack can only bite a held opponent, and it can do so once per round without using an Action Die. If its morale fails, an ammonite releases a cloud of black ink into the water, creating an area of total concealment four times as large as the originating creature. This ink cloud disperses after 1 round per Hit Die of the ammonite creating it. Each ammonite holds enough ink to create 1d4 ink clouds. It takes from 1 hour to 1 day, depending upon the size of the ammonite, to create enough ink for an additional usage, with smaller ammonites recharging their ink clouds more quickly than larger ones. The ammonite uses the opportunity so created to escape. Ammonite swarms share the common characteristics of all swarms: They are effectively immune to weapons damage and spells without an area effect. A creature caught in the area of a swarm must make a DC 10 Fort or Will save in order to take any action, or the Action Die is lost. A swarm automatically attacks all creatures in its area each round. 5% of medium -sizdd ammonites gain an evil intelligence. As ammonites grow, this chance increases by 5% with each size category, so that there is a 10% chance of large ammonites being intelligent, and a 15% chance of huge ammonites being so. Intelligent ammonites gain 1 levels of the wizard class if medium -sized, 1d4 levels if large, and 1d5+2 levels if huge. The manifestations of an ammonite’s spells should always match the creature’s nature – related to water, tentacles, the ocean, clouds of ink, its spiral shell, and darkness. An ammonite wizard can only use one of its Action Dice to cast a spell in any given round. Ammonite wizards are Chaotic, and are no longer considered natural animals. Normal ammonites simply grasp their prey, drawing it close enough to bite, until driven off or slain. If an ammonite can hold more than one creature, it will bite at the creature it bit last 50% of the time, and bite a random held creature 50% of the time. An ammonite that fails a Morale check releases its ink cloud and flees in a random direction.
monsterCyclopedia of Common Animals60Centipedes
Giant ChickenChickens are not normally dangerous, although at 6 feet tall, giant chickens may attack smaller creatures as food, or even attempt to drive away humans as potential predators. Chickens can naturally fly, although they fly neither far nor well. Farmers traditionally trim their feathers to keep them from escaping.
monsterCyclopedia of Common Animals36Birds - Poultry
Giant ClamMeasuring 1d3+2 feet across, and weighing 1d100 pounds per foot, giant clams are worth up to 1 sp per pound after the first 100 pounds for their meat value. There is a 1% chance per hit point that a giant clam contains a pearl worth 1d100 gp. These creatures are usually found in shallow tropical seas, and often amid beds of coral. In real life, giant clams are not very dangerous. In folklore and fantasy fiction, however, things may be different. At the judge’s discretion, 1 in 10 giant clams have 1d3+1 of these special qualities: 1d7 Result 1 Giant clam contains a large, rare pearl worth 5d100 gp. 1 in 12 such pearls have magical powers, as determined by the judge. 2 Fast-closing shell. Any PC who reaches into the shell, or who makes a successful attack against the clam, must succeed in a DC 15 Reflex save or have their weapon or appendage trapped (Strength DC 20 to free), potentially causing the victim to drown. While the shell is trapping a person or object in this manner, the giant clam gains a +4 bonus to AC. 3 Attacking shell. The clam can “bite” with its shell (+4 melee, 1d6 damage). 4 Severing attack. A creature who has a weapon or appendage trapped by the shell (as with 2, above) must succeed in a DC 15 save (Fort for appendages, Reflexes for weapons), or have the appendage severed (+1d6 damage) or non -magical object broken. 5 Larger. Increase the clam’s size by +1d3 feet across, its weight by +1d100 pounds per foot, its AC by +4, and its damage (if any) by +1d on the dice chain. 6 Mobile. The giant clam gains a MV of 5’ or swim 30’. If rolled more than once, increase MV by +5’ and swim speed by +10’ per additional roll. 7 Occult. The giant clam gains human -level intelligence, and can cast spells as a level 1d3 wizard. To determine alignment, roll 1d7: (1) lawful, (2 -3) neutral, or (4 -7) chaotic. If rolled more than once, each additional roll increases the giant clam’s spellcasting ability by +1d3 levels.
monsterCyclopedia of Common Animals109Mollusks
Giant Cone SnailThese highly venomous sea snails are usually found in warm tropical waters. They have a radial tooth which can be used as a “harpoon” to sting potential prey or predators. Normally, cone snails are only encountered when accidently stepped on (two failed Luck checks) or when intentionally picked up, usually in shallow water or along the beach once the tide has gone out. Cone snail shells can be pretty, and some are worth 1d5, 2d5, or even 3d5 sp each. Giant cone snails are 1d6+10 feet long, and use their harpoon much as do normal cone snails – to immobilize prey before engulfing it with an extendable stomach. A successful Mighty Deed or failed morale check causes the snail to retract its stomach; otherwise the victim takes 3d4 damage each round until they are digested or the giant cone snail is slain. The recovered shell of a giant cone snail is worth 3d6 x 10 gp. A thief can extract 1d3 doses of venom from a slain cone snail, or 3d3 from a giant cone snail, with a successful DC 15 Handle Poison check. Failure by 5 or more exposes the thief to the toxin, and uses up one potential dose, however.
monsterCyclopedia of Common Animals109Mollusks
Giant Conger EelAt an average length of 1d4+3 feet and a maximum weight of 159 pounds, these fish live in pits or holes in coastal areas or reefs, known as “eel holes”, and only emerge to hunt at night. While occupying an eel hole, a conger has a +6 bonus to stealth checks and AC. It may bite, or threaten to bite, if irritated. Giant conger eels are even larger, being 1d12+7 feet long. They occupy correspondingly larger caves and holes, but use them in much the same way as their smaller kin.
monsterCyclopedia of Common Animals75Fish – Eels
monsterCyclopedia of Common Animals66Crustaceans
Giant Crab (2)These statistics represent various types of giant crab judges may use in adventures. Some crabs use their shells as camouflage, combined with their stalked eyes, to surprise potential prey items.
monsterCyclopedia of Common Animals66Crustaceans
Giant CrayfishAn eight -foot crayfish is nothing to sneer at. Like giant crabs, they attempt to use their natural camouflage to surprise potential prey. Giant crayfish can jet backwards, moving 60’ through water. This uses both their action dice, but doesn’t provoke a free attack.
monsterCyclopedia of Common Animals67Crustaceans
monsterCyclopedia of Common Animals145Tortoises
Giant DimetrodonDimetrodons are prehistoric sail-backed reptiles with splayed, lizard-like hips, rather than true dinosaurs. The average version is 1d5+5 feet long, weighing 10d24+60 pounds. Giant versions are 1d10+10 feet long and weigh 8d50+300 pounds. Although they are hard to kill, they will consume victims even while being attacked, giving some opportunity for additional attacks or escape.
monsterCyclopedia of Common Animals156Dimetrodon
Giant DodoA now -extinct flightless bird related to pigeons and doves, dodos stood between 2 and 2 ½ feet tall and weighed 1d7+22 pounds each, although some accounts of the time claim they were seldom less than 50 pounds (thus the statistics for giant dodos). By some accounts, their meat was hard to digest, or had an unpleasant flavor, while other accounts found them to be good eating. Dodos (or similar birds) may still exist on seldom - visited islands, where fruit is plentiful and predators rare.
monsterCyclopedia of Common Animals29Birds – Flightless
Giant Electric CatfishThese nocturnal catfish grow 1d3 feet in length, and weigh up to 44 pounds at their largest. They are able to discharge electricity, causing Stamina damage (1, 1d3, or 1d4 points depending upon size). A creature taking 3 -4 points of Stamina damage must also succeed in a DC 10 Fort save or be stunned and unable to act for 1d3 rounds. A creature stunned in the water may drown if unaided. Giant electric catfish grow even larger (1d6+3 feet), and are able to give a shock doing 3d4 damage (Fort DC 15 for half damage), stunning creatures which fail a DC 10 Fort save for 1d5 rounds.
monsterCyclopedia of Common Animals81Fish – Freshwater
Giant FerretThis entry can be used for ferrets, ermine, and stoats of various types. Young ferrets may be trained, and these creatures can perform such minor tricks as retrieving shiny objects. Because of their small size and slender build, a trained ferret can be invaluable to a larcenous owner. Ermine furs with intact tails are valuable, fetching 1d3 sp each. Giant ferrets can also be trained, if captured young. These animals are used as guard beasts, and sometimes turn on their trainers if not well fed and cared for. Giant ferrets are 1d3+4 feet long, and the intact pelt of a giant ermine is worth 1d5+2 gp.
monsterCyclopedia of Common Animals146Weasels
Giant FlamingoGiant flamingo flocks are far smaller, numbering no more than 4d14 individuals. Because giant flamingoes must be trained from the egg to serve as mounts, their eggs are worth 2d6 gp each. It takes a full 1d3 years to hatch and raise a giant flamingo to be large enough for riding.
monsterCyclopedia of Common Animals42Birds – Wading Birds
Giant FleaFleas are a common nuisance in a pre -modern world, but seldom offer any real danger. Flea swarms are worse, and represent the accumulated actions of hundreds of thousands of fleas. Giant fleas are the size of a small dog. If a giant flea hits a target, it latches on and drains blood resulting in 1d3 points of Strength or Stamina damage (equal chance of each) every round. A giant flea which has drained blood equal to 6 points of combined attribute damage is sated and drops off. A character who has encountered fleas or a flea swarm must succeed in a Luck check or become infested with fleas. Those traveling with such an unfortunate must check each day or become infested themselves. Gnats: Fort DC 20 to gain the benefits of rest overnight.
monsterCyclopedia of Common Animals95Giant Beetle Types
Giant FrogThese frogs are approximately 5 feet long and weigh 2d30+300 pounds. On a natural “20” with a bite attack, instead of the normal critical effect, a giant frog can swallow a halfling (or similar creature) whole, doing 1d6 damage per round to the swallowed creature. A swallowed creature can do nothing that requires movement. Against other creatures, use normal critical effects. A giant frog can pull in a creature with its tongue at a speed of 5 feet per round unless it makes an opposed Strength check (+2 bonus for the frog). Attacking the tongue doesn’t affect a frog’s hit points, but the tongue is AC 13, and can be severed with 6 hp damage from a slashing weapon or by a successful Mighty Deed. Any frog whose tongue is severed retreats immediately.
monsterCyclopedia of Common Animals13Amphibians
Giant Fruit BatThese bats are herbivorous, living on fruit, nectar, leaves, and flowers. Normal fruit bats can have a wingspan up to 5½ to 6 feet across, although some are smaller. Giant fruit bats are twice as large, and can bear a halfling or goblin in leather armor. Although fruit bats can bite, they do not carry disease like some carnivorous bats do. Other Names: flying fox, megabat, and monkey - faced bat. Smaller fruit bats include flower bats, nectar bats, and tube -nosed bats. Bears
monsterCyclopedia of Common Animals23Bats
Giant Gila MonsterThis is a large (up to 2 feet long) desert -dwelling lizard, which spends much of its time resting in its burrow. Notable for its sluggishness, the normal version of these reptiles poses little danger to adventurers unless they go looking for it. The fictional giant version is 10’ long, and considerably more active, with more dangerous venom. It is difficult to extract venom from Gila monsters of both types (Handle Poison DC 15) and failure by 5 or more indicates that the creature attempting this has poisoned themselves. Otherwise, a normal Gila monster provides 1d3 -1 doses with a successful check, and a giant Gila monster provides 1d6 -1. Other Names: Beaded Lizard.
monsterCyclopedia of Common Animals102Lizards
Giant Golden EagleThese widespread eagles have adult wingspans of 3 feet plus 3d24+10 inches. Giant golden eagles are even larger, and can bear unarmored human riders. Roughly 1 in 6 enclaves of giant eagles are intelligent, being led by a noble bird with +2 Hit Dice and a +2 bonus to initiative, attack rolls, and saves. Humanoids may come into conflict with giant golden eagles, which do not usually differentiate livestock from other prey animals.
monsterCyclopedia of Common Animals28Birds – Eagles
Giant Ground SlothOther Names: Megatherium.
monsterCyclopedia of Common Animals134Sloths
Giant GrouperGroupers are large fish, which use their large mouths to “suck” in prey. This special “gulp” ability gives them a free bite attack with a +4 bonus to the attack roll. Mundane groupers can grow to almost 8 feet and weigh up to 880 pounds, although most are much smaller. These fish don’t usually pose a threat to swimming humanoids. Giant groupers, which grow to 1d20+10 feet long and weigh 1d100+50 pounds per foot, do.
monsterCyclopedia of Common Animals84Fish – Saltwater
Giant HedgehogGiant hedgehogs are large enough to consider humanoids as possible prey, and their quills are long enough that those making attacks with one - handed melee weapons must succeed in a DC 10 Reflex save (DC 15 when rolled into a protective ball) to avoid taking 1d3 damage, and creatures making natural melee attacks take this damage automatically. They live an average of 2d5+12 years. There is a 1 in 5 chance that a hedgehog of either type has 1d3 additional abilities. When this is indicated, roll 1d7 and consult the chart below: 1d7 Ability 1 Intelligent. The hedgehog has human intelligence and may (20% chance) have the class abilities (including iron vulnerability) of a level 1d3 elf. If this is rolled more than once, increase the hedgehog’s effective level by +1 for each additional roll. 2-3 Fast. Each time this is rolled, the hedgehog adds +10’ to each of its move speeds. 4 Sonic Attack. The hedgehog can create a high-pitched keening that does damage to all creatures capable of hearing it within a given radius, and which fails a Fort save. The base for normal hedgehogs is a 10’ radius, 1d3 damage, and DC 5. The base for giant hedgehogs is a 30’ radius, 1d6 damage, and DC 10. Each additional roll of this ability doubles the radius, increases the damage by +1d, and increases the save DC by +2. This attack can be used three times a day. 5 Bipedal. The hedgehog can stand on its hind legs, and it can use its front paws as manipulative hands. There is no benefit to rolling this additional times. 6 Psionic Hedgehog. The hedgehog can target a creature within 30’ with a devastating psychic attack, causing 1d6 damage (Fort DC 10 for half). Further, the target must make a DC 15 Will save or suffer 1d3 points of Intelligence and Personality damage. Every additional time this is rolled, the hedgehog may target an additional victim with each psychic attack, all damage is increased by +1d, and save DCs are increased by +2. This ability can only be used once every 1d5 rounds. 7 Rolling Ball. The hedgehog can roll into a ball, moving twice its normal move speed, at attempt to ram a target with its quills. For a normal hedgehog, this is at +2 to hit, and does 1d3 Agility damage if it succeeds. A giant hedgehog is at +4 to hit, doing 1d8 damage if successful. Each additional roll of this power grants an additional +1 bonus to hit and increases damage by +1d. Other Names: Furze -pig, hedgepig, and urchin.
monsterCyclopedia of Common Animals87Hedgehogs
Giant HellbenderThese territorial, flat -bodies salamanders grow to 1d8+8 inches in their natural form, and weigh 1d4+2 pounds. Giant hellbenders are 1d8+8 feet long and weigh 4d4 x 50 pounds. While normal - sized hellbenders may startle fisher -folk when caught by line or net, giant hellbenders are a terror wherever they are found. Both types prefer fast - moving water which is relatively shallow for their size. Other Names: Devil dog, grampus, lasagna lizard, mud dog, mud -devil, snot otter, and water dog.
monsterCyclopedia of Common Animals14Amphibians
Giant HippopotamusThese huge animals are very aggressive, and have been known to charge and attack humanoids, as well as capsize boats and kill those who are thus plunged into the water. Hippos are very strong, and very heavy. They weigh an average of 3d100+3,000 pounds, with bulls being larger than cows. Even normal hippos have a 75% chance to successful capsizing river boats, a 90% chance of capsizing smaller boats (canoes, rafts, rowboats, and the like) and a 50% chance of capsizing larger vessels. Giant hippos have a +20% chance to do the same. On a critical hit, in addition to any other effects, a hippo can swallow a human -sized target whole with its bite (Luck check to negate). The target is at -2d to all rolls while within the hippo’s gullet, and can only use small items it already had in hand. Swallowed victims take 1d3 damage each round from normal hippos, and 1d6 damage from giant hippos. Giant hippos are capable of scoring a critical hit on a 19 -20. A typical group is a single bull and 5d6 cows. They live 3d10+35 years. Giant hippos – sometimes called behemoths – are monstrously large, weighing four times as much as a normal hippo and being twice as large. Giant hippos live ten times as long as their smaller kin.
monsterCyclopedia of Common Animals88Hippos
Giant HornetThese are extremely aggressive insects, which may lair underground, inside trees, or in the interior walls of old buildings. Giant hornets are as large as a human, with wings spanning 10 feet, and are usually found in boreal forests. Hornets buzz loudly, which gives some warning of their presence. Sufficient smoke and flame (as determined by the judge) causes giant hornets to suffer a -1d penalty on the dice chain (or even greater) to their attacks. If struck by a successful fire -based attack, a giant hornet must succeed in a DC 10 Reflex save or lose the ability to fly until healed. A grounded giant hornet is easier to hit, whether because it has lost the ability to fly or because it has otherwise landed (+4 to attack rolls against it). A thief can extract 1d4+1 doses of venom from a dead giant hornet with a successful Handle Poison check.
monsterCyclopedia of Common Animals98Sleeping Sickness
monsterCyclopedia of Common Animals42Birds – Wading Birds
Giant IchthyosaurThese marine reptiles are shaped somewhat like dolphins or sharks, with an average length of 10 feet. Small ichthyosaurs are 1d3+1 feet long. Large ichthyosaurs are 2d6+10 feet long, while giant versions are 1d10+20 feet long. They have long, narrow jaws with sharp teeth. Although they usually eat fish and squid, ichthyosaurs can present a danger to adventurers in the water – especially the larger varieties! Because they cannot venture on land to lay eggs, they give birth to live offspring.
monsterCyclopedia of Common Animals157Marine Reptiles
Giant IguanaA group of large lizards which can grow up to 1d3+4 feet in length, and weigh as much as 30 pounds, iguanas are principally herbivorous but can deliver a nasty bite. Marine iguanas can remain underwater for over 30 minutes before they need to surface to breathe. Giant iguanas are 1d6+6 feet in length. While they are somewhat more carnivorous than their smaller kin, giant iguanas commonly eat plants. They are usually only dangerous if disturbed, startled, or threatened.
monsterCyclopedia of Common Animals103Lizards
Giant LampreyLampreys are eel -like fish with round mouths which latch onto prey items, keeping the lamprey attached so that it can feed. Once a victim takes damage from a lamprey’s blood drain, the lamprey remains attached, and the damage is automatic each round until the victim spends an action die to remove the creature (no check is required). Lampreys range in size from less than a foot to over 4 feet long. Any lamprey the size of a human arm or longer should be treated as a giant lamprey, but even these don’t reach more than 9 pounds. Lampreys are edible, and in some places may even be prized.
monsterCyclopedia of Common Animals75Fish – Eels
monsterCyclopedia of Common Animals101Leeches
monsterCyclopedia of Common Animals116Primates – Lemurs
Giant LynxLynxes weigh 1d50+20 pounds, with males being larger than females. They stalk prey and often attack with surprise. If both claws hit, they do an automatic 1d4 damage raking with their hind claws. Giant lynxes are as large as humans, and are often more intelligent. They are knowledgeable about their territories, and may parlay with humanoids in exchange for some benefit – often the removal of some threat beyond the lynx’s own power to confront. 30% of giant lynxes speak and understand the local humanoid languages (check for each language used regionally), and 10% also know the common tongue. This entry is based off the Eurasian lynx, which is about twice as large as the Canadian or Iberian lynxes. Canadian and Iberian lynxes can be treated as bobcats with an additional +1 bonus to attack rolls and the cold resistance of their Eurasian counterparts.
monsterCyclopedia of Common Animals55Cats – Small Cats
Giant MacawMacaws are a group of parrots known for their brilliant plumage. They are intelligent, trainable, and can be taught to speak. Giant macaws are large enough to carry a halfling or goblin, and are sometimes used as steeds by small humanoids in these environments. The average life of both types of bird is 1d5 x 10 years in the wild, but some can live much longer. For every decade a macaw lives beyond 50, roll 1d12 and consult the following: 1d12 Change 1-6 No change. 7 The macaw gains 1 Hit Die. Giant macaws also grow, so that a giant macaw which gains 3 HD becomes large enough to carry a human and does 1d6 damage with its bite. A gaint macaw which gains 6 HD is large enough to carry a small giant, and its bite does 1d8 damage. Otherwise, for every 2 HD gained, macaws of both types gain a +1 bonus to Fort saves, and for every 3 HD gained they also gain a +1 bonus to attack rolls and Will saves. 8 The macaw’s intelligence grows. Although intelligent for birds, a macaw’s intelligence is negligible when compared to that of a human. When this is first rolled, the macaw gains a 1d8+1 Intelligence; each subsequent roll increases this by +1d6. 9 Having overheard arcane spellcasters in its long life, the macaw gains access to a single random level 1 wizard spell (spell check 1d16 + Intelligence modifier). A macaw whose intelligence has not grown has a -4 Intelligence modifier and may attempt to cast the spell at random times. These macaws may well evidence one or more corruptions. 10 If the macaw has an Intelligence of 9+, it gains one level as a wizard. If the macaw has lower Intelligence, it instead gains +1d3 points of Intelligence (treat a macaw whose intelligence has not grown through aging as having an Intelligence of 1). 11 A primordial avian or rainforest god touches the macaw’s soul, granting it one level as a cleric. The macaw’s alignment changes to that of its god. This grants no additional intelligence, but the macaw is moved by the purposes of its deity. 12 Roll 1d10 twice, and apply both results. Macaw feathers may be used as decoration, or to create textiles (although these tend to degrade over time). A normal macaw is worth 1 sp dead, 2 sp alive, or 1 gp alive and trained. A giant macaw can be sold for 1 gp dead, 50 gp alive, or 250 gp alive and trained.
monsterCyclopedia of Common Animals34Birds - Parrots
Giant Manta RayMantas resting on shallow sea bottoms blend in, gaining a +10 bonus to hide. Giant mantas swallow their prey whole (if human -sized or smaller) on a critical hit with their bite attack, doing an automatic 1d6 damage each round to swallowed prey. A swallowed creature can attack from within, provided it has a small weapon to hand, but has a cumulative -1d penalty to attack rolls, damage, and/or spell checks each round while swallowed. Giant mantas can also attack with their tail spines, requiring a DC 12 Fort save to prevent being stunned and unable to act for 2d4 rounds (possibly resulting in drowning). All manta rays are reasonably intelligent for fish, but some manta rays (between 5% and 20%, depending upon location) are touched by the fish - demon -god Ixitcha, becoming very intelligent with 1d3 cleric levels each. These demon -touched manta rays gain sharp teeth, and do +1d6 damage when biting. Their alignment becomes Chaotic. Worse, some demon -touched mantas are especially favored by the demon -god, and they regenerate 3 hp per round so long as they are alive. The bites of these favored mantas also requires a DC 15 Will save to prevent 1d3 Personality damage. Other names: Devil fish.
monsterCyclopedia of Common Animals76Fish – Rays
monsterCyclopedia of Common Animals67Crustaceans
Giant MarmosetThese tiny monkeys average 8 inches long, and are sometimes kept as pets. They live in family groups of 3d5 individuals, so marmoset swarms do not occur naturally. While normal marmosets are inoffensive and consume tree sap as a dietary mainstay, their larger kin are carnivorous. Giant marmosets are halfling -sized on average, and intelligent enough to use thrown stones as weapons. They live in larger family groups of 4d8 members, which work together to hunt and defend their territory. Some 10% of giant marmoset groups have osseous spikes in their tails, which they can use as weapons (+2 melee for 1d4 damage).
monsterCyclopedia of Common Animals119Primates – Monkeys
monsterCyclopedia of Common Animals108Moles
monsterCyclopedia of Common Animals110Mongooses
monsterCyclopedia of Common Animals76Fish – Eels
Giant MuskellungeThe largest of the naturally occurring pike -like freshwater fish, the muskellunge grows to 1d20+28 inches long, and weighs 1d20+15 pounds on average. The largest normal muskellunge can reach 6 feet in length and weigh 70 pounds or more. Giant muskellunge are 1d6+10 feet long and weigh 3d50+70 pounds. Both types are ambush predators, using their camouflage in weedy areas to attack with surprise. While normal muskellunge are unlikely to attack humanoids, except by accident, their giant brethren will attack anything smaller than themselves. Other Names: Lunge, milliganong, muskie, musky, and ski.
monsterCyclopedia of Common Animals82Fish – Freshwater
Giant NutriaNutria of either type carry parasites which can get in the water through feces or urine. Humans exposed to water frequented by these animals must succeed on a Fort save (from DC 2 for casual contact to DC 10 for total immersion) or develop a skin rash causing 1 point of Agility damage which does not heal until the infection is resolved. Barring magic, a DC 15 Intelligence check can resolve the issue with 1d3+2 days of treatment. Characters whose occupation indicates a skill with healing or herbalism make this check using 1d20; all others use 1d10. Nutria may be vectors for additional diseases, as determined by the judge. These large semi -aquatic rodents weigh an average of 1d12+18 pounds, with a maximum weight of 37½ pounds. They are mostly herbivorous, and live in tropical and semi -tropical wetlands. Giant nutrias are as large as adult humans, and weigh ten times as much as their smaller kin. Giant nutrias have a greater desire f or meat than normal nutrias, and are less social, gathering in bands of no more than 1d8 members. Larger bands of giant nutrias can drive jaguars from their kill. Nutria furs are valuable, with an undamaged pelt being worth 2 sp for a normal, or 2 gp for a giant, nutria. Other Names: Coypu.
monsterCyclopedia of Common Animals125Rodents
monsterCyclopedia of Common Animals62Centipedes
Giant OstrichOstriches are large flightless birds, gaining heights of 1d4+5 feet and weighing 20d12+140 pounds, with males being larger and heavier than females. They are well adapted to their dry environments, and subsist off of plants as well as small animals, such as lizard, rodents, and insects, and are able to go up to two weeks without water. Ostrich plumes and eggs may be used as decoration, and their large eggs (averaging 3 pounds) can provide food for lost travelers if they can get past the parents. Although normal ostriches are strong enough to carry a human rider, they are not very intelligent. Giant ostriches, which average 1d4 feet taller and 10d12+30 pounds heavier than their smaller kin, are bred for riding and draught duty, and can carry about 500 pounds weight for up to six hours a day. Giant ostriches are less likely to flee in combat, but are only marginally smarter than smaller ostriches.
monsterCyclopedia of Common Animals30Birds – Flightless
monsterCyclopedia of Common Animals111Otters
Giant OwlThese statistics can be used to describe any generic owl, and may be modified to better model specific owl types. Giant owls are intelligent creatures, standing 1d6+6 feet tall with a wingspan roughly twice their height. Giant owls prefer wild areas far from humanoid settlements, although they have been known to befriend other like -minded intelligent creatures from time to time. To determine the alignment of a giant owl, roll 1d8: (1) Lawful, (2 -5) Neutral, or (6 -8) Chaotic. 1 in 4 giant owls may have 1d5 -2 (minimum 1) levels as wizards (60%) or clerics (40%).
monsterCyclopedia of Common Animals31Birds – Owls
Giant PandaThese shy creatures have a diet consisting of primarily bamboo, and are not normally hostile. They are far more likely to avoid humanoids than attack them, unless magically controlled. Giant pandas are 1d4+3 feet long, and weigh up to 350 pounds, with males being larger than females. Average weight is 1d30+220 pounds. Outside of the breeding season, giant pandas are usually solitary.
monsterCyclopedia of Common Animals24Bears
Giant PeccaryPeccaries are pig -like animals weighing 4d12+40 pounds. They may be domesticated or wild, and when wild live in herds of 1d7+5 members to over 100 members in unusual circumstances. Giant peccaries weigh 1d24+87 pounds and tend to be found in pairs, sometimes with young. Although they will attack humanoids if provoked, they ignore them otherwise, and smaller domesticated peccaries may even be kept as pets. Wild peccaries live 1d3+8 years, whereas domesticated ones survive 2d6+12 years. Where domesticated peccaries are available, they cost an average of 2 cp per 10 pounds. Peccaries use scent glands to mark their territories, and often each other. Frequently, their scent is encountered long before any actual animals. Other Names: Javelina or skunk pig.
monsterCyclopedia of Common Animals113Pangolins
Giant PelicanFairly large water birds with wingspans of up to nearly 10 feet and weighing 1d20+9 pounds, pelicans are known for their throat pouches, which are used to catch fish. Different types of pelicans have different sizes, so that a group (or species) of pelicans is much closer to each other in size than the given range suggests. Giant pelicans are much larger, with a 1d8+20 foot wingspan and weighing 3d30+90 pounds. A giant pelican is large enough to carry a lightly encumbered human, and they are capable of being trained to do so. Where they are available, giant pelicans cost 120 gp, and the specially made saddle and harness for riding one costs 40 gp. Giant pelicans live 2d12+20 years. Giant pelicans require a minimum of 40 pounds of fish each day to remain healthy, so that keeping them is an expensive proposition (5 gp per day) unless they have access to good fish stocks in open water for at least six hours per day. Pelicans are considered a delicacy in some places, and both normal and giant pelicans may be served at table.
monsterCyclopedia of Common Animals38Birds – Seabirds
Giant PigeonCommon pigeons usually weigh under half a pound, and are often kept as food animals. Because they tend to return to their roosting areas, circular structures known as dove cotes, which consist of a protected environment with nesting niches in the walls and the means to reach the higher nests – usually a stout mobile ladder – allow pigeons or doves to be harvested as needed while eliminating most of the costs of upkeep. Homing pigeons are trained to return to the same roost, even from great distances. They may be carries to a distant location, a message secured to them, and then released. These pigeons can fly 60 miles in a single hour or 360 miles in a day. The message arrives at the home roost with the bird, recovered by whoever is left in that location, assuming the bird returns home. For each day (or portion thereof) that a homing pigeon is released, but has not yet returned home, roll 1d30: (1-25) pigeon makes progress toward home, (26 - 27) nothing untoward happens, but pigeon does not make progress, (28 -29) pigeon has fallen to a predator, such as a hawk, or (30) pigeon and message have fallen into intelligent hands. Note that this does not mean that the pigeon is killed, or even that the message does not get through. At the judge’s discretion, the message may be read, read by hostile forces, and/or altered and re -released for home. Homing pigeons cost 1 sp and have an upkeep cost of 1 cp per day. Pigeon swarms do not naturally occur, but may be the result of divine forces or mortal spellcasters. Some cultures view pigeons as psychopomps – beings which herald misfortune or help guide the souls of the dead to the afterlife. Because of this, anyone hit by a pigeon swarm must succeed in a DC 10 Will save or take 1 point of Luck damage, foreshadowing their potential demise. Unlike other reductions in Luck, this damage heals normally. Giant pigeons are as large as an adult human, and weigh 1d30+100 pounds. Because of their size, they will sometimes attack creatures as large as a halfling. Some giant pigeons, tainted by Chaos, may go after even larger prey. Other Names: Rock dove. Homing pigeons may be called carrier pigeons or messenger pigeons.
monsterCyclopedia of Common Animals37Birds - Poultry
Giant PikeWith an average length of 1d10+20 inches and a maximum length of just under 5 feet, these fish weigh an average of 1d5+3 pounds but can reach up to 60 pounds. Giant pike are 1d4+8 feet long and weigh 3d30+50 pounds. Both types are ambush predators, using their camouflage in weedy areas to attack with surprise. As with muskellunge, normal pike only attack humanoids by accident, but their giant brethren will attack anything smaller than themselves. Other Names: Hammer handle, jackfish, long head, northern, northern pike, pointy nose, slimmer, slough shark, and slough snake.
monsterCyclopedia of Common Animals82Fish – Freshwater
Giant Poison Dart FrogPoison dart frogs are any of a number of tiny, brightly-colored frogs whose skin secretes a potent toxin. Creatures who come into direct skin-to-skin contact with the creatures, or who make attacks with natural weapons against them, are affected by the secreted poison. In the case of a poison dart frog swarm, the “attack” represents the chance of coming into direct contact with enough members of the swarm to be affected. Giant poison dart frogs are otherwise treated like giant frogs. A thief can recover 1d3 doses of poison from a normal poison dart frog with a successful Handle Poison check. There will be 2d8 normal frogs recoverable after a swarm is dispersed. A giant poison dart frog can yield 2d6 doses of toxin. Other Names: Dart frog, dart-poison frog, poison arrow frog, or poison frog.
monsterCyclopedia of Common Animals13Amphibians
Giant Polar BearDwelling to the far north, male polar bears weigh 11d100+660 pounds, and females 2d100+500 pounds. Giant polar bears weigh a staggering 20d100+700 pounds. Both are predominantly meat eaters, whose coats offer effective camouflage in snowy or icy regions. While polar bears reduce damage from cold, giant polar bears take no damage at all from cold-based attacks, and their fur can be crafted into garments which reduce cold damage by 5 points from any source (1d5+2 people can be so clothed from a single bear). When a polar bear hits the same opponent with both claws, it mauls its opponent, doing additional damage as indicated, and gains a free bite attack. Other Names: Ice bear and white bear.
monsterCyclopedia of Common Animals26Bears
Giant PorcupineThese animals weight 1d24+11 pounds, and are known for their covering of sharp quills. A creature that attacks a porcupine must succeed in a Reflex save (DC 15 if using natural or small weapons; DC 10 if using medium-length weapons) unless they are using something like a spear, polearm, or ranged weapon. At the judge’s discretion, bonuses from armor (but not shields) may be added to this save. Failure indicates quills have become embedded in the attacker, causing 1d3 points of Agility, Strength, or Stamina damage (determine randomly for each point) and requiring a morale check from natural animals. Successful attacks by porcupines do 1d5 points of attribute damage with no save allowed. Giant porcupines weigh 2d30+30 pounds. When they bite, they do 1d3 points of attribute damage due to quills in addition to their normal damage. Their defensive quills and tail slaps likewise do more damage than that of their smaller kin. Finally, 10% of giant porcupines can fling a portion of their quills up to 30 feet away, effectively doing a tail slap as a ranged attack.
monsterCyclopedia of Common Animals114Porcupines
Giant PythonPythons reach lengths of 1d14+20 feet and weigh up to 1d6+60 pounds, although most are only half this size. Still, even normal pythons can grow large enough to threaten an adult human, and giant pythons are much larger specimens. When a python of either type strikes a target, it automatically laps coils around it. Each round thereafter, it attempts to bite its captured target again while doing automatic constriction damage against it.
monsterCyclopedia of Common Animals135Snakes – Constrictors
Giant QuetzalcoatlusThe quetzalcoatlus was the largest pterosaur ever to exist. Standing up to 15 feet high on the ground, the wingspan of this creature is a matter of debate. Normal quetzalcoatlus have a winspan of 1d10+30 feet, whereas giant quetzalcoatlus have a wingspan of 2d20+35 feet. Raptors
monsterCyclopedia of Common Animals159Pterosaurs
monsterCyclopedia of Common Animals121Rabbits and Hares
Giant RaccoonThese clever curious and often cantankerous animals weight 1d50+10 pounds and may be over 2 feet long. They are nocturnal and crepuscular creatures, often finding some hidden place to rest throughout the day. Although they eat frogs, crustaceans, and even young rabbits in wilder regions, they are a pest in urban areas, gleaning meals from humanoid garbage or any foodstuffs left accessible, including crops. Raccoons can carry rabies (1 in 30 chance), and their fasces may carry other pathogens. Because raccoons are intelligent, and their forepaws resemble hands, they are able to open things which are surprising, and can get into packs, bins, and sometimes even buildings. They can also use their “hands” to grab hold of creatures, and a raccoon may attempt to use its weight to drown dogs when pursued near water. Giant raccoons are nightmares the size of black bears, as cunning as their smaller kin, and which view humanoids as prey. Where a normal raccoon will reach into a rabbit burrow and pull out the young by the ears, a giant raccoon will reach into an unlatched window to draw out a sleeper by hair or legs. A giant raccoon that hits with its claw grabs its opponent (opposed Strength vs. +4 to escape), and can make bite attacks against a grabbed opponent with a +2 bonus to hit. Other Names: Trash panda.
monsterCyclopedia of Common Animals121Pandas
Giant Scorpion FishGiant scorpion fish are another matter. These six - foot-long fish view humanoids as potential prey, and usually attack by ambush. Although they do not attack with their spines, anyone making a melee attack against a giant scorpion fish must succeed in a DC 10 Reflex save to avoid contact with the fish’s spines, doing 1d3 damage and poisoning the unfortunate attacker with the scorpion fish’s venom. Extracting venom from a smaller scorpion fish is difficult (DC 20 Handle Poison yields a single dose), but 1d3 doses can be garnered from a larger fish and 1d3+3 from a giant scorpion fish with a DC 10 Handle Poison check.
monsterCyclopedia of Common Animals85Fish – Saltwater
Giant Sea SnakeSea snakes average 3 -5 feet in length, but can grow up to 10 feet. Giant sea snakes grow to a length of 2d14+10 feet. Both are found in warm shallow seas, often in the vicinity of coral reefs. Although air breathers, few can move about on land, and all can hold their breath for extended periods. While some sea snakes are timid, others can be quite aggressive, and giant sea snakes are large enough to view humanoids as potential prey. A thief can extract 1d3 doses of venom from a sea snake, or 1d8 doses from a giant sea snake, with a successful Handle Poison check on a living or dead serpent. Other Names: Coral reef snake.
monsterCyclopedia of Common Animals141Snakes – Venomous
Giant Sea TurtleSea turtles average 1d3+2 feet in length, and weigh 60 pounds per foot. This listing can be used to describe species like the loggerhead, hawksbill, or green sea turtles. Large sea turtles are 1d3+5 feet in length, and weigh 100 pounds per foot. This listing represents larger loggerhead and similar sea turtles. Giant sea turtles are 1d5+10 feet in length and weigh 150 pounds per foot. Although sea turtles are generally gentle, giant sea turtles are sometimes aggressive. Sea turtles are sometimes hunted for meat, and the shells of some species are used as decorative “tortoiseshell”, making them worth 1d3 sp per 100 pounds (round to the nearest 100 pounds). Sea turtles lay their eggs on remote beaches, and these can also supply a food source for local inhabitants or shipwrecked sailors.
monsterCyclopedia of Common Animals145Tortoises
Giant Sea UrchinNormal sea urchins are not aggressive, but coming into contact with them may cause them to sting. Worse, the victim of an urchin sting must succeed in a Luck check or spines break off, becoming lodged in the skin so that the victim takes an additional 1d3 Agility damage which cannot be healed until the spines are removed (a DC 10 intelligence check, with healers and characters native to coastal lands being considered trained). Failure by 5 or more on this check causes an additional point of Agility damage. Those engaging giant sea urchins with melee weapons must succeed on a DC 10 Reflex save to avoid being stung. Unlike normal urchins, giant sea urchins can shoot their spines to a distance of 30 feet, and may target up to three separate creatures. Giant sea urchins consume their prey, so this is not simply a defensive reaction! Different types of sea urchins have different venoms. When sea urchins are encountered (normal or giant) roll 1d14 and consult the following table. In the case of giant sea urchins, all save DCs are increased by +2. These venoms may easily result in drowning if rescue is not at hand. 1-7 Painful sting, Fort DC 8 or 1d3 Agility damage. 8-9 Venom causes an immediate 1d3 temporary Agility damage, plus Fort DC 8 or sleep for 1d4 rounds. These effects are cumulative, so that failing three saves results in 3d3 temporary Agility damage and 2d4 rounds of sleep. This temporary Agility damage heals at a rate of 1 point per turn. 10 Neurotoxic venom causes 1d3 Personality damage, plus DC 20 Fort save or succumb to a catatonic trance lasting 1d3 rounds for normal sea urchins or days for giant sea urchins. 11-13 Fort DC 13 or paralysis for 1d4 turns. 14 Paralysis for 1d3 rounds plus Fort DC 5 or die at the end of this period. Normal sea urchin venom cannot be extracted, but a Handle Poison check can extract 1d10 envenomed spines from a slain giant sea urchin. The spine itself must be used to deliver the toxin, which remains effective for 1d4+1 days. Blowguns can be used for this purpose. Rumors persist of giant land urchins found in damp briny caverns, existing several miles from the nearest coast. Whether true of not, these urchins are said to grow as large as 3d3 feet across, with more Hit Dice, and with correspondingly more damage from their ranged spine attacks. Seals and Walruses
monsterCyclopedia of Common Animals126Sea Urchins
Giant ShrewShrews average 1d3 inches long, with some species allowing for lengths of 1d6 inches. They are constantly hungry omnivorous foragers, which is not a problem when a creature is so small, but giant shrews are 1d3+3 feet in length, and will attack anything they encounter in order to appease their appetites. Giant shrews are immune to fear, and never need to make morale checks. Some smaller shrews are venomous, although their venom is not potent enough to affect creatures much larger than themselves. Giant shrews are also venomous, and this is more potent, but cannot be successfully harvested from the creatures without a DC 20 Handle Poison check.
monsterCyclopedia of Common Animals131Shrews
Giant SidewinderA type of rattlesnake named after its method of locomotion, sidewinders measure 1d16+16 inches long. Active at night during the summer months and during the day when it is colder, they are not overly aggressive but are nonetheless willing to strike when disturbed. Giant sidewinders are aggressive, and view most animals – including humanoids and horses – as prey. At 1d16+16 feet long, these giant snakes are a hazard in the desert regions where they are found. A thief can extract 1d3 -1 doses of venom from either type of sidewinder with a successful Handle Poison check. Normal sidewinders can have their venom extracted alive or dead, but giant sidewinders must be slain before venom can be extracted. Other Names: Desert sidewinder and horned rattlesnake.
monsterCyclopedia of Common Animals141Snakes – Venomous
Giant SkunkThese cat -sized black -and-white animals have a distinctive appearance recognizable to nearly everyone within their range. Skunks are not aggressive, but they are willing to scavenge, and can come into conflict both through accident and through foraging amongst adventurers’ packs or village middens, When encountered, skunks are often shy. They may chatter, stamp their front legs, and spotted skunks even perform a sort of “handstand” to warn other creatures away. When this fails, though, a skunk may spray. Skunks may spray in a general cloud up to 6 feet away with a 20’ radius. Passing through this cloud requires a DC 15 Fort or Will save, but no creature is the direct target. A skunk can target a creature within 20’, and they gain a +2d shift to their attack roll if the creature is within 10’. A successful attack forces the creature to succeed in a DC 20 Fort or Will save to avoid fleeing for 2d10 minutes. Even if successful, they have a -1d shift to all rolls for 2d3 turns, and the scent lingers (drawing attention and hampering stealth) for the next 2d7+7 days. Worse, when a skunk is slain, it releases all of its scent, forcing a DC 25 Fort or Will save to avoid losing the next 1d4+1 rounds of actions due to retching and nausea. This creates a miasma in a 3d6 x 10’ radius lasting 2d6 hours and causing a - 1d penalty to all rolls within its area. Where spotted and striped skunks weigh around 13 pounds, a giant skunk weighs (2d6 x 10) + 100 pounds. Giant skunks spray a 30’ radius cloud up to 40 feet away, and can spray up to 60’, with a +2d shift if the target is within 30’. They otherwise have the same effects and death stench abilities of normal skunks. All skunks have a 5% chance of carrying rabies, and a skunk with rabies suffers the full effects of the disease.
monsterCyclopedia of Common Animals132Skunks
Giant SmilodonThe smallest of these extinct cats weighed 2d50+310 pounds. The average smilodon was 15d12+400 pounds. The largest known smilodons could weigh 6d50+600 pounds, but the giant smilodons found in pulp fiction could weigh as much as 1,200 pounds. If both claws hit, a smilodon gains additional damage as it rakes with its hind claws. Other Names: Saber -toothed cat or saber -toothed tiger.
monsterCyclopedia of Common Animals54Cats – Big Cats
Giant Snapping TurtleAt an average weight of 1d24+10 pounds, with a few rare individual growing up to 75 pounds, snapping turtles are far more aggressive on land than they are in water. Giant snapping turtles, huge monstrosities whose long necks can reach up to 10 feet from their bodies, easily weigh 3d50 x 1,000 pounds. Both types of turtle hide in murky water to ambush prey, but only giant snapping turtles regularly consider humanoids and larger animals to qualify. In both cases, males tend to be larger and heavier than females, but all snapping turtles continue to grow throughout their lifetimes. Common snapping turtles can live 4d10+30 years or more; giant snapping turtles live for centuries.
monsterCyclopedia of Common Animals146Tortoises
monsterCyclopedia of Common Animals143Starfish
Giant SturgeonThese fish pose no danger to humanoids. The eggs of a gravid female may be processed as caviar, and if harvested promptly are worth 5d10 gp. Sturgeon meat and skin are also valuable, making the fish worth 1d10 sp per foot in length. There are some places where sturgeon are considered “royal fish”, and it is unlawful to harvest them.
monsterCyclopedia of Common Animals83Fish – Freshwater
Giant TarantulaTarantulas are large, hairy spiders with a venomous bite. Getting bitten by the normal version of this spider isn’t due to an attack roll; it is due to being unlucky. When the judge determines that a potential victim coming into contact with a tarantula with exposed skin, they may attempt a Luck check to avoid being bitten. Normal tarantulas are not highly aggressive, and may even be carefully handled without incident. Monstrous tarantulas are large spiders, with leg spans up to a foot across, and weighing up to 6 ounces. These are analogous to goliath bird -eating spiders in our world, and may be more aggressive in the fantasy milieu than they are in real life. Giant tarantulas are as large as a human, and are aggressive predators. In addition to their venom, they may spin webs equal to a spider web spell (20 -21 result), although this takes time and cannot be done in combat. 10% of tarantulas have an additional effect to their venom. On a failed save, the victim must save again or suffer seizures which appear like spasmodic dancing for 1d6 minutes. During this time, affected victims suffer a -2d penalty to all attack rolls, spell checks, skill checks, or other checks requiring bodily control or dexterity. For every minute of “dancing”, the victim suffers 1d3 points of temporary Stamina damage. This temporary damage recovers after one turn of rest, but a victim who is brought to 0 Stamina in this manner dies. A thief may extract 1d4 doses of venom from a giant tarantula with a successful Handle Poison check, but other versions of this spider are too small to yield adequate doses.
monsterCyclopedia of Common Animals19Arachnids – Spiders
Giant TickTicks are blood -sucking creatures which may, or may not, be carrying disease. They prefer areas with dense brush where they can drop on passing animals or attach themselves when creatures come into contact with tick -infested foliage. They can sense creatures from some distance away, so where they are prevalent they may bite creatures resting even on well -manicured lawns. A Luck check is allowed to avoid being bitten by a tick where they are found, and a secondary Luck check is allowed to determine whether or not the tick was disease - bearing. Tick swarms are probably the result of dark magic, and always carry disease. Whereas normally tick bites are not even felt, a tick swarm can damage – or even kill – targets due to their sheer numbers. If normal ticks are bad enough, giant ticks growing up to 2 feet long are more horrid still. These creatures are skilled at hiding, and often attack prey by surprise. Because they are good climbers, giant ticks (as well as their normal -sized kin) may drop down on prey from above. If a giant tick succeeds with its bite attack, it attaches itself to its prey and drains 1d3 points of Stamina damage each round thereafter, until it is dislodged, it or its prey is slain, or it drains a total of 10 points of Stamina, in which case the engorged tick drops off of its own accord and attempts to make good its escape. A giant tick may be dislodged with a DC 12 Strength check or a successful Mighty Deed, but these methods increase the risk of transmitting disease, so that the initial Fort save to prevent this is made with a -2d penalty. Applying fire forces a giant tick to make a DC 16 Will save or dislodge itself, and this does not increase the risk of disease.
monsterCyclopedia of Common Animals20Arachnids – Others
Giant ToadA giant toad is large enough to swallow a human whole. On a natural 19 -20 with a bite attack, instead of the normal critical effect, a giant toad swallows human -sized or smaller prey whole, doing 1d6 damage per round to the swallowed creature. A swallowed creature can do nothing that requires movement. Against other creatures, use normal critical effects. As with giant frogs, giant toads can pull victims toward them at a rate of 5 feet per round unless it makes an opposed Strength check (vs +4), or sever its tongue (AC 13, 10 hp or Mighty Deed 4+). Attacking the tongue doesn’t affect the toad’s hit points, but severing it will cause the creature to retreat immediately.
monsterCyclopedia of Common Animals14Amphibians
monsterCyclopedia of Common Animals97Giant Beetle Types
Giant VoleNormal voles are 1d7+2 inches in length; giant voles are 1d7+2 feet. They eat plants and some carrion, and even giant voles largely avoid humanoids when they can.
monsterCyclopedia of Common Animals126Rodents
monsterCyclopedia of Common Animals39Birds – Vultures
Giant Vulture ChickGeneric vultures have a wingspan of 1d4+6 feet and weigh 1d20+11 pounds. They are opportunistic feeders who will usually avoid direct conflict, although they may well hasten the dying and defenseless to their bitter end. Vultures have excellent eyesight and an excellent sense of smell which helps them to detect carrion on the ground while they soar overhead. Because vultures are often the first to locate the dead, land -based scavengers – including large predators which will also scavenge a meal – often watch for vultures dipping, and converge on a meal as fast as they may. The much larger giant vultures are large enough to carry an adult human with ease. If a giant vulture succeeds in a claw attack, its targets must succeed in a DC 14 Reflex save or be grabbed by the avian monstrosity. If a giant vulture has a chick in the nest, grabbed victims will be taken to the nest to feed the chick. Giant vulture chicks are, at least, easier to fight than their parents! At least one wizard has made use of monster summoning to call upon a giant vulture as a form of transportation. This wizard has an iron cage constructed, and the bird carried the cage to his charmed victim, who, entering the cage, was transported to the wizard’s lair.
monsterCyclopedia of Common Animals39Birds – Vultures
Giant walrusWalruses can grow over 16 feet long and weigh as much as 5,000 pounds, although most average 2,000 -3,000 pounds, with Atlantic walruses being a bit smaller than their Pacific cousins. The hides taken from walruses have been measured at 1,000 pounds or more. Some walruses hunt seals, and there have been stories of walruses hunting humans as well, which is common in folklore from the regions these mammals dwell. In the real world, people have hunted walruses for food, skins, oil, and ivory. In the campaign milieu, far more aggressive walruses may exist, hunting the hunters in turn. The red walruses of the Blood Ice, for instance, are as much a menace as they are a resource. A spirit -driven walrus may hunt people because it is compelled by the evil that possesses it. Nonetheless, walrus tusks grow 1d3 feet, weighing 4 pounds and being worth 1d10 gp per foot each, their skins fetch another 1d10 sp per pound, and oil can be extracted worth another 5d20 sp, drawing hunters in even where walruses may be more aggressive. Giant walruses are twice as large, with tusks growing 1d3+3 feet each, and weighing 8 pounds per foot, with a value of 2d10 gp per pound.
monsterCyclopedia of Common Animals130Sea Urchins
Giant WaspWasps are nesting or solitary insects, similar in many ways to bees, but generally more aggressive as each wasp is capable of stinging any number of times without consequence. Giant wasps are usually solitary, and large enough to carry away human -sized prey. There is a 1 in 3 chance that giant wasp venom instead paralyzes its victim (Fort DC 16, 1d6 rounds on a success, or 3d6 days on a failure), seeking to bear away prey to lay its eggs in. If the wasp is successful, the eggs hatch in 1d6 days, and their victim takes 1d6 damage on the day of hatching and each day thereafter until consumed by giant wasp grubs. 1 HD of clerical healing can remove the eggs, and 3 HD can remove the grubs. Alternatively, a DC 10 Agility check from a skilled healer can remove the eggs, and a DC 15 Agility check can remove the grubs, but failure in either case causes 1d5 damage. A thief can extract 1d5 doses of venom from a dead giant wasp with a successful Handle Poison check.
monsterCyclopedia of Common Animals98Sleeping Sickness
monsterCyclopedia of Common Animals113Pangolins
Giant WolfWolves are as described in the core rulebook, with an average weight of 85 pounds. Giant wolves are larger than dire wolves, standing up to 5 feet at the shoulder and weighing an average of 300 pounds. Giant two -headed wolves are more likely to be solitary than other wolves, but may sometimes be found leading packs of their lesser kin.
monsterCyclopedia of Common Animals50Canines – Wolves
Giant WolverineThis boreal member of the weasel family is dog - sized in its normal form, weighing an average of 2d12+16 pounds, but potentially reaching over 70 pounds. Giant wolverines are up to 10 feet long and weigh 6d50+200 pounds. If wounded, but remaining in combat due to a successful Morale check, both types of wolverine fly into a rage, gaining an additional +2 to attack rolls and damage for the remainder of the combat. Wolverines are clever, and have been known to despoil camps or even break into cabins. Often, whatever food they cannot consume is ruined by spraying with their anal musk glands. If that were not enough to earn them the enmity of hunters and trappers, their thick fur resists frost and is worth 3d5 2p for a normal, and 3d5 gp for a giant, wolverine. Giant wolverines will also intentionally hunt humanoids. Other Names: Carcajou, glutton, or quickhatch.
monsterCyclopedia of Common Animals148Weasels
Giant WombatMarsupial mammals weighing 2d16+42 pounds, and being about 40 inches long, wombats can be extremely territorial, and may attack those who startle or disturb them. They are herbivores, living in tunnel systems, and have distinctive cubical feces. A wombat can charge at twice its normal speed, and, if successful, its target must succeed in a DC 10 Strength check or be knocked prone. If a target is knocked prone, the wombat gains a free bite and claw attack against that target. The extinct giant wombat could grow to almost 16 feet at the shoulder, be over 13 feet long, and weigh up to 7,700 pounds. When a giant wombat charges, it requires a DC 20 Strength check to avoid being knocked prone. These creatures didn’t need tunnels for protection and were, thankfully, also herbivores.
monsterCyclopedia of Common Animals107Llamas
Giant XemeOther Names: Fork -tailed gull.
monsterCyclopedia of Common Animals39Birds – Seabirds
GibbonGibbons are a group of lesser apes which spend much of their time in trees, where their brachiation ability allows them to move using their climb speed, and to make leaps of up to 26 feet from one tree to another.
monsterCyclopedia of Common Animals115Primates – Apes
monsterCyclopedia of Common Animals102Lizards
GiraffeGiraffes are known for their height – with their long legs and necks, giraffes can reach almost 20 feet in height, with most ranging to a height of 1d6+8 feet. Even a newborn giraffe is over six feet tall. Adults weigh up to 2 tons. Although they do not butt, they can give an extremely powerful kick or slap larger opponents with their necks. Their skins can be sold for 2d6 x 10 sp. Other Names: Camelopard.
monsterCyclopedia of Common Animals86Giraffes and Okapi
Gnat SwarmNon-biting gnats exist, which are not dangerous at all. This entry refers to biting gnats, midges, noseeums, and similar creatures, which cannot kill adventurers by themselves, but which can cause distress complicating a combat or adventure, or leading a PC to flee in a random direction – which may inadvertently lead to death. In an area infested by gnats, such as a marsh or a swampy forest, creatures unable to find relief from the pests must succeed in a DC 20 Fort save to gain the benefits of overnight rest. When a gnat swarm successfully bites a target, the target is distressed, taking a non -cumulative -1d penalty to all die rolls while it remains within the swarm. If a distressed target is successfully bitten again, it must succeed in a DC 10 Will save or flee in a random direction at its fastest speed. Creatures have been known to run blindly off of cliffs to escape gnat swarms. Judges may consider the effect of a swarm of midges complicating matters when PCs try to climb down into a sinkhole, or a swarm of gnats surrounding a group of zombies (which are immune to distress). Mosquitoes: Fort DC 15 to get the benefits of a night’s rest. Fort DC 5 to avoid disease.
monsterCyclopedia of Common Animals95Giant Beetle Types
monsterCyclopedia of Common Animals87Goats
GOAT GoatThese statistics model a domestic goat, such as those 0 -level PCs may begin play with. Judges with a sense of whimsy may allow 1 in 20 of these to be a Greatest Of All Time (GOAT) goat. Valuable for milk, cheese production, and meat, a goat may be bought for 2 sp. GOAT goats are never for sale. These creatures may be found on otherwise deserted islands, where sailors have left breeding populations to survive on if shipwrecked.
monsterCyclopedia of Common Animals87Goats
Goblin SharkGoblin Shark (Large): Init +2; Atk bite +5 melee (1d8); AC 14; HD 4d8+8; MV Swim 40’; Act 1d20; SV Fort +6, Ref +2, Will +0; AL N. These rare deep -sea sharks have pink skins and elongated dagger -like snouts. They average 1d4+9 feet long, but large goblin sharks can grow up to 20 feet in length.
monsterCyclopedia of Common Animals78Fish – Sharks
monsterCyclopedia of Common Animals27Birds – Eagles
Golden Lion TamarinThese tiny orange -red monkeys are under a foot long, and weigh less than 2 pounds. They form family groups of 2d4 members, foraging during daylight hours.
monsterCyclopedia of Common Animals118Primates – Monkeys
monsterCyclopedia of Common Animals105Llamas
GooseThis entry can be used to describe both domestic and wild geese, which are valued for eggs, meat, and quill feathers (for writing). Geese can be aggressive, and can be used as guard animals. Domesticated geese usually have their wing feathers clipped to prevent flight. A domestic goose costs 2 cp.
monsterCyclopedia of Common Animals36Birds - Poultry
GorillaThese large apes weigh 20d20+200 pounds, with males being larger than females. Although capable climbers, gorillas spend most of their time on the ground. They are highly intelligent, and will used charging, chest pounding, and other displays to avoid actual conflict with humanoids – although fantasy and Sword & Sorcery gorillas may be considerably more aggressive than their real -world counterparts. Gorillas can rend if both claw attacks hit the same target, doing additional damage automatically.
monsterCyclopedia of Common Animals116Primates – Apes
GoshawkGoshawks are large hawks with a wingspan of 1d3+2 feet, the females being larger than the males. They can be used for falconry, assuming normal falconry gear, with a trained bird costing 40 gp or more when available. Captive goshawks may live 1d16+10 years, but wild goshawks have a far shorter life expectancy.
monsterCyclopedia of Common Animals31Birds – Hawks
Gray WhaleGray whales reach 1d10+39 feet in length and can weigh up to 90,000 pounds. They are found predominantly in cold waters, and can be recognized by their gray and white mottled patches on their skin. While many whales flee when hunted, the gray whale often turns on its hunters and fights. They live 1d16+54 years on average, although some may be older. Other Names: Devil fish.
monsterCyclopedia of Common Animals149Whales – Baleen
monsterCyclopedia of Common Animals32Birds – Owls
Great LemurLemurs are a group of mostly herbivorous primates with an average weight of 1d20 pounds, depending upon the exact species. They are not generally dangerous. Giant lemurs are larger – up to the size of a human – and great lemurs are as large as gorillas. In the real world, lemurs this size did exist, but have since gone extinct. Any of these lemurs can be made carnivorous by giving them an additional +1 to attack rolls and +2 to Will saves. In the case of normal lemurs, also raise their action die to 1d20. Lemurs are thought to have souls, and be able to avenge their deaths; if this is true in your campaign milieu a DC 15 Will save to avoid a curse may be appropriate for a lemur’s slayer.
monsterCyclopedia of Common Animals116Primates – Lemurs
Great White SharkGreat White Shark (Large): Init +0; Atk bite +8 melee (1d16); AC 16; HD 8d8+16; MV Swim 40’; Act 1d24; SP critical hit on 20 -24; SV Fort +10, Ref +2, Will +0; AL N. Great white sharks average 1d6+10 feet in length, with females being larger than males, but can grow to almost 20 feet and over 4,400 pounds. Although they are typically solitary predators, they have been observed working together to bring down larger prey. Hammerhead Shark (Small): Init +5; Atk bite +2 melee (1d3); AC 12; HD 1d8+4; MV Swim 60’; Act 1d20; SP critical hit on 19 -20; SV Fort +2, Ref +5, Will +0; AL N. Hammerhead Shark (Medium): Init +4; Atk bite +3 melee (1d5); AC 14; HD 2d8+6; MV Swim 60’; Act 1d20; SP critical hit on 19 -20; SV Fort +4, Ref +4, Will +0; AL N. Hammerhead Shark (Large): Init +2; Atk bite +5 melee (1d8); AC 14; HD 4d8+8; MV Swim 50’; Act 1d20; SP critical hit on 18 -20; SV Fort +6, Ref +2, Will +0; AL N. Hammerhead sharks come in various sizes, from about 3 feet long to just under 20 feet. They are easily distinguished by the head shape they are named for, although there can be considerable variation in the “hammer’s” appearance. Unlike many sharks, hammerheads sometimes “school” together, and can be found in large numbers. While they will attack humanoids without provocation, in the real world there are no recorded fatalities from such attacks. The fantasy world, of course, may differ.
monsterCyclopedia of Common Animals78Fish – Sharks
monsterCyclopedia of Common Animals32Birds – Owls
Greatest Horned OwlThese large, heavy owls have an average wingspan of 4 feet. Raised in captivity, they may become affectionate, but they also may become aggressive as they age. Training a great horned owl as a hunting beast (via falconry) is difficult at best, although elven falconers may have more success than human ones. Females are somewhat larger than males. The greater horned owl has a wingspan of 1d4+8 feet, and the greatest horned owl has a wingspan of 3d8+8 feet. These much larger owls can and will predate on livestock or even humanoids. Other Names: Hoot owl, tiger of the air, and winged tiger.
monsterCyclopedia of Common Animals32Birds – Owls
Green MambaThe venomous green mamba is a large snake, averaging 5 feet plus 3d12 inches in length. It has a reputation for being aggressive, but typically avoids people when it can. A thief can milk 1d3 doses of venom from a green mamba, living or dead, with a successful Handle Poison check.
monsterCyclopedia of Common Animals140Snakes – Venomous
monsterCyclopedia of Common Animals80Fish – Sharks
Grey Seal BullThese are large seals, with bulls reaching 1d5+5 feet in length and weighing 5d50+370 pounds. Cows are 1d4+2 feet in length and weigh 4d50+220 pounds. They are very common seals, which can have small breeding colonies, or colonies numbering thousands of animals.
monsterCyclopedia of Common Animals128Sea Urchins
GreyhoundThis entry describes dogs bred for racing, which are usually non -aggressive (even with strangers), and do not typically bark. One way to model racing animals is to give each creature a racing bonus of +1d6, indicating how fast it is within the normal parameters of its species. A race then consists of either a set number of d6 rolls or a set goal for total rolls, also made with 1d6. Each animal adds its racing bonus to each roll, with the winner being either the highest total or the first animals to reach the set goal. Bets can be placed, with large payouts occurring for animals with the lower racing bonuses, and larger payouts occurring for longer races (more rolls or a higher set goal). The typical lifespan of a greyhound is 1d5+9 years.
monsterCyclopedia of Common Animals47Dogs
Grizzly BearLarge even for brown bears, grizzlies weigh anywhere from 8d100+400 pounds, with males being larger than females on average. They are otherwise treated as brown bears.
monsterCyclopedia of Common Animals25Bears
monsterCyclopedia of Common Animals84Fish – Saltwater
HadrosaurThese “duck-billed” dinosaurs come in a number of varieties, differentiated by their head crests and the calls they make. Hadrosaurs live in herds of 3d10+10 members or more, and flee from danger whenever possible.
monsterCyclopedia of Common Animals156Hadrosaur
Harbor PorpoiseThese are the smallest of the cetaceans at 4 feet plus 1d20 inches and length and weighing 3d30+120 pounds, females being larger than males. They keep close to the shore, and are thus often sighted, and may swim up estuaries and rivers. Other Names: Common porpoise, nise, and puffing pig.
monsterCyclopedia of Common Animals71Dolphins
Harbor SealThese common coastal seals are found in northern to temperate seas, and can grow up to just over 6 feet long with an adult weight of 5d50+120 pounds. Males are heavier than females. They may be hunted for hides or meat.
monsterCyclopedia of Common Animals129Sea Urchins
HareWeighing an average of 1d8+8 pounds, these animals are sometimes hunted for food and can be prepared in a variety of ways. Attempts to catch these animals unaware have a -5 penalty, as they are hard to surprise. A hare can add +10’ to its move speed for 1d3 rounds, but thereafter has to wait another 1d6 rounds before using another burst of speed.
monsterCyclopedia of Common Animals120Rabbits and Hares
Harp SealNamed for the dark markings on the backs of males, similar to a wishbone or a harp, these seals average about 6 feet long, with some reaching just under 7 feet. Females are slightly smaller, with less prominent markings, and sometimes lack the “harp” marking at all. They can hold their breath for over 20 minutes, and are able to dive to depths of over 1,600 feet. They weigh 4d16+250 pounds. They are found in cold and arctic waters.
monsterCyclopedia of Common Animals129Sea Urchins
Harpy EagleFemale harpy eagles are much larger than males, weighing 1d8+22 pounds with a wingspan of about 6-7 feet. Males, by contrast, weigh 1d3+15 pounds, and have a -2 penalty to all attack and damage rolls (with a minimum of 0 damage on a successful attack). On a critical hit, victims who fail a DC 10 Reflex save are blinded in one eye ( -2 penalty to attack rolls and relevant checks). Those who fail by 5 or more are blinded in both eyes. After 1d6 turns the victim may attempt a DC 20 Fort save for each eye affected to regain sight; failure indicates permanent blindness.
monsterCyclopedia of Common Animals28Birds – Eagles
HawkThis entry denotes a hawk with a wingspan of 3 -4 feet, which can be used for falconry with proper gear. Trained birds cost 30 gp or more when available. Females are generally larger than males. A lifespan of 1d12+10 years may be assumed for captive birds.
monsterCyclopedia of Common Animals31Birds – Hawks
monsterCyclopedia of Common Animals90Horses and Equines
monsterCyclopedia of Common Animals87Hedgehogs
monsterCyclopedia of Common Animals13Amphibians
HeronThese large wading birds can reach 5 feet in height.
monsterCyclopedia of Common Animals42Birds – Wading Birds
monsterCyclopedia of Common Animals88Hippos
HogPigs are commonly raised by humanoids for food. The above statistics reflect a young pig (piglet), an adult pig of 1d3 x 100 pounds (pig), and a much larger animal of 1d4+3 x 100 pounds (hog). Larger pigs are possible, at the judge’s discretion. On average, piglets cost 5 cp, whereas larger pigs cost 1 sp per 100 pounds. Pigs do not sweat, and are thus sensitive to heat. Adequate shade and the chance to wallow in mud or water when it is hot out is important for their health. They can eat a wide variety of things, and their excellent sense of smell helps them root out tubers, edible roots, and edible fungi (such as truffles). Pig bites can be nasty, and may carry disease. Catching a pig – especially a greased pig – is a staple in local fairs, particularly among the peasantry. In this case, a pig (or, more often, a piglet) is released into an enclosure. Participants must first catch the pig (attack roll vs. AC) and then hold it (opposed Agility check) to win whatever prize is in the offing. Participants often end up covered in mud and filth. Sometimes the pig must be caught within a certain time, and sometimes the pig manages to escape the enclosure entirely. Whether there is an entry fee depends entirely on the prize to be won; the entertainment value to the common folk is often enough of an entry fee for small prizes. The merchant class and nobility look down upon – and attempt to stay upwind of – the entire thing, of course!
monsterCyclopedia of Common Animals112Pangolins
Honey BadgerMore closely resembling a weasel or wolverine in form, with badger -like markings, honey badgers weigh 1d24+12 pounds with bodies that are 1d8+20 inches long, excluding the tail. Males are larger than females. This aggressive animal has been known to attack lions, hyenas, and buffalo. They raid human poultry, and have been known to dig up human corpses or attack live people – in some locations, there may be a bounty on their hides as a result (rarely more than 1d3 sp). Honey badgers have a 5% chance of carrying rabies (see sidebar).
monsterCyclopedia of Common Animals23Badgers
monsterCyclopedia of Common Animals98Sleeping Sickness
monsterCyclopedia of Common Animals89Horses and Equines
Howler MonkeyThese large monkeys typically live in groups of 1d6+9 individuals, and may grow to be as large as a small halfling. Within the group, 1d3 will be males, and the rest females and young. They eat leaves, nuts, and fruit, and – although loud – are not usually aggressive. Their keen senses can smell food from over a mile away, and they can brachiate through the trees at their full movement speed.
monsterCyclopedia of Common Animals118Primates – Monkeys
Humpback WhaleThese baleen whales are 1d12+45 feet long, with females being slightly longer than males, and weigh up to 40 metric tons. Because they are found in coastal waters, they are often the first victims of whaling operations where they occur. They will swim into harbors, and sometimes even enter rivers, and travel vast distances in open water between polar feeding grounds in the summer and equatorial breeding waters in the winter. They are known for breaching, and for their haunting songs. Humpback whales are intelligent, and live 1d10+80 years if not killed by whalers or other predators. Some 10% of these whales can cast spells with their songs. Roll 1d7: (1 -4) use magic as a level 1d5 neutral cleric of a sea deity such as Pelegia, (5 -6) cast spells as a level 1d3 wizard, or (7) both. Although they will defend themselves against predation, their first instinct is to dive to avoid conflict.
monsterCyclopedia of Common Animals149Whales – Baleen
HyenaThese carnivorous scavengers have powerful jaws and strong forequarter muscles. Their jaws are strong enough to crush bones, so that hyenas leave dry white scat. Hyenas will prey on humans, typically at night. Hyenas are often thought of as filthy or unchancy creatures with occult powers. At the judge’s discretion, 1 in 10 hyenas can charm with their gaze or vocalizations, leading prey away from campfires and safety. Treat this as a charm person spell with a +2 bonus on the spell check.
monsterCyclopedia of Common Animals91Hyenas
HyenadonA hyaenodon is a prehistoric wolf -like creature, predator and scavenger, A hyaenodon is a wolf - like creature, predator and scavenger, resembling modern hyenas standing 4’ tall at the shoulder, with enormously powerful jaws and neck muscles. If a hyaenodon succeeds in a bite attack, it does not let go, but instead pulls its victim off to kill and devour at its leisure. It requires a DC 14 Strength check to prevent the animal from pulling its victim away, and a DC 20 Strength check to actually get free from the locked jaws.
monsterCyclopedia of Common Animals92Hyenas
IbexA large wild alpine goat with long curving horns, ibexes weigh 4d20+200 pounds, with males tending to be larger than females. They have excellent balance, with a +8 bonus to any check or save to keep their footing. Mighty deeds which would result in an ibex losing its balance are treated as though the result were 4 points lower. Their climb speed is used to climb nearly -sheer rock faces.
monsterCyclopedia of Common Animals87Goats
monsterCyclopedia of Common Animals42Birds – Wading Birds
Ibis SwarmWading birds with pronounced downward -pointing beaks, ibises weigh 3 pounds plus 1d7 -1 ounces with a wingspan of up to 4 feet. Giant ibises are up to 6 feet tall, weighing 2d8+20 pounds, and are not normally aggressive unless their nests are disturbed. Flocks of normal ibises may attack as a swarm if directed by arcane or divine powers. Some temples may train these birds to attack as a swarm under certain conditions. When an ibis swarm attacks, it uses a combination of stabbing beaks and wing buffets to do damage.
monsterCyclopedia of Common Animals43Birds – Wading Birds
monsterCyclopedia of Common Animals157Marine Reptiles
monsterCyclopedia of Common Animals103Lizards
IguanodonAt a length of 1d14+20 feet, these woodland dinosaurs are herbivorous, but are capable of defending themselves with their sharp thumb - spikes. Because of their size, humanoid creatures also run a risk of being trampled if they come too near.
monsterCyclopedia of Common Animals157Iguanodon
ImpalaImpalas are small, swift African antelopes. The males have impressive curved and spiralling horns that are themselves worth 1d6 x 10 sp per pair. Impalas can be up to 5 feet long, weighing 2d30+86 pounds.
monsterCyclopedia of Common Animals15Antelope
Indian RhinocerosAt 12 feet to 12 ½ feet long, these creatures typically weigh 1d3+3 x 1,000 pounds, but can weigh up to 8,800 pounds. Unlike black and white rhinos, the Indian rhinoceros has only a single horn, which is 1d12+10 inches in length. Typical value for rhino horns is 1d10 sp per inch, and this is true for Indian rhinos as well. Other Names: Greater one -horned rhinoceros.
monsterCyclopedia of Common Animals123Rhinoceroses
Irish Elk DoeAn extinct species of deer, Irish elk bucks weighed 1d4+11 x 1,000 pounds with antlers spreading 1d5+9 feet across; females were notably smaller but still large. These creatures are large enough to be ridden if they can be tamed (or controlled by magic). Other names: Giant deer, Irish deer, and megaloceros.
monsterCyclopedia of Common Animals69Deer
Jack Jumper Ant SwarmJack jumper ants are aggressive ants with a venomous sting, native to Australia in our own world. They are named for the jumping or hopping motion they display when agitated. Individual ants may be over half an inch long. Other Names: Hopping ants, jumping ants, or jumping jacks.
monsterCyclopedia of Common Animals93Insects – Ants
monsterCyclopedia of Common Animals49Canines – Jackals
Jellyfish SwarmSwarms of jellyfish can cause swimmers to become partially or wholly paralyzed, potentially leading to death by drowning. These are normal jellyfish which prey on smaller fish, so any damage they cause adventurers is purely incidental. Jellyfish are essentially mindless, and therefore immune to mind -affecting spells and effects.
monsterCyclopedia of Common Animals99Jellyfish
monsterCyclopedia of Common Animals105Llamas
Kermode BearThe Kermode bear is a black bear with a recessive trait that causes it to grow cream -white fur. In our world, they are only found in remote areas of the Pacific Northwest rainforest, and occur in 10 -20% of the black bear population. Like other bear, they can maul if they hit the same opponent with both claws, doing an additional 2d4 damage and gaining a free bite attack. These bears are inherently lucky, and characters sighting one, without killing it, gain a +1d3 bonus to Luck for the next 1d7 days at the end of the encounter. A Kermode bear also has 1d5 -2 (minimum 0) of the following special traits (roll 1d5, rerolling duplicates): 1d5 Special Trait 1 The bear contains the spirit of the last great Ice Age, and is immune to all cold damage. 2 The bear can phase in and out of the material realm, so that attacks against it are ineffective 50% of the time. Force attacks, magical weapons, and timing attacks with successful Mighty Deeds can negate this miss chance. 3 The bear is intelligent, and can cast spells as a level 1d3 cleric. 4 The bear is intelligent, and can communicate telepathically within a 100’ range. 5 The bear’s connection to the spirit world passes on to a single creature which consumes its heart. Roll 1d7, modified by Luck: (0 or less): Gain +1 point of Strength and Stamina, and +1d3 points of Luck; (1 -2) gain +1 point of Strength, Stamina, or Luck, determined randomly; (3-4) a spirit appears in the consumer’s dream, demanding that some task be performed, after which the consumer gains +1 point of Luck; (5 -6) -1 point penalty to random ability score until some spirit -assigned quest is completed; (7+) - 1d3 point penalty to Luck as the spirit world is affronted. These effects are immediate and permanent unless otherwise indicated. It is intentional that characters with lower Luck have a better chance of a positive outcome. Other Names: Ghost bear, moksgm’ol , or spirit bear.
monsterCyclopedia of Common Animals25Bears
KestrelThis entry is specifically a common (or Eurasian) kestrel, a hovering raptor with a wingspan of approximately 2 -3 feet, with females being larger than males. They can be used for falconry with the proper gear. Although kestrels are easy to train and effective against small prey, their limitations when hunting larger game lower their value, so that a trained kestrel is worth only 20 gp. Kestrels live an average 1d4+14 of years, but may reach as much as 24 years.
monsterCyclopedia of Common Animals29Birds – Falcons
Killer WhaleAdult killer whales are 1d7+19 feet in length and can weigh over six and a half tons. Although solitary killer whales may be encountered, matrilinear groups of 2d5 related members are common, and 1d4 of these groups may form together into a larger pod. Smaller temporary pods of 1d3+1 individuals may also form. These whales are intelligent, display a sense of humor, and are able to adapt to attempts to outwit them. Other Names: Orca.
monsterCyclopedia of Common Animals150Whales – Toothed
King CobraKing cobras average 1d4+9 feet in length, but can reach over 19 feet and up to 20 pounds. They rear up and flatten their necks into hoods when threatened, or make a hiss which sounds almost like a growl, but usually avoid humanoids when they can. A thief can obtain 1d5 doses of venom with a successful Handle Poison check from a living king cobra, or 1d3 doses if the snake is dead.
monsterCyclopedia of Common Animals138Snakes – Venomous
King CrabWith a leg span that can reach almost 6 feet, and a weight of up to 28 pounds, king crabs are found in deep cold waters. Although not normally dangerous, a group of king crabs controlled by a guiding intelligence can be formidable, as they can potentially grab onto opponents (foregoing normal damage, Strength DC 12 to dislodge), using their weight to keep air -breathers below the surface. They are also tasty, and fishermen can sell king crabs for 2 sp each.
monsterCyclopedia of Common Animals67Crustaceans
King PenguinThese penguins are 1d20+10 inches tall, weighing 1d20+20 pounds.
monsterCyclopedia of Common Animals36Birds - Parrots
KinkajouAn arboreal mammal with large eyes and a prehensile tail, the nocturnal kinkajou is hunted for food, its pelt, and sometimes as an exotic pet. They are not normally aggressive, and are often curious and playful in captivity, but they may transmit a parasitic infection if they bite or scratch (Fort DC 2 or 1 point Stamina damage each day; Fort DC 10 ends, with 1 attempt each day). Kinkajous weigh 1d8+2 pounds and live 1d24+6 years in captivity. Other Names: Bear -monkey, honey bear, and lion - monkey.
monsterCyclopedia of Common Animals101Kinkajou
KiteA group of relatively small and light raptors, this entry is based on the black -winged kite. They live in colonies from 1d20+15 members on average, but kites may gather in much larger groups. Kites hunt insects, lizards, and small rodents, and are not generally useful to falconers.
monsterCyclopedia of Common Animals40Birds – Vultures
KiwiThese small flightless birds can be up to 18 inches high and weigh roughly 1d4+1 pounds. They are good at blending into the undergrowth and hiding (+4 to all attempts at stealth). These birds are nocturnal, harmless, and live 2d12+16 years. Ostrich: Init +2; Atk kick +1 melee (1d6+3); AC 12; HD 3d6; MV 50’; Act 1d20; SP sprint at MV 70’ for 1d6 rounds each hour; SV Fort +3; Ref +3; Will -2; AL N.
monsterCyclopedia of Common Animals30Birds – Flightless
monsterCyclopedia of Common Animals106Llamas
Kodiak BearTypically one and a half to two times larger than grizzly bears, with the largest males weighing over 1,600 pounds. They are otherwise treated as brown bears.
monsterCyclopedia of Common Animals25Bears
monsterCyclopedia of Common Animals103Lizards
KraitThese nocturnal snakes are 2d3+1 feet long, with brightly colored stripes to advertise their venomous nature. Although normally relatively docile, their venom is dangerous, and they are found nearly anywhere in their range, including near humanoid dwellings. Krait venom requires a DC 14 Fort save. On a success, the victim suffers 1d3 Agility damage. On a failure, the victim suffers 2d3 permanent Agility damage and must succeed in a second DC 14 Fort save or die. A thief can milk 1d5 doses of venom from a krait, living or dead, with a successful Handle Poison check. This may cause some to seek out the reclusive reptile, possibly to their sorrow.
monsterCyclopedia of Common Animals140Snakes – Venomous
KrakenOctopuses come in many sizes, from 1 -2 inches across to having arm spans reaching 30 feet across. Where cave octopuses are clumsy, marine octopuses are graceful and intelligent creatures. They are usually solitary, even when living in close proximity, so swarms of tiny octopuses exist only in fantasy, but are potentially terrifying. Normal octopuses are 1d3 feet across, stretched arm-tip to arm -tip, and weigh 1d7+15 pounds. Large octopuses are typically 2d6 feet across, and weigh 1d8 pounds per foot. Giant octopuses are modeled after the real -world giant Pacific octopus, and can span 2d16 feet, with an average weight of 110 pounds, although weights of 600 pounds or more have been measured. Gargantuan octopuses are fantasy creatures, which have tentacle arms spanning 3d30 feet and weighing 3d100+600 pounds. Finally, krakens are enormous octopuses whose tentacles span 2d30+100 feet, and whose weight is measured in tons. Octopuses grasp opponents with their tentacles. For swarms, opponents are allowed a DC 12 Reflex save to keep the creatures off; otherwise, they lose 5’ of movement speed per successful grasp, and the swarm gains a +1 cumulative bonus to future attack rolls. Normal and large octopuses which have grasped an opponent can attack with their beaks in the next (and subsequent) rounds. This grasp can be broken with a Strength check (DC 1 per grasping tentacle). Giant octopuses instead gain 1d4 per tentacle; this is increased to 1d6 for gargantuan octopuses and 1d10 for krakens. For giant and larger octopuses, a grappled character cannot attack until this Strength check succeeds. Octopus tentacles can act individually if severed, except in the great krakens. Severed tentacles can only attack nearby creatures, with a -1d penalty to their attack rolls, and these tentacles do not count towards their parent creature’s grasp. All octopuses have highly developed camouflage that lets them change color and pattern to match surfaces nearby, granting them the indicated bonus to any attempt to hide. Gargantuan octopuses and krakens are large enough to attack ships, halting forward progress, reaching creatures on deck, pulling down masts, or even cracking hulls as the judge determines. Any tentacle arm engaged in attacking the ship itself is, at least, not engaged in attacking the living. All octopuses can generate an ink cloud when in distress, filling an area roughly twice the size of the parent creature and granting a +2 bonus to AC for all creatures therein. Most octopuses can also jet away from combat, moving twice their swim speed for one round and allowing them to escape combat while imposing a -2 penalty to opponent’s free attacks. In general, these occur in tandem when an octopus fails a morale check, and do not require an action die. Krakens are too large to jet away. While all marine octopuses are agile in their native environment, away from the water they suffer a - 10 penalty to initiative and Reflex saves.
monsterCyclopedia of Common Animals62Centipedes
KronosaurusThis marine reptile was 1d12+20 feet long. An opportunistic eater, the kronosaurus will eat fish, squid, other marine reptiles, and anything else it can catch.
monsterCyclopedia of Common Animals158Marine Reptiles
KuduA kudu is a large African antelope. The males have thick, spiralling horns, valued at 1d6 x 10 sp each. Kudu horns are sometimes turned into musical instruments. A kudu hide is worth 1d4 x 10 sp. Males may be over 8 feet long, and weigh up to 690 pounds.
monsterCyclopedia of Common Animals16Antelope
monsterCyclopedia of Common Animals75Fish – Eels
monsterCyclopedia of Common Animals20Arachnids – Others
monsterCyclopedia of Common Animals157Marine Reptiles
monsterCyclopedia of Common Animals62Centipedes
monsterCyclopedia of Common Animals158Pterosaurs
Large SauropodSmall sauropods are those between 30 and 50 feet in length, and large sauropods are between 50 and 75 feet.
monsterCyclopedia of Common Animals160Sauropods
monsterCyclopedia of Common Animals85Fish – Saltwater
monsterCyclopedia of Common Animals145Tortoises
monsterCyclopedia of Common Animals77Fish – Sharks
Leatherback Sea TurtleThese large sea turtles can reach almost 9 feet in length and weighing 550 + (1d100 x 10) pounds. They have tough leathery skin rather than a hard shell. They may be encountered feeding off jellyfish swarms or ashore on warm nights when the females come onto sandy beaches to lay their eggs. Other Names: Leathery turtle, lute turtle, or luth.
monsterCyclopedia of Common Animals145Tortoises
monsterCyclopedia of Common Animals101Leeches
Legendary CrocodileA Nile crocodile can reach over 14 feet in length and weigh over 900 lbs. The first entry represents normal crocodiles, the second runs the gamut from the largest Nile crocodile to saltwater crocodiles (which can reach over 20 feet and weigh more almost 3,000 lbs). The final entry is for crocodiles which are greater than any currently existing on earth – and you can go further if you wish by making these prime or elder crocodiles! The larger and more powerful a crocodile gets, the less it is able to hide itself in the water. They become slower -moving, but tougher by far.
monsterCyclopedia of Common Animals65Octopuses
Legendary Desert TortoiseAn adult desert tortoise is 1d5+9 inches long and weighs 1d8+7 pounds, with a lifespan of 3d10+50 years. Giant desert tortoises are larger, being 1d3+1 feet long and weighing 4d12+50 pounds. Legendary desert tortoises are larger yet, being 2d6+6 feet long and weighing 5d20+100 pounds. As they get larger, lifespan increases, so that giant desert tortoises live 3d20+70 years, and legendary desert tortoises live 5d50+100 years. Legendary desert tortoises gain human -level intelligence. These tortoises are often respected and consulted by those who dwell near them, if they live in relative harmony with the environment. 25% of legendary desert tortoises have lived long enough to see beyond the mysteries of the mundane world and can cast spells as a (roll 1d5): (1-2) wizard or (3 -5) cleric of level 1d5 -1. On a result of “0”, the tortoise knows only one spell, and has a +0 bonus to its spell checks.
monsterCyclopedia of Common Animals145Tortoises
Lemon SharkThese sharks are approximately 1d4+7 feet in length, with an average weight of 7d50+100 pounds. They prefer shallow waters, including the mouths of rivers, and are often found in the waters around subtropical mangrove swamps. They are named for their yellowish coloration, which offers some camouflage against sandy -bottomed shallow water.
monsterCyclopedia of Common Animals79Fish – Sharks
monsterCyclopedia of Common Animals116Primates – Lemurs
LeopardA leopard that strikes with two successful claw attacks is allowed to make a free rake attack (+1 melee for 1d6+2 damage). Males weigh 3d30+66 pounds, and females weigh 1d50+45 pounds.
monsterCyclopedia of Common Animals52Cats – Big Cats
Leopard SealAt roughly 1d5+6½ feet long and weighing 6d100+500 pounds, with males being larger than females, leopard seals are predators found in Antarctic waters and along floating ice or ice shelves. Because leopard seals can stay underwater without surfacing for extended periods, they will attempt to hold prey and pull them into the sea, potentially drowning them. Every time a leopard seal successfully bites, the victim must succeed in a Luck check or be held (opposed Strength vs. +6 or successful mighty deed to break free). Thereafter, the seal can pull the victim 5’ towards water each round, and, once it has reached water, swim with its full speed while towing human -sized prey. An opposed Strength check vs. +4 can prevent the seal from dragging a victim for one round, but doesn’t release the victim. Sea Lion (Male): Init +2; Atk bite +2 melee (1d6+2); AC 9; HD 4d6; MV 10’ or swim 40’; Act 1d20; SP ignore first 5 points of cold damage, +10 to AC and Reflex saves when swimming; SV Fort +7; Ref -4; Will +5; AL N. Sea Lion (Female): Init +0; Atk bite +0 melee (1d6); AC 8; HD 2d6; MV 10’ or swim 40’; Act 1d20; SP ignore first 5 points of cold damage, +10 to AC and Reflex saves when swimming; SV Fort +5; Ref -4; Will +4; AL N. Large Sea Lion (Male): Init +2; Atk bite +4 melee (1d6+4); AC 10; HD 8d6; MV 10’ or swim 40’; Act 1d20; SP ignore first 5 points of cold damage, +10 to AC and Reflex saves when swimming; SV Fort +9; Ref -4; Will +7; AL N. Large Sea Lion (Female): Init +0; Atk bite +2 melee (1d6); AC 8; HD 4d6; MV 10’ or swim 40’; Act 1d20; SP ignore first 5 points of cold damage, +10 to AC and Reflex saves when swimming; SV Fort +6; Ref -4; Will +4; AL N. Normal sea lions weigh 14d100+70 pounds for males and 8d50+20 pounds for females, with males growing to almost 9 feet in length and females nearly 7 feet. Species of large sea lion (such as the Steller sea lion) are larger and grow to twice this weight. Large sea lions have tawny, golden, or reddish pelts reminiscent of a lion’s, and, combined with a ruff of heavier fur along the necks of males, this is where they get their name from. Because of their relatively high intelligence, sea lions can be trained to perform various tricks. Male sea lion pelts are worth 1d10 sp each and female pelts 1d5 sp. The pelts of large males are worth 2d10 sp, and of large females 1d10 sp. Walrus: Init +0; Atk Bite +3 melee (2d6+4) or flipper +0 melee (1d4+4) or crush +2 melee (1d8+4); AC 15; HD 5d8+5; MV 15’ or swim 40’; Act 1d20; SP ignores first 10 points of cold damage from any source; SV Fort +8, Ref –3, Will +2; AL N.
monsterCyclopedia of Common Animals129Sea Urchins
Leopard SharkThese sharks are roughly 4 to 5 feet long, and travel in large schools along shallow coastal waters. They are not dangerous to humanoids, but may be alarming to see feeding at night just beyond the surfline.
monsterCyclopedia of Common Animals79Fish – Sharks
LigerThe hybrid offspring of a male lion and a female tiger, ligers can grow larger than either and weigh over 900 pounds. Gaining sociability from their male parent and a love of swimming from their mothers, these creatures may be the most perfect guardians mad wizards or crazed geneticists can create – at least, among those which also exist in the real world! Most live 1d6+12 years.
monsterCyclopedia of Common Animals53Cats – Big Cats
monsterCyclopedia of Common Animals89Horses and Equines
monsterCyclopedia of Common Animals53Cats – Big Cats
monsterCyclopedia of Common Animals53Cats – Big Cats
monsterCyclopedia of Common Animals102Lizards
LlamaThese domesticated animals weigh 6d50+200 pounds, and are kept for their wool, utility as pack animals, and meat. On average, a healthy and well - cared for llama can carry 200 pounds for 1d4+4 miles each day. Where available, llamas can be bought for 5 gp each. Although intelligent and gentle, llamas need social contact with others of their kind to thrive. Average lifespan is 1d6+14 years. Other Names: Glama or lama.
monsterCyclopedia of Common Animals104Llamas
LorisThis small nocturnal primate is 1d6+10 inches long. They feed on fruit, insects, and small animals, and are themselves sometimes hunted for food or reputed medicinal properties. Their venom causes necrosis when mixed with their saliva, requiring a DC 15 Handle Poison check to recover 1d3 doses from a living, or DC 20 from a dead, loris. Other Names: Slow loris.
monsterCyclopedia of Common Animals120Primates – Other
monsterCyclopedia of Common Animals55Cats – Small Cats
MacaqueMacaques are a group of widespread monkeys, with males weighing 1d14+11 pounds and females weighing 2d14+20 pounds. They are 2d6+16 inches long on average, not including tail length. These monkeys eat mostly fruit, but may supplement this with small animals, insects, other vegetation, and shellfish. When they live close to humanoids, they may raid gardens and sugar cane fields.
monsterCyclopedia of Common Animals118Primates – Monkeys
monsterCyclopedia of Common Animals34Birds - Parrots
monsterCyclopedia of Common Animals90Horses and Equines
MandrillLarge and aggressive monkeys similar to baboons, males weigh 1d24+42 pounds on average, and females weigh 1d14+21 pounds. Although predominately feeding upon plants and small animals, these colorful creatures are territorial, and may attack those who enter their range. To determine mandrill troop size, roll 1d10 and then roll the result in d100s, as mandrill troops can be extremely large. For every 100 mandrills, 1d50 will be the more aggressive males. Although an entire troop is unlikely to be encountered at once, mandrills will hunt cooperatively.
monsterCyclopedia of Common Animals118Primates – Monkeys
Maned WolfThis large wild canid resembles a long -legged red fox, but it neither a true fox nor wolf. It weighs 2d12+42 pounds, and is omnivorous, filling most of its dietary needs with the tomato -like wolf apple. Maned wolves are solitary, or found in mated pairs, and typically shy away from humanoids unless they are halfling -sized or smaller. It is notable for the distinct cannabis smell of its urine, which it uses to mark territory. Other Names: Aguara guasu , borochi, golden dog, kalak , lobo de crín , lobo de los esteros , lobo- guará , and skunk wolf.
monsterCyclopedia of Common Animals51Canines – Other
monsterCyclopedia of Common Animals76Fish – Rays
monsterCyclopedia of Common Animals67Crustaceans
Mantis Shrimp SwarmThese carnivorous shrimp are 1d12+3 inches long, depending upon species, and may be drab or brightly colored. They spend much of their time in burrows, waiting for prey to come by, which they ambush and devour. Their most prominent feature are a set of claws, which they can use with devastating speed and power. To determine the type of claws a particular type of mantis shrimp has, roll 1d12: (1 -6) spear -like, (7 -9) club -like, (10 -11) hatchet -like, or (12) spiked club -like. Mantis shrimp are solitary by nature, but if the natural order is subverted through magic, divine interference, alien technology, or other means, the resultant swarms are ominous indeed! Normal mantis shrimp are fairly common, but not normally dangerous to humanoids unless handled incautiously. Giant mantis shrimp are 1d4+3 feet long, and consider humanoids as potential prey items. Their attacks may do special damage based on their claw types, making them best avoided when possible:  Spear -like claws: Fort DC 12 or additional 1d8 damage as the claw is withdrawn.  Club -like claws: Fort DC 12 or suffer a broken bone (as determined by judge) and 1d3 Agility damage.  Hatchet -like claws: Fort DC 12 or take additional 1d4 damage, with each “4” rolled indicating an additional 1d4 damage.  Spiked club -like claws: Fort DC 12 or roll 1d3: (1 -2) broken bone (as determined by judge) and 1d3 Agility damage, or (3) additional 1d4 damage, with each “4” rolled indicating an additional 1d4 damage. Other Names: Prawn killer, sea locust, and thumb splitter.
monsterCyclopedia of Common Animals67Crustaceans
MargayThese small wildcats weigh 1d4+5 pounds. They eat monkeys, birds, and other small game. Other Names: Caucel , gato tigre , gato-maracajá , maracajá , maracayá , mbarakaya ori , tigrillo , and tree ocelot.
monsterCyclopedia of Common Animals56Cats – Small Cats
Marine IguanaThese large reptiles can grow to over 3 feet long and weigh up to 22 pounds. Although they eat marine algae, they can deliver a nasty bite to protect themselves.
monsterCyclopedia of Common Animals103Lizards
monsterCyclopedia of Common Animals119Primates – Monkeys
monsterCyclopedia of Common Animals119Primates – Monkeys
MastiffLarge dogs used for guardians, hunting, and war, mastiffs are powerfully built animals. A well - trained mastiff may be worth 50 gp or more. In some cases, mastiffs will be fitted with leather or chain armor. Most mastiffs live 1d3+9 years.
monsterCyclopedia of Common Animals47Dogs
MastodonThese extinct elephants were roughly the size of African elephants, weighing around 1d4+4 tons. Males have curved tusks 1d4+4 feet long each, weighing 80 pounds plus 1d30 per foot over 5 feet, and worth 1 gp per pound. 70% of the time a mastodon’s tusks are of equal size and weight; otherwise, one tusk may be broken or damaged.
monsterCyclopedia of Common Animals74Elephants
monsterCyclopedia of Common Animals77Fish – Sharks
MegalaniaThis extinct monitor lizard was 1d12+11 feet long, and is estimated to have weighed an average of 710 pounds, with weights over 4,000 pounds being possible. Its venom is speculative, and the judge may adjust or remove it entirely, if desired. If retained, a thief can recover 2d6 doses of venom from a dead megalania with a successful DC 20 Handle Poison check.
monsterCyclopedia of Common Animals104Lizards
Miniature DonkeyThe core rules do not differentiate between donkeys and mules, as I am doing here, and I am further breaking donkeys down by size. Standard donkeys weigh 5d100+400 pounds and stand 1d20+36 inches at the shoulder. Miniature donkeys weigh 3d100+200 pounds, and stand 1d6+30 inches at the shoulder. Mammoth donkeys weigh 4d100+900 pounds and stand 54 inches at the shoulder or more. Because a donkey’s weight determines its carrying capacity, larger donkeys are more expensive in areas where they are used as work animals. A standard donkey is worth 7 gp, a miniature donkey is worth 5 gp, and mammoth donkey is worth 10 gp. Depending upon how they are worked, donkeys can have a lifespan of up to 2d30+20 years, although this can be as low as 1d4+10 years in areas where they are worked harder with worse living conditions. Donkeys can be used as pack or draught animals, or riding animals, and are able to carry 20 -25% of their body weight, based on age and condition. Donkeys can be trained to guard other livestock, such as sheep, and have a calming effect on horses they are stabled with. Male donkeys may be used to sire mules on female horses. In some cases, donkeys are kept for milk or meat, and donkey skin may be used to make parchment. To simplify matters, the judge may rule that standard donkeys can carry 120 pounds, miniature donkeys can carry 60 pounds, and mammoth donkeys can carry 240 pounds. Donkeys have a highly developed sense of caution, and cannot easily be made to do risky things. They are wary and not often surprised by predators. A band of adventurers traveling with one or more donkeys may be harder to surprise, as determined by the judge. Donkeys may also simply refuse to enter areas where they can smell monsters or the un-dead. Other names: Ass, burro, onager, jack or jackass (male), or jenny (female).
monsterCyclopedia of Common Animals90Horses and Equines
Minke WhaleThese small baleen whales are 2d7+20 feet long, with females being larger than males, and weigh 3d3+4 short tons. Average lifespan is 3d30+20 years.
monsterCyclopedia of Common Animals149Whales – Baleen
monsterCyclopedia of Common Animals108Moles
monsterCyclopedia of Common Animals110Mongooses
Monitor LizardThis entry can be used to describe a variety of monitor lizards from 3 to 7 feet long. Depending upon where they live, species may or may not have a swimming or climbing speed. Most, but not all, are carnivorous. To determine the venom of a particular group of monitor lizards, roll 1d7 and consult the table below. 1d7 Venom 1-4 Anticoagulant. Fort DC 15 or wound continues to bleed, causing 1 point of Stamina damage each round until a save succeeds or the wound is healed. 5-6 Hypotension. Fort DC 12 or low blood pressure causes 1d3 Agility damage and 1 point of Strength damage. 7 Neurotoxin. 1 Agility damage plus Fort DC 12 or additional 1d4 Agility damage.
monsterCyclopedia of Common Animals103Lizards
monsterCyclopedia of Common Animals117Primates – Monkeys
Monkey SwarmThis entry can be used for generic monkeys as well as provide a baseline for swarms of the primates. Monkey bites are unfortunately not at all uncommon. Monkeys can carry diseases such as tetanus and rabies. The judge is recommended to use the disease table for bats in the core rulebook or the rabies guidelines found on page 22 of this work. You could even pump up the risk, considering the virulence of some monkey bites, but if you do this you should make sure that the players have some way of knowing that monkey bites are dangerous. In general, Fort DCs for single monkey bites should be no higher than DC 1d4+1, but standard DCs apply to attacks from swarms. An arboreal monkey swarm can also fling feces, sticks, overripe fruit, and the like at targets prior to melee attacks. These attacks allow the swarm to target all creatures in a 30' x 30' square, which must make Will saves (DC 5 +1 per additional round) to avoid fleeing the area. Of course, the monkeys can move faster than most targets, so fleeing is seldom effective. A monkey swarm can use this tactic to drive targets toward preferred attack sites, or away from their territory.
monsterCyclopedia of Common Animals117Primates – Monkeys
MonocloniusMonoclonius is a smaller ceratopsian dinosaur with a single horn, being a mere 1d3+15 feet long and weighing an average of 2 tons.
monsterCyclopedia of Common Animals154Archelon
monsterCyclopedia of Common Animals108Moles
Monstrous OtterRiver otters are 1d4+1 feet long and weigh 1d30+12 pounds. Giant otters are 1d3+3 feet long and weigh 1d30+48 pounds. Sea otters are 1d3+4 feet long and weigh 2d30+40 pounds. Males (dog otters) are larger than females; in some cases significantly so. Otter fur is valuable, and an undamaged otter pelt can sell for 1d3 sp for a river otter, 2d3 sp for a giant otter, and 3d4 sp for a sea otter. A giant otter in this context is akin to the South American species, whereas a monstrous otter is a huge specimen with a body length of 1d12+6 feet and a weight of 4d50+200 pounds. Their pelts are worth 2d5 gp each. Despite their sizes, all otters are relatively playful and not necessarily hostile if left alone.
monsterCyclopedia of Common Animals111Otters
Monstrous ScorpionMost mundane scorpions can offer a painful sting and little else. When the judge determines that more venomous scorpions can be found within an area, even having a chance of being stung by one is due only to misfortune (modeled by a failed Luck check). Deadlier venoms are possible, at the judge’s discretion, but an assassin wishing to use scorpion venom may find using the creature itself as the most expedient method. 1d3 doses of scorpion venom can be extracted from a living scorpion with a successful DC 20 Handle Poison check. Scorpions do not form swarms naturally, but may do so as the result of magic. In this case, their venom appears more potent because it represents multiple stings – when a swarm is dispersed, a thief may locate 1d6 living normal scorpions thereafter. Giant scorpions with a 40 -foot legspan are described on page 425 of the core rulebook. Monstrous scorpions are a mere 6 -7 feet long, and have comparatively weaker venom. A thief may recover 1d6 doses of venom from a monstrous scorpion, living or dead, with a successful Handle Poison check. The venom of monstrous scorpions may be alchemically distilled into a virulent poison (Fort DC 15 or death in 1d4 rounds) with three hours’ work, a successful DC 15 Intelligence, and DC 15 Handle Poison check. Failure at the Intelligence check ruins the dose, whereas failure at the Handle Poison check indicates self - poisoning as normal.
monsterCyclopedia of Common Animals17Scorpions
monsterCyclopedia of Common Animals19Arachnids – Spiders
Monstrous Wild BoarWild boars are large wild pigs which can raid crops and, while hunted by humanoids for sport, may themselves be aggressive and turn on their hunters…or anyone else they encounter. Males average 5d13+165 pounds, and female 1d50+130 pounds, but weights of almost 800 pounds are possible. In general, a giant boar weighs between 200 and 800 pounds, while a monstrous boar weighs between 800 and 1,200 pounds.
monsterCyclopedia of Common Animals114Pangolins
MoorhenA common game bird weighing 1d12+6 ounces, there are various types of moorhen. Some are capable of long migrations, while others can only flutter short distances. Those which migrate do so at night. Other Names: Gallinule, marsh hen, and swamp chicken.
monsterCyclopedia of Common Animals43Birds – Other
monsterCyclopedia of Common Animals76Fish – Eels
MosasaurThese reptiles are 1d12+30 feet long. They ram prey to stun them, and are able to swallow human - sized creatures whole. Swallowed creatures take 1d6 damage per round, but can attack from within if they have a short weapon, with a -1d penalty to attack rolls and damage.
monsterCyclopedia of Common Animals158Marine Reptiles
Mosquito SwarmSimilar to the entry for gnats, if an area is infested with mosquitoes, creatures unable to find relief from the pests must succeed in a DC 15 Fort save to gain the benefits of overnight rest. When a mosquito swarm successfully bites a target, the target is distressed, taking a non - cumulative -1d penalty to all die rolls while it remains within the swarm. If a distressed target is successfully bitten again, it must succeed in a DC 5 Will save or flee in a random direction at its fastest speed. Giant mosquitoes stab with their dagger -like proboscises, and if they succeed they latch onto their victim until slain, sated, or dislodged by a successful mighty deed or DC 10 Strength check. The round after successfully latching on, the giant mosquito drains 1d3 points of Stamina each round, only becoming sated. Mosquito -Borne Illnesses Dengue Fever: Fort DC 10 avoids completely. Otherwise, 3d5 days later Fort DC 5 to avoid symptoms. Failure means 1 point of Agility and Stamina damage each day for 1d6+1 days and a second DC 5 Fort save to avoid severe dengue with an additional 1d3 -1 Stamina damage each day. In addition to a high fever, victims experience joint pain, headaches, itching, and rash. Severe dengue may include bleeding and bloody stool. Survivors recover 1d6+1 points of lost ability damage each day. A victim of dengue fever (even if they show no symptoms) has a 1 in 4 chance of being immune to the disease; otherwise they suffer a -4 penalty to saves against the illness. This chance rises by 1 in 4 per infection, until the sufferer becomes immune. Malaria: This causes flu -like symptoms 1d6+9 days after being bitten, unless a DC 12 Fort save is successful. The disease causes 1d3 -1 points of Agility damage and 1d3 -2 (minimum 0) points of Stamina damage each day, potentially leading to death through reparatory or kidney failure. Victims gain a DC 15 Fort save each day after the initial symptoms appear to avoid further damage. If three saves in a row succeed, the victim begins to recover. 3d10 days later, however, they must succeed in a new DC 12 Fort save or the process begins anew. Those who completely recover from malaria gain a +10 bonus to all saves related to this disease, but the bonus diminishes by -1d3-1 (minimum 0) each month until their partial immunity is lost. Yellow Fever: Fort DC 15 or suffer 1 point of Agility and Stamina damage 1d4+2 days after being bitten. This damage recurs each day, with flu -like symptoms, loss of appetite, and back pain for 1d4+2 days, after which the disease has run its course if a DC 3 Fort save succeeds. Otherwise, the fever returns, the victim’s skin yellows due to organ damage, and the victim takes 1d3 points of Stamina damage, Thereafter, the victim may bleed from their eyes and mouth, and vomit blood, as they take an additional 1d3 Stamina damage each day they fail a DC 15 Fort save. Succeeding in three saves in a row ends the disease. Those who survive yellow fever gain permanent immunity. Mosquito bites can also carry disease, and the judge may rule that specific diseases are carried in any given region, or that no disease is carried in other regions. The diseases for bats on page 397 of the core rulebook may be used as guidelines, or the judge may include more detailed maladies (see sidebar). Even where disease is a real concern, the judge may allow a Luck check to determine whether or not there is even a chance of contracting the disease from a particular encounter.
monsterCyclopedia of Common Animals96Giant Beetle Types
monsterCyclopedia of Common Animals125Rodents
Mouse SwarmMice are not normally dangerous, but they are stealthy, can fit into small spaces, and are not surprising to find in human habitations, making them ideal animals for summoning to infiltrate a dwelling. Mouse swarms are similar to, although not as dangerous as, rat swarms, and usually avoid interacting with humanoids unless otherwise compelled to.
monsterCyclopedia of Common Animals125Rodents
MuleThe infertile offspring of a male donkey and female horse, mules weigh an average of 20d10+800 pounds. They are generally more tractable than donkeys and more intelligent than horses. A average mule can carry 200 pounds (or 20% of its body weight) for up to 16 miles before needing to be rested. Mules can also be taken underground, and will traverse stairs, making them of great value when traversing the great dark passages beneath the surface world. Mules live 1d6+24 years on average. The author suggests using these modified statistics for mules, and valuing them as 12 gp.
monsterCyclopedia of Common Animals91Horses and Equines
Mule DeerMule deer bucks weigh 6d30+150 pounds on average, and does weigh 1d100+95 pounds, although some males may grow to over 450 pounds. As with other deer, a hunter, forester, or warrior with a bow may bring down a doe or yearling with a DC 10 Agility check (the creature is injured and must be followed for 1d6 x 10 minutes before it falls), or a stag with a DC 13 Agility check. Otherwise, the creatures use the statistics above with 1d6 hp (yearlings or does) or 4d6 hp (stags).
monsterCyclopedia of Common Animals70Deer
Musk DeerWeighing 1d12+15 pounds, these solitary deer -like animals are hunted for their abdominal musk glands, used in making perfume. The males do not have antlers, but have elongated canine “tusks” instead. They are active at night, dawn, and twilight, and are found in alpine scrub and forested hills.
monsterCyclopedia of Common Animals70Deer
monsterCyclopedia of Common Animals58Cattle and Bovines
monsterCyclopedia of Common Animals82Fish – Freshwater
NarwhalA narwhal is a type of toothed whale, 1d8+10 feet long and weighing (3d6+180) x 10 pounds. Males have a modified tooth, which appears to be a forward -facing horn, 1d5+5 feet in length. A typical group consists of 1d20 narwhals, which may be of any gender mix. Males tend to be larger and heavier than females. 2% of females grow smaller “horns” (or tusks) than the males (1d3+3 feet in length) and 2% of males have two tusks, with the second being 1d3 -1 feet shorter than the first. Males with two tusks do an extra +1d6 damage on a successful tusk attack. Narwhal tusks are hollow, weighing just under 2 pounds per foot. Intact, they are worth 5 gp per foot for their ivory content, and even damaged tusks are worth 5 sp per foot. Narwhal tusks may have medicinal or magical properties as well, as determined by the judge. These creatures are found in arctic waters. Other Names: Unicorn of the sea.
monsterCyclopedia of Common Animals150Whales – Toothed
monsterCyclopedia of Common Animals136Snakes – Venomous
NilgaiNilgai (singular and plural) are large, ox -like creatures related to antelope. On Earth, they are found in India and Pakistan. The females have yellowish -brown coats, with the males becoming darker grey -blue with maturity. Adults can be between 6 and 7 feet long, and weigh up to 660 pounds. Their horns are short, and have no particular value.
monsterCyclopedia of Common Animals16Antelope
Nurse SharkSome fish found along coral reefs, including some whitetipped sharks, have a build -up of toxins in their flesh which can poison those who consume them. Those consuming the contaminated flesh must succeed in a DC 16 Fort save or develop symptoms over the next 1d4 hours to 1d4 days, depending upon how much is consumed. Symptoms, including vomiting, diarrhea, numbness, temperature sensitivity, dizziness, and worse, cause an initial 1d3 points of damage to Strength, Agility , and Stamina (roll separately for each). Although not often deadly, effects can be long -lasting. Until those affected throw off the toxic effects, they cannot recover ability score damage from any source. Victims are allowed a new save each day, but require 5 consecutive saves to throw off the poison and begin recovery. Worse, a natural “1” on any save causes an additional 1d3 damage to a randomly determined physical attribute. Unusually for a poison, ciguatera can be transmitted sexually (Fort DC 13 negates). Nurse Shark (Large): Init +2; Atk bite +5 melee (1d8); AC 14; HD 4d8+8; MV Swim 20’; Act 1d20; SV Fort +6, Ref +2, Will -2; AL N. Nurse sharks are nocturnal predators. These bottom -dwellers feed mostly on small fish, crustaceans, mollusks, and smaller skates and rays. Although generally passive, they are opportunistic and easily provoked, resulting in a frequent willingness to attack humanoids which get too close. Adults are 1d3+6 feet long and weigh 7d10+200 pounds. Some have claimed to see larger nurse sharks, up to 14 feet long, which use the second set of statistics.
monsterCyclopedia of Common Animals79Fish – Sharks
monsterCyclopedia of Common Animals125Rodents
OcelotThese nocturnal wildcats weigh 1d20+15 pounds, and can reach almost 2 feet at the shoulder. They eat smaller mammals, as well as reptiles, crustaceans, insects, and birds, and are not usually dangerous to humanoids.
monsterCyclopedia of Common Animals56Cats – Small Cats
monsterCyclopedia of Common Animals61Centipedes
monsterCyclopedia of Common Animals62Centipedes
OkapiThe okapi stands almost 5 feet tall at the shoulder, and weighs 12d30+400 pounds. It is a rare dweller in hilly tropical forests, and on the skirts of tropical mountains where there is sufficient canopy cover. They are typically solitary, with reddish coats, long necks, and zebra -like patterns on their legs. In some areas, okapi pelts may be worth as much as 2d3 gp each due to their rarity. Other names: Forest giraffe and zebra giraffe.
monsterCyclopedia of Common Animals86Giraffes and Okapi
OpossumThese nocturnal marsupials are roughly the size of cats, or a little larger, although cats are typically heaver. Opossums weigh 1d3+8 pounds on average, although they can potentially reach over 15 pounds. When cornered or threatened, they may give off an odor like rancid meat and play dead for up to 1d4 hours. This is not always voluntary, and may occur (10% chance) whenever the animal fails a morale check. Opossums are immune to snake venoms, as well as many diseases, and will include venomous serpents, ticks, and other pests in their diet. They may raid domesticated fowl, however. Combined with their sharp teeth, pointed faces, and hairless prehensile tails, this makes them unwelcome near some humanoid settlements. Other Names: Possum.
monsterCyclopedia of Common Animals106Llamas
monsterCyclopedia of Common Animals116Primates – Apes
OryxOryx are large antelope with sweeping, scimitar - like horns, native to Africa. They are found in arid regions, where they are active mainly at night and in early morning. Their horns are valued at 1d4 x 10 sp each. They can be up to 7 feet long, and weigh up to 460 pounds.
monsterCyclopedia of Common Animals16Antelope
OspreyBirds of prey with an average wingspan of 2d10+50 inches and a weight of 1d3+1 pounds, osprey are found nesting in tall trees near water where fish, their primary food, are abundant. It is possible for a falconer to train an osprey. A trained osprey lives 9 years plus 1d14 months. Osprey strike for the face when attacking humanoid opponents. If an osprey rolls a natural “16” on its attack, the opponent must succeed in a DC 10 Reflex save or lose an eye. Other Names: Fish eagle.
monsterCyclopedia of Common Animals28Birds – Eagles
OviraptorRoughly 6 ½ feet long, oviraptors are fast because they have to be. They make their living by raiding the nests of other dinosaurs, and do not usually present a danger to adventurers.
monsterCyclopedia of Common Animals159Pterosaurs
monsterCyclopedia of Common Animals31Birds – Owls
OxCastrated bulls that are trained for use as draft animals, oxen are strong and relatively docile. Slow and steady, oxen are often worked in pairs using a yoke. An ox can pull 1,680 pounds at a steady pace, and weighs (1d16 x 100)+1,400 pounds. An ox is worth 80 gp. A double yoke can be purchased for 5 gp, and a single yoke for 8 gp. They require less quality feed than horses, so that feeding them costs only 2 cp per day. An ox typically lives 2d6+14 years. Aurochs (Bull): Init +2; Atk gore +6 melee (1d6+4) or trample +4 melee (2d6+4); AC 13; HD 5d8; MV 40’; Act 2d20; SP charge, knock prone (free trample attack, Strength DC 20 negates); SV Fort +5; Ref +2; Will +5; AL N. Aurochs (Cow): Init +0; Atk gore +4 melee (1d4+3) or trample +2 melee (2d5+3); AC 12; HD 4d8; MV 40’; Act 1d20; SP knock prone (free trample attack, Strength DC 15 negates); SV Fort +4; Ref +1; Will +3; AL N. Although extinct in the real world, the aurochs need not be extinct in the campaign milieu! Males are as large as 6’ at the shoulder, and cows could reach over 5 feet. The bull’s horns grew to 2½ feet long each, driven by serious muscle mass and an aggressive disposition. These creatures may also be encountered through time travel or within a “Lost World” region. A bull aurochs can charge, gaining a +2 bonus to hit and inflicting an additional 1d6 damage with its attack, but taking a -2 penalty to its AC until its next action. Any attack by an aurochs knocks its opponent prone unless an appropriate Strength check succeeds. An aurochs gains an immediate free trample attack against any opponent it knocks prone. Bison: Init +0; Atk butt +7 melee (2d4+4) or trample +5 melee (3d6); AC 14; HD 5d8; MV 40’; Act 1d20; SP charge (Fort DC 20 or be knocked prone plus free trample attack); SV Fort +8; Ref +2; Will +5; AL N. An adult bison can grow over 6½ feet tall at the shoulder, and weigh as much as 2,800 pounds for plains bison, while wood bison can grow to almost 7 feet but weighs somewhat less (up to 2,200 pounds). When a bison charges, any victim it strikes must succeed in a DC 20 Fort save or be knocked prone. In addition, the bison gains a free trample attack against any target it strikes with a charge, whether it is knocked prone or not. Melee attacks against prone targets are at a +2 bonus, however. Other names: buffalo, wisent. These statistics can also be used to represent the gaur.
monsterCyclopedia of Common Animals56Cattle and Bovines
PachycephalosaurusAt 1d6+12 feet long, these dinosaurs have thick, reinforced skulls which allow them to use their heads as rams, both to establish herd dominance and as a method of defense. Typical herds consist of 4d6 members.
monsterCyclopedia of Common Animals158Pachycephalosaurus
PangolinMainly nocturnal insectivorous animals, pangolins average 1d3 feet in length and weigh 1d6 x 10 pounds. They are covered in sharp-edged scales which require a DC 10 Reflex save when attacked with natural weapons to avoid taking 1 hp damage. A pangolin can curl into a ball, increasing the Reflex save to DC 15 and granting it an additional +2 bonus to AC. Finally, a pangolin can secrete a noxious chemical that requires anyone engaged in melee with it to make an immediate morale check to remain in the vicinity. Other Names: Scaly anteater. Pigs & Swine
monsterCyclopedia of Common Animals111Pangolins
monsterCyclopedia of Common Animals33Birds - Parrots
Parrot SwarmParrots are intelligent birds, which can be trained to speak words (and in some cases, understand their meaning). Parrot swarms do not naturally occur, but may occur due to arcane or divine influences. Parrots live an average of 5d10+20 years, and can be purchased for 2 sp where common, although they may be considerably more expensive elsewhere.
monsterCyclopedia of Common Animals33Birds - Parrots
PeafowlPeacocks and peahens weigh 1d8+5 pounds, with males being heavier than females. They are sometimes kept as ornamental birds, or for the table, almost always allowed the freedom of the grounds of whatever estate is keeping them. Peacocks are poor flyers, and can only fly for 1d3 rounds before needing to land, but they are excellent escape artists, and can usually free themselves if kept in an enclosure. The brilliant tail feathers of male peacocks can fetch as much as 1d3 sp per bird in some markets, but their eye -like markings cause others to shy away from them. Some believe that demons, devils, or gods can watch mortals through the eye - spots of peacock feathers. In some cases, this may be true.
monsterCyclopedia of Common Animals36Birds - Poultry
monsterCyclopedia of Common Animals113Pangolins
monsterCyclopedia of Common Animals38Birds – Seabirds
PenguinThese statistics can be used for average penguins weighing 1d3+6 pounds.
monsterCyclopedia of Common Animals35Birds - Parrots
PheasantThese common game birds can weigh 1d7 pounds, but average weight is 2 -3 pounds.
monsterCyclopedia of Common Animals43Birds – Other
monsterCyclopedia of Common Animals112Pangolins
monsterCyclopedia of Common Animals37Birds - Poultry
monsterCyclopedia of Common Animals37Birds - Poultry
monsterCyclopedia of Common Animals112Pangolins
monsterCyclopedia of Common Animals82Fish – Freshwater
Pilot WhaleThese whales reach an average length of 1d7+17 feet and weigh 42d100+2,824 pounds, with males being larger than females. Although not typically aggressive, they are capable of defending themselves, particularly when magically controlled, and they will harass or chase off threatening species when possible. These intelligent creatures live in matrilineal multi - generational pods of 2d10+10 members on average, but may form much larger pods or mingle in multi -pod get -togethers of 3d50 pods. Males live 1d10+40 years, with females living 1d10+55 years. Other Names: Blackfish or pothead whale.
monsterCyclopedia of Common Animals151Whales – Toothed
Pine MartenOther Names: Baum marten and sweet marten.
monsterCyclopedia of Common Animals147Weasels
Piranha SwamIndividually, average piranha weigh 1d4+3 pounds, and if a swarm is defeated by an area attack, 1d20 fish may be recovered. Water protects piranha swarms from fire -based magic and similar effects, granting a +2d shift on the dice chain to saving throws and reducing any damage suffered to one -quarter. The judge may rule that the medium allows electricity -based spells to affect all targets in range (including any potential PCs), and cold-based spells to affect all targets in half normal range, so long as they are at least partly in the water. When characters are successfully attacked by the swarming bite of piranha, they must succeed in a Luck check, or the piranha attack in a frenzy that round, doing an additional 1d5 damage to all targets that failed their Luck check. For creatures without Luck scores, assume a base score of 10. Particularly cruel judges may have "exploding" frenzy damage. Each time a "5" is rolled, add an additional 1d5 damage. In this way, cattle – and adventurers! – may be stripped to the bone in seconds. Obviously, the easiest way to avoid these dangers is to not get into the water in the first place. Once you are attacked, the easiest way to survive is to get out of the water.
monsterCyclopedia of Common Animals83Fish – Freshwater
PlatypusThese egg-laying mammals are about 20 inches long and weigh 1d5 pounds. Males have venomous spurs on their hind legs (1 Stamina damage plus DC 12 Fort save or increase to 1d3 Stamina damage and incapacitated by excruciating pain for 3d3 rounds). Female platypuses also have spurs, but cannot deliver venom. Fur from these creatures can fetch up to 2 sp per animal.
monsterCyclopedia of Common Animals111Monotremes
PlesiosaurThis listing indicates a long -necked marine reptile, similar to an elasmosaurus, but only 1d5+20 feet long. This is a good choice to represent various lake monsters should the judge so desire.
monsterCyclopedia of Common Animals158Marine Reptiles
monsterCyclopedia of Common Animals13Amphibians
monsterCyclopedia of Common Animals13Amphibians
monsterCyclopedia of Common Animals26Bears
PolecatCommon polecats weigh 1d3 pounds, with males being larger than females. They are capable of emitting a pungent yellow musk with an unpleasant odor, both to mark territory and in self - defense (Fort DC 8 or be stunned 1d3 rounds). Their fur is valuable, being worth 2d5 sp, or 4d5 sp if taken in the winter, when their fur is thicker. Because polecats may prey on small game animals or livestock, some areas may also have a bounty of 1d3 sp per animal in addition to the value of its fur.
monsterCyclopedia of Common Animals147Weasels
PonyPonies live 1d8+24 years. Depending upon the size of the pony, most should be limited to carrying 150 pounds or less, though a small pony might be able to carry only 100 pounds, and a large pony might be able to handle as much as 200 pounds.
monsterCyclopedia of Common Animals91Horses and Equines
monsterCyclopedia of Common Animals114Porcupines
Proboscis MonkeyThese large monkeys weigh 4d6+32 pounds, with males being larger than females. Although both genders have pronounced noses, males have the prodigious facial features which give these monkeys their name. Spider Monkey: Init +4; Atk bite +0 melee (1d3) or sticks +2 ranged (1d3-2, minimum 0); AC 13; HD 1d3; MV 20’ or climb 40’; Act 1d20; SP brachiation; warning display (see below); SV Fort +1; Ref +4; Will -2; AL N. These large monkeys weigh 1d20+13 pounds, with long limbs and long, prehensile tails. They are organized in arboreal troops of 3d6+12 individuals, usually remaining near the upper canopy where they eat fruit, leaves, flowers, and insects. When approached by humanoids or other creatures they perceive as a possible threat, spider monkeys bark and shake tree limbs to warn them off. If this does not work, they throw branches as similar debris to drive intruders away. They may also urinate on, or fling feces at, intruders. This does no damage, but may in itself be sufficient to cause recalcitrant enemies to withdraw.
monsterCyclopedia of Common Animals119Primates – Monkeys
Pronghorn AntelopeThe pronghorn antelope isn’t a true antelope, but is an antelope -like animal which can be up to 5 feet long, and weigh up to 155 lbs. Other Names: Prairie ghost. Sable Antelope: Init +7; Atk butt +3 melee (2d6) or kick +1 melee (2d4); AC 16; HD 4d8+4; MV 70'; Act 1d20; SV Fort +2, Ref +8, Will –4; AL N. The sable antelope is a large antelope with a horse - like build and long horns. They are up to 8¾ feet long, and weigh up to 660 lbs. Their pelts are worth 1d6 x 10 gp, and their horns worth 1d2 x 10 sp each.
monsterCyclopedia of Common Animals16Antelope
ProtoceratopsProtoceratops is a mere 1d4+5 feet long and weighs 3d30+135 pounds. They have bony protuberances rather than horns, and may be crepuscular or nocturnal. They are found in herds with 3d6 adults and twice this many juvenile members.
monsterCyclopedia of Common Animals155Archelon
PtarmiganThese northern game birds weigh 1d3 pounds. They are found in arctic and subarctic regions.
monsterCyclopedia of Common Animals43Birds – Other
Puff AdderThese thick -bodied serpents are highly venomous. They have the ability to mask their scent, even from dogs and similar creatures, as well as having scale patterns which make them difficult to detect. Puff adders are named for their warning display, and are often bad -tempered when disturbed, or when a warning is inadequate. Because they are sluggish, and most often nocturnal ambush hunters, PCs may be able to avoid them even in their territory. However, a thief can obtain 2d4 doses of venom with a successful Handle Poison check from a living or dead snake; the DC is increased to 15 if the snake is alive.
monsterCyclopedia of Common Animals136Snakes – Venomous
Pygmy HippopotamusThese small hippos weigh only 7d30+600 pounds. They are less aggressive than their larger kindred, and tend to live alone or in small groups. Although mostly aquatic, they also spend more time on land than larger hippos.
monsterCyclopedia of Common Animals89Hippos
QuaggaThese creatures have zebra -like forequarters and horse -like hindquarters. They were hunted to extinction in the real world, although they may yet exist in the campaign milieu (or be encountered in the Dreamlands or through time travel). They weighed 1d100+550 pounds.
monsterCyclopedia of Common Animals91Horses and Equines
monsterCyclopedia of Common Animals159Pterosaurs
QuokkaThis cat -sized marsupial weighs 1d6+5 pounds. Related to wallabies, they have pleasant -seeming faces which appear to be smiling and large front teeth. They also seem to have little fear of humans, although that is probably due to lack of familiarity more than anything else. They can bite if touched and the person disturbing them fails a Luck check, and they may carry diseases, as determined by the judge. The bitten target is allowed a second Luck check to avoid possible exposure.
monsterCyclopedia of Common Animals107Llamas
monsterCyclopedia of Common Animals120Rabbits and Hares
Rabbit SwarmRabbits, whether warren -dwellers like European rabbits, or those of less social habits, are generally smaller than hares, with an average wild rabbit weighing 1d6+6 pounds. Like hares, rabbits are hard to surprise, with a -4 penalty to checks to surprise solitary rabbits, and a -6 penalty to surprise warren -dwellers, which will thump the ground with their hind feet to warn others. A rabbit can add +10’ to its move speed for 1d3 rounds, but thereafter has to wait another 1d6 rounds before using another burst of speed. Giant rabbits are large enough to ride or pull a carriage in harness, and are generally less skittish than their smaller kin. Rabbit swarms do not form naturally, but may be generated by spells or other supernatural forces. Raccoons and Red
monsterCyclopedia of Common Animals121Rabbits and Hares
monsterCyclopedia of Common Animals121Pandas
RaptorSmall raptors are about the size of a turkey. Normal raptors, such as the deinonychus or velociraptor, are 1d4+6 feet long.
monsterCyclopedia of Common Animals159Pterosaurs
RattlesnakeThere are various types of rattlesnake, varying in length, though 1d3+2 feet supplies a rough average. They tend to be smaller in colder regions, but may reach as much as 8 feet where it is warm and food is plentiful. Although they seldom attack if unprovoked, preferring to use a warning rattle or simply move away, those who ignore these warnings or get too close risk being bitten. A thief can extract 1d3+1 doses of venom from an average rattlesnake, living or dead, with a successful Handle Poison check.
monsterCyclopedia of Common Animals141Snakes – Venomous
monsterCyclopedia of Common Animals44Birds – Other
Raven SwarmThese fairly intelligent birds are sometimes tamed, or semi -tamed, and can learn to speak phrases similarly to the way a parrot can. 1 in 20 ravens has human -level intelligence, and 1 in 16 of these will have a single level of wizard or cleric (equal chances of each). On a critical hit, in addition to other effects, ravens remove a victim’s eye unless a DC 5 Reflex save succeeds.
monsterCyclopedia of Common Animals44Birds – Other
Red DeerThis large species of deer weighs 2d100+350 pounds, with the males having pronounced antlers. A hunter, forester, or warrior with a bow may bring down a doe or yearling with a DC 13 Agility check (the creature is injured and must be followed for 1d6 x 10 minutes before it falls), or a stag with a DC 15 Agility check. Otherwise, the creatures use the statistics above with 2d8 hp (yearlings or does) or 4d8 hp (stags).
monsterCyclopedia of Common Animals70Deer
Red PandaThe red panda weighs an average of 4d8+3 pounds, and is a generally solitary and arboreal animal which eats bamboo shoots, fruit, leaves, and blossoms. They are seldom seen in the wild, and are most active at night, twilight, and dawn. Although they look similar to raccoons in some respects, they are not aggressive and have as little to do with humanoid habitations as they can. Other Names: Lesser panda.
monsterCyclopedia of Common Animals122Pandas
Red WolfSomewhat smaller than the common wolf, red wolves weighing 10d5+30 pounds, with males being heavier than females. They are somewhere between grey wolves and coyotes in terms of size and sociability, and are sometimes thought to be coywolves – an admixture between the two – rather than their own species.
monsterCyclopedia of Common Animals51Canines – Wolves
ReindeerDomesticated reindeer are kept for meat, milk, and hides. Large reindeer can be ridden, and even smaller reindeer can pull sleighs, sledges, or carts, alone or in harness. A reindeer can carry half its weight, or pull ¾ of its weight if properly harnessed. On average, a male reindeer can take a rider of up to 225 pounds, and pull up to 340 pounds, and a female reindeer can take a rider of up to 90 pounds and pull up to 135 pounds. Male reindeer cost 45 gp, and females 25 gp. They live 1d6+14 years.
monsterCyclopedia of Common Animals70Deer
RheaLarge flightless birds, rheas are typically no more than 5 feet tall (although a few large males reach 6 feet) and weigh 1d24+60 pounds. They have been hunted for meat and leather. Their large eggs are also sought as food, by humanoids and other creatures.
monsterCyclopedia of Common Animals31Birds – Flightless
Rhino ViperApproximately 1d14+28 inches long, with some reaching as large as five feet, these serpents have a stout build and recognizably by the horn -like scales protruding from its snout. Mostly nocturnal, they hide during the day and hunt at night. Because of their natural camouflage, rhino vipers are hard to spot, and this increases their danger to the unwary. If undisturbed, these snakes seldom attack, but it is easy to step too near – or even upon – an unseen viper, thus triggering a strike. A thief can extract 1d3 doses of venom from a dead rhino viper, or 1d3+2 doses from a living one, with a successful Handle Poison check. Other Names: Butterfly viper, horned puff adder, rhinoceros horned viper, rhinoceros puff adder, rhinoceros viper, and river jack.
monsterCyclopedia of Common Animals142Snakes – Venomous
RhinocerosThese statistics can be used for any sort of generic rhinoceros, or modified as needed to create specific types. Generic rhinos have a single horn growing 3d16 inches and valued at 1d8 sp per inch.
monsterCyclopedia of Common Animals122Rhinoceroses
River DolphinRanging from 1d4+4 feet in size, these dolphins can be found in warm rivers and brackish waters. Their populations are typically of a similar size in any region, and weigh 27 ½ pounds per foot. Like all dolphins, they are intelligent and, because they navigate with echolocation, can easily detect invisible creatures in the water. Other Names: Pink dolphin.
monsterCyclopedia of Common Animals72Dolphins
monsterCyclopedia of Common Animals111Otters
Roe DeerThese are small, widespread deer weighing 2d20+35 pounds. A hunter, forester, or warrior with a bow may bring down a roe deer with a DC 10 Agility check (there is a 1 in 6 chance that the creature is instantly slain; otherwise it is injured and must be followed for 1d6 x 10 minutes before it falls). Other Names: Stags are sometimes referred to as roebucks.
monsterCyclopedia of Common Animals71Deer
Roseate SpoonbillThis is a relatively large bird, with a 1d6+46 inch wingspan and weighing 3 -4 pounds. They are pinkish, with a spoon -shaped bill, reaching up to nearly three feet in height. Found in warm shallow waters and swampland, where they feed by using their bills to sift through mud and water for insects, crustaceans, and similar food. Among societies where bird plumes are values as decoration (for apparel or otherwise) a single roseate spoonbill can be sold for 1d10 cp. Because they sometimes gather in large flocks, hunting these birds can be profitable.
monsterCyclopedia of Common Animals43Birds – Wading Birds
RottweilerBred for herding or as watchdogs, these territorial animals can also pull carts with loads of up to 75 pounds. Male Rottweilers weigh 2d20+108 pounds, and females weigh 3d10+75 pounds. Rottweilers can intimidate others, forcing an immediate morale check. They use their Action Die to roll 1d6 -2, which becomes a modifier to the check. This is useful both for herding recalcitrant stock animals and for frightening off intruders. These dogs are sometimes aggressive towards strangers, forcing the owner or handler to make a DC 5 Personality check to control them. A Rottweiler lives 2d4+6 years and costs 3d10+10 gp when available.
monsterCyclopedia of Common Animals47Dogs
SawfishSawfish are 1d24+9 feet long, depending upon species, and are found in tropical or subtropical waters. They are usually found in brackish shallow estuaries or coastal waters, but some species can be found in freshwater. The largest weigh 1d4+10 x 10 pounds. Their saw-like rostrums may have religious, symbolic, or magical value.
monsterCyclopedia of Common Animals84Fish – Saltwater
monsterCyclopedia of Common Animals17Scorpions
monsterCyclopedia of Common Animals85Fish – Saltwater
monsterCyclopedia of Common Animals17Scorpions
monsterCyclopedia of Common Animals111Otters
monsterCyclopedia of Common Animals141Snakes – Venomous
monsterCyclopedia of Common Animals145Tortoises
monsterCyclopedia of Common Animals126Sea Urchins
SeagullA common sight in coastal areas, on the sea, or even miles inland so long as there are large bodies of water, seagulls are aggressive opportunists. Although they are not dangerous, they are so common that a summoned seagull acting as a courier or spy is unlikely to be noticed.
monsterCyclopedia of Common Animals39Birds – Seabirds
Sei WhaleThese baleen whales are 1d12+52 feet long, and weighs 1d6+16 short tons. Females are somewhat larger than males. Sei whales can “sprint”, moving up to three times their normal swim speed for up to 1d3 turns. They are usually found in temperate waters, and seldom actively display near the ocean surface, making them somewhat harder to spot. Their lifespan is 1d30+45 years. Other Names: Finner, lesser fin whale, and Pollack whale.
monsterCyclopedia of Common Animals150Whales – Baleen
Serpent SwarmThis entry can be used to represent any type of serpent swarm. Venom details can be taken from various serpent types found in the Cyclopedia of Common Animals , Appendix P of the core rulebook, or pages 102 -103 of 50 Fantastic Functions For The D50 (put out by Goodman Games).
monsterCyclopedia of Common Animals135Snakes – Venomous
SheepSheep are raised for milk, meat, and wool. Rams weigh 5d50+100 pounds, and ewes weigh 3d50+70 pounds. A wether is a castrated male, and a bellwether is a sheep which other sheep will follow. Ewes can supply an income of 2d10 cp per month from milk, cheese, and/or lambs, although attention and work are required to gain this income. Sheep can also provide 2d10 sp worth of wool each year if sheared. Ewes may be available for 5 sp each, rams for 2 gp, wethers for 1 gp, bellwethers for 5 gp, and lambs for 1 sp in the spring.
monsterCyclopedia of Common Animals131Sheep
SheepdogThese are herding dogs weighing 3d12+65 pounds, with males being a little larger and heavier than females. They are typically well mannered, with instincts that both help them to herd sheep (or similar livestock) as well as guard their herd from wolves, foxes, and similar predators. Sheepdogs cost 2d12+8 gp. Average lifespan is 1d3+11 years.
monsterCyclopedia of Common Animals47Dogs
monsterCyclopedia of Common Animals131Shrews
monsterCyclopedia of Common Animals141Snakes – Venomous
SkuaWeighing roughly 1d4 pounds with an average four-foot wingspan, skuas fish, scavenge, and steal meals from gulls and other smaller seabirds. They will kill and eat smaller birds, rabbits, and rodents, and raid nests for eggs and chicks. Aggressive birds, they will divebomb creatures approaching their nesting sites, which may offer a serious inconvenience if one is climbing a cliff when this occurs. Skuas can also vomit up partially digested - meals onto creatures below, forcing the target to succeed in a DC 15 Will save or lose their next 1d3 actions in disgust. Other names: Bonxie and jaeger.
monsterCyclopedia of Common Animals39Birds – Seabirds
Sled DogThis entry describes strong breeds of dog trained to pull in harness, such as the Husky and Samoyed, with an average weight of 1d20+35 pounds. These dogs can pull up to 150 pounds each, and have an average life expectancy of 1d3+11 years. A sled dog costs 3d10+30 gp. Harness per dog costs 2 gp, and a set of harness must be created for the size of dog team desired. Dog sleds cost 20 gp per 50 pounds weight, up to 150 pounds, and can be loaded with up to 20 times the sled’s own weight. In warmer climes, dog carts may be used at half this cost.
monsterCyclopedia of Common Animals47Dogs
SlothThese slow -moving creatures can be aggressive if threatened or magically compelled to be. They weigh 1d12+7 pounds.
monsterCyclopedia of Common Animals134Sloths
Sloth BearAsiatic elephants, for some reason, will not tolerate sloth bears, and seek to drive the creatures from their territory. Other Names: Labiated bear.
monsterCyclopedia of Common Animals26Bears
monsterCyclopedia of Common Animals157Marine Reptiles
monsterCyclopedia of Common Animals158Pterosaurs
monsterCyclopedia of Common Animals159Pterosaurs
monsterCyclopedia of Common Animals159Sauropods
monsterCyclopedia of Common Animals77Fish – Sharks
Small TheropodTheropods are carnivorous bipedal dinosaurs. Average theropods represent creatures like ceratosaurus, gorgosaurus, and megalosaurus. Small theropods are chicken -sized carnivores which run in packs. They seldom attack larger game (including humanoids) unless the prey is obviously handicapped or they outnumber their prey. They will certainly demonstrate interest in them, however, even if they do not attack and small theropods flee immediately if their number drops below those of their opponents.
monsterCyclopedia of Common Animals161Theropods
monsterCyclopedia of Common Animals146Tortoises
Snow LeopardA shy and rarely -seen leopard which inhabits cold mountain regions, male snow leopards weigh 3d30+96 pounds, and females weigh 2d6+75 pounds. These elusive cats are seldom encountered unless under magical or divine control. Their pelts are worth at 2d12+10 gp. Other names: White leopard.
monsterCyclopedia of Common Animals53Cats – Big Cats
Snowy OwlThese large owls have wingspans of approximately 1d3+3 feet, and weigh roughly 1d3 pounds, with females being larger than males. Unlike most owls, snowy owls may be active and will hunt during daylight hours. At the judge’s discretion, 1 in 20 of these owls has some unusual quality. Roll 1d5 and consult the table below: 1 Owl is intelligent, with 3d6 for Intelligence, and able to speak the common tongue. Unlike some owls, snowy owls do not form parliaments. 2 Owl is intelligent, with 3d6 for Intelligence, and acts as a spy for a nearby community of owlmen. 3 Owl is possessed by the spirit of an arctic priest or shaman, operating in this shape for purposes of their own. The shaman is elsewhere in a trance, and returns to their own body if the owl is slain. 4 Owl is possessed by the ghost of a warrior or hunter who was lost on the tundra. The ghost can only be laid to rest if the ghost’s former body is recovered and given proper funeral rites. 5 Owl is intelligent, with 3d6 for Intelligence and Personality, and is able to speak the common tongue. It is Chaotic and served one of the great powers of cold and ice, inimical to humanoid life. It has 2d4-3 (minimum 1) levels as a wizard or cleric, with an equal chance for each. Other Names: Arctic owl, polar owl, and white owl.
monsterCyclopedia of Common Animals33Birds – Owls
SongbirdThis listing represents any number of songbirds, from canaries to meadow larks. Some form of songbird is usually available for 1 cp wherever folk work underground, and a wire cage to carry them costs 1 sp. Because they are so sensitive to lack of oxygen and poisonous vapors, a songbird will expire long before a humanoid would even have to make a saving throw against the gas’s effects. Some songbirds may be worth more due to the beauty of their plumage, the loveliness of their song, or their scarcity. Likewise, larger and fancier cages, or those made of better materials, are more expensive.
monsterCyclopedia of Common Animals44Birds – Other
SpanielSmaller hunting dogs bred and trained to flush, mark, and retrieve game, most spaniels weigh 2d16+18 pounds, although smaller and larger breeds may exist. Intelligent, energetic, and of good disposition, they live an average of 1d3+9 years. Where they can be purchased, spaniels cost 2d6+5 gp.
monsterCyclopedia of Common Animals48Dogs
Spectacled BearThese medium -sized bears weigh 13d30+70 pounds, with the males being much larger than the females. They are named for the “spectacle” marking on their facial fur. The only short -faced bear to survive into modern times, spectacled bears are native to South America, where their omnivorous diet consists mostly of fruit and other plant matter. Spectacled bears are not usually aggressive towards humanoids unless they feel threatened. Although sometimes known as mountain bears, their range is in no way limited to the cloud forests found in mountainous regions. Other Names: Jukumari, mountain bear, ukukui, and ukumari.
monsterCyclopedia of Common Animals27Bears
Sperm WhaleThe largest of the toothed whales, sperm whales are 5d10+30 feet long, with males being larger than females. Sperm whales have been hunted for spermaceti, or whale oil, as well as meat, and a sperm whale yields 1d10 sp of value per foot once rendered. Ambergris, a greasy grey or black substance produced in the whale’s digestive tract, can sometimes be found washed up on beaches or floating in the ocean, in lumps that are typically 1d100 pounds in size (but may be much larger or smaller), with a 10% chance of being found inside a processed whale. This material is worth 1d5 gp per pound. When a sperm whale successfully bites a victim, the target must succeed in a DC 25 Reflex save or be swallowed whole. A swallowed victim has a -2d penalty to all rolls, and takes 2d6 damage automatically each round. The judge may allow a Luck check to remain in the whale’s mouth, foregoing all penalties and damage, but remaining trapped until released by circumstances. Other Names: Australasianus, cachalot, catodon, kashalot, and spermaceti whale. Appendix I: Tables From the Cyclopedia Domestica
monsterCyclopedia of Common Animals151Whales – Toothed
Spider SwarmThis entry described a swarm of mundane spiders. You can find potential venom effects in Appendix P of the core rulebook, in the Cyclopedia of Common Animals , or on pages 102 -103 of 50 Fantastic Functions For The D50 (Goodman Games). Alternatively, a DC 5 Fort save avoids an additional 1d4 damage. Spider swarms do not have webs strong enough to capture PCs, but they may impede vision or slow characters down.
monsterCyclopedia of Common Animals18Arachnids – Spiders
Spitting CobraThese venomous snakes are 1d5+5 feet long. As with other cobras, spitting cobras also rear up and flatten their necks into hoods when threatening, but these serpents can also spit venom at targets up to 10 feet away. When it bites a victim, a spitting cobra causes 1d6 damage from swelling and necrosis, and the target must succeed in a DC 16 Fort save or be paralyzed for 1d6 turns, with another DC 16 Fort save at the end of this period to avoid death. A spitting cobra can spit venom at its opponent’s eyes and face. If successful, the target takes 1d4 -1 damage and is blinded for 1d5 minutes. At the end of this time, blinded victims must succeed in a DC 16 Fort save or the blindness is permanent. 10% of spitting cobras can spray their venom in a mist rather than a stream. This gives them a +1d shift towards hitting opponents, but lowers the save DC to avoid permanent blindness to 12. A thief can extract 1d5 doses of venom from a spitting cobra (living or dead) with a successful Handle Poison check, but there is a -2d shift on the attempt if the cobra is alive, with failure indicating being hit by spit venom. Copperhead: Init +2; Atk bite +7 melee (venom); AC 14; HD 1 hp; MV 20’ or climb 20’; Act 1d16; SP venom (Fort DC 10 or 1d3 Stamina damage; 1 point is permanent on natural “1”), camouflage +6; SV Fort -2; Ref +4; Will +0; AL N. Adult copperheads are 1d16+20 inches long on average. They strike without warning when threatened, and their tendency to rely on camouflage as a defense makes stepping on or near one altogether too possible. Their venom tends to be mild, compared to other venomous snakes. A thief can extract 1d4 doses of venom from a bush viper (living or dead) with a successful Handle Poison check.
monsterCyclopedia of Common Animals139Snakes – Venomous
monsterCyclopedia of Common Animals132Skunks
SpringbokThis antelope, weighing 3d10+60 pounds, travels in mixes -gender herds and is known for a leaping behavior called “pronking”, where it can leap up to 7 feet in the air. They are found on dry savannahs and desert regions, and can survive a long time on only the water gained through grazing or browsing. Other Names: Springbuck.
monsterCyclopedia of Common Animals16Antelope
Starfish SwarmStarfish come in many sizes, from the tiny to the very rare Midgardia Xandaros . The sunflower sea star is only a little smaller, reaching almost 3½ feet across, with 1d9+15 arms (roll 1d10, rerolling 10s), although it is still harmless to humanoids. Normal starfish can regenerate slowly over weeks of months, replacing lost limbs or even whole bodies. Starfish are notoriously hard to kill if they remain in water; cutting a starfish in two results not in a single dead animal, but eventually in two living ones. Giant starfish are 1d4+6 feet across, and are large enough to attack unsuspecting humanoids. They are not very fast, though, and are unlikely to catch creatures aware of them. A giant starfish attacks with three powerful arms, automatically grasping any foe it successfully hits, while using the other two to anchor it in place. Grasped creatures can break free from a given arm with an opposed Strength check (vs. +6), otherwise taking an automatic 1d3 damage per grasping arm, and allowing the giant starfish to attempt to bite with a +2 bonus per grasping arm. A giant starfish can forego doing automatic damage and use all its action dice to pry the armor from an opponent, reducing the AC value of non- magical armor by 1d3 points. Shields may merely be torn from the victim’s grasp, but other armor is permanently damaged until mended. Swarms of starfish do not occur naturally, but might be magically invoked. Because of their slow movement rate, marine magicians often wait until their victims have entered the area of the swarm before causing it to attack. The swarm attacks by grasping onto victims, clinging to them, obstructing joints, and weighing them down through sheer numbers. This is represented with temporary Agility damage, which is healed immediately when the swarm ceases its attack. Oceanic wizards, or others who can control such swarms, may use them to capture opponents…or to hold creatures and drown them. Other Names: Sea star.
monsterCyclopedia of Common Animals143Starfish
monsterCyclopedia of Common Animals160Stegosaurus
StingrayFound in warm shallow waters, there are both marine and freshwater stingrays. These creatures are 1d7 feet across, with a weight varying based on size. Smaller rays weigh 3d10 pounds, but the largest can weigh 4d100+300 pounds. Hit Dice are also a function of size, as indicated below:  1-Foot Ray 1 hp  2-Foot Ray 1-3 hp  3-Foot Ray 1d3  4-Foot Ray 1d5  5-Foot Ray 1d6  6-Foot Ray 2d6  7-Foot Ray 3d6 These creatures are not usually hostile, but when threatened – or accidently stepped upon while blending into bottom sand – they may sting. Unlike many venomous creatures, the toxin of a stingray is an amalgamation of enzymes and secretions that cannot be harvested by characters. However, the meat is good, and stingrays are often hunted as food.
monsterCyclopedia of Common Animals77Fish – Rays
StonefishThese fish are found in warm tropical seas, or more rarely rivers, and often in coral reef areas. They average 11 inches, but can grow up to 16 inches. Like the closely related scorpion fish, they are not aggressive, but unlucky adventurers who step on or touch them may be subject to a defensive attack before the creature attempts to retreat. Because stonefish can survive out of the water for a full 24 hours, even touching an unmoving stonefish on the beach may result in a sting. Stonefish venom is especially deadly, requiring a DC 12 Fort save. Even if the save succeeds, the victim takes 1d4 Strength damage and is incapacitated by pain for 2d5 turns. If the save fails, the victim takes 1d3 permanent Strength damage and must make a second DC 12 Fort save. If the second save fails, the victim is paralyzed for 1d7 days and must succeed in a third DC 12 Fort save or die in 1d3 hours. Ingestion of the venom has the same effect, but the Fort save DC is increased to 16. Nonetheless, stonefish is considered a delicacy, and if properly prepared, it is not poisonous. Heating the venom can also destroy its potency (determine with a Luck check). A thief can extract 2d3 doses of stonefish venom from a dead stonefish with a successful Handle Poison check.
monsterCyclopedia of Common Animals85Fish – Saltwater
monsterCyclopedia of Common Animals132Skunks
monsterCyclopedia of Common Animals83Fish – Freshwater
StyracosaurusStyracosaurus has a single long horn, up to 2 feet long coming from its nose, as well as a variable number of long horns protruding from its frill (1d6+4 by species, rounded down to the nearest even number). It is 1d3+15 feet long and weighs 2 - 3 tons.
monsterCyclopedia of Common Animals155Archelon
Sun BearThe smallest, and possibly most intelligent, of true bears, sun bears weigh only 3d30+55 pounds. They avoid humans, and seldom attack unless injured, threatened, or defending cubs. They spend more of their time in trees than other bears, and are excellent climbers. Because of their relatively gentle nature, sun bears have sometimes been kept as pets. Their intelligence allows them a wide range of expression, and sun bears can demonstrate reasoning skills analogous to those of great apes.
monsterCyclopedia of Common Animals27Bears
monsterCyclopedia of Common Animals143Starfish
SwanWith wingspans of up to 10 feet, and weighing as much as 1d12+20 pounds, swans are large birds. Kept as a food source, these birds may have their wings clipped and be kept in a swan pit for fattening. Table swans are worth 1d5 sp each, and their beaks are usually trimmed to indicate the owner. These birds symbolize love and fidelity, both because of their beautiful elegance, and because they mate for life.
monsterCyclopedia of Common Animals38Birds - Poultry
SwordfishThese large fish are 2d5+5 feet in length, weighing up to 1,500 pounds at their largest. They are found in temperate to tropical ocean waters, but are more prevalent in warmer regions. Other Names: Broadbill.
monsterCyclopedia of Common Animals86Fish – Saltwater
TaipanAt a length of 1d4+5 feet and weighing 1d6+1 pounds, this venomous snake is found in coastal, desert, and inland areas of Australia and New Guinea. Although it doesn’t go out of its way to be aggressive, it is quick to defend itself. A thief can recover 2d6 doses of venom from a living or dead taipan.
monsterCyclopedia of Common Animals142Snakes – Venomous
TapirThese large, pig-like animals are found in Central America, South America and parts of Southeast Asia in our world. They are herbivores, with flexible snouts allowing them to stay underwater for hours at a time to avoid predators. Just the tip of the snout remains above water to allow the animal to breath. On average, tapirs are just over 3 feet high and the shoulder and 6½ feet long, with an average weight of 7d50+320 pounds.
monsterCyclopedia of Common Animals144Tapirs
monsterCyclopedia of Common Animals19Arachnids – Spiders
Tasmanian DevilThese bad -tempered marsupial carnivores weigh 2d8+8 pounds, with males being larger and heavier than females. Although they are primarily scavengers, humanoids may come into conflict with these creatures due to their disposition or if they raid poultry and similar small livestock.
monsterCyclopedia of Common Animals107Llamas
Tasmanian TigerThese carnivorous marsupial predators were 1d14+37 inches long, weighing 3d12+30 pounds. They have a build similar to that of a dog or fox admixed with a cat, and are named for their dark stripes. In the real world, the last known member of this species died in captivity in 1936, and there is existing black & white film of it in the public domain. These animals may come into conflict with humanoids because they are blamed for attacking poultry or livestock, which may or may not be true. Other Names: Tasmanian wolf, thylacine.
monsterCyclopedia of Common Animals107Llamas
TerrierThese animals are of particular use to adventurers, because they are resistant to fear, and are willing to go into even small spaces underground, including tunnels which even a halfling could not fit. On the other hand, they tend to bark, and are easily excitable, potentially following interesting scents which their owners would prefer they ignore. Terriers weigh 1d5+17 pounds, with an average lifespan of 1d3+10 years. Where available, they cost 2d10+2 gp.
monsterCyclopedia of Common Animals48Dogs
monsterCyclopedia of Common Animals161Theropods
Thought MoleThese small mammals are rarely longer than half a foot, weighing 2d30+70 grams. Although they primarily live on earthworms (and can paralyze them with toxic saliva which is not dangerous to larger creatures), they can sense living sentient minds within 300 feet, and can consume the thoughts of such creatures. When a potential victims come within 200’ of a thought mole, it attempts to psychically infiltrate the mind of the most intelligent individual. The thought mole must succeed in an opposed Will save with its intended victim, and, if successful, causes 1d3 points of Intelligence and 1d3 points of Personality damage. It continues to attack the same individual until their Intelligence is reduced to 0, or until they leave the thought mole’s attack range – at which point the creature moves on to the next most Intelligent potential victim. At the end of a thought mole attack, victims must succeed in a Will save (DC is equal to total Intelligence damage taken); if successful, the damage heals normally. If failed, half the damage is permanent. Thought moles are easy to kill once located, but their small size and subterranean nature makes this difficult. They often surprise, as they do not need line of sight to attack.
monsterCyclopedia of Common Animals108Moles
Thresher SharkThresher sharks grow up to 20 feet long and weigh up to 1,100 pounds. They are named for their lengthened upper tail fin, which resembles a scythe or thresher. Thresher sharks strike potential prey with their tails, and then attack stunned prey items with their bite. A thresher shark’s elongated tail fin may be as long as their body. These sharks are not usually aggressive towards humanoids, and may be fished for meat and shark skin to make decorative shagreen.
monsterCyclopedia of Common Animals80Fish – Sharks
monsterCyclopedia of Common Animals20Arachnids – Others
monsterCyclopedia of Common Animals20Arachnids – Others
Tiger SharkThe tiger shark is an aggressive solitary nocturnal predator averaging 1d8+10 feet long with a weight of 13d100+700 pounds. Tiger sharks eat all manner of indigestible material which may become trapped in their stomachs. Cutting open a slain tiger shark allows a 20% chance of finding some garbage or used equipment that it has swallowed, with a 1 in 6 chance that something therein is useful. At the judge’s discretion, a tiger shark’s digestive tract may even contain some form of treasure.
monsterCyclopedia of Common Animals81Fish – Sharks
TitanichithysDinichithys is an extinct armored fish growing 1d3+8 feet long, with the titanichithys being up to 3d6+20 feet long. Both are capable of biting with incredible force, sucking water in as they open their mouths to draw prey into the attack (which is already added into their attack bonuses). Gallimimus
monsterCyclopedia of Common Animals156Dinichithys
monsterCyclopedia of Common Animals160Sauropods
TitanothereThese ancient extinct rhinoceroses could stand 8 feet tall and weigh nearly 9,000 pounds. They fed on soft vegation, but if roused by potential threats could be devastating. Other Names: Brontothere or thunder beast.
monsterCyclopedia of Common Animals123Rhinoceroses
monsterCyclopedia of Common Animals150Whales – Toothed
ToucanThese large -billed birds are roughly crow -sized, ranging from 5 ounces to about 1½ pounds in weight, depending upon the species. Their colorful bills and plumage can be sold for 1d3 sp per bird, but toucans are sometimes kept as pets, so that a live capture might be worth twice as much. At the judge’s discretion, 1 in 20 toucans may have extraordinary senses, which are able to locate some specific type of object or creature as far as 1d6 miles away. These unusual birds can be trained to lead humanoids to the thing that they are able to sense. The judge is encouraged to create unique things to sense; otherwise roll 1d6 and consult below: 1. Fresh water which is safe to drink (i.e., free from contaminants or harmful pathogens). 2. Ghosts. 3. Criminals of a particular type. Roll 1d4: (1) thieves, (2) kidnappers, (3) arsonists, or (4) murderers. 1 in 6 of these toucans can locate the being or beings behind a specific crime. 4. Witches or evil spellcasters. 5. Lost items. 1 in 3 can locate a specific lost item on command, 6. Artificial fruit flavors. Birds – Penguins
monsterCyclopedia of Common Animals34Birds - Parrots
Tree KangarooThese marsupials are arboreal kangaroos weighing 1d8+16 pounds, with males being larger than females. They are shy and harmless creatures.
monsterCyclopedia of Common Animals106Llamas
Tree ViperThis small, aggressive serpent is 1d3+1 feet long. Arboreal, it hunts at night, and strikes at those who disturb it – which is unfortunate as it is also hard to spot. A thief can obtain 1d4 doses of venom from a tree viper, living or dead, with a successful Handle Poison check. Other Names: Bamboo pit viper, bamboo snake, bamboo viper, boodro pam, grass -green snake, green pit viper, and green tree viper.
monsterCyclopedia of Common Animals143Snakes – Venomous
monsterCyclopedia of Common Animals154Archelon
monsterCyclopedia of Common Animals97Giant Beetle Types
Tsetse Fly SwarmTsetse flies are large grey -brown insects with a painful bite. When traveling or residing in an area where these flies are prevalent, a Luck check must be made once per day to avoid being bitten. If bitten a second Luck check must be made to determine if the biting fly carried the parasites causing sleeping sickness. If this is also failed, a DC 5 Fort save prevents infestation and the resultant disease. The judge may allow long -term residents a weekly, monthly, or annual chance of infection instead. Those who encounter tsetse fly swarms or the cat - sized giant tsetse flies are less fortunate, as these can always transmit sleeping sickness, and the Fort save required to avoid contracting the malady is higher. Other Names: Tik -tik or tzetze flies.
monsterCyclopedia of Common Animals97Giant Beetle Types
TurkeyAdult male turkeys weigh 1d14+10 pounds and females weigh 1d7+6 pounds, although larger specimens are possible. If kept domestically, turkeys usually have their wings clipped to prevent flight. Modern domestic turkeys are considerably larger, and can reach up to 96 pounds.
monsterCyclopedia of Common Animals38Birds - Poultry
Turkey VultureAlthough sometimes called a “buzzard” or “turkey buzzard”, the turkey vulture is a larger bird than the buzzard, with a wingspan of 1d10+61 inches and weighing just a little over 1d4+1 pounds. As carrion birds, they are remarkably resistant to the effects of eating tainted meat. Turkey vultures are unlikely to attack humanoids, unless their prey is helpless or if the birds are under some occult influence.
monsterCyclopedia of Common Animals41Birds – Vultures
TyrannosaurAt 46 feet long and weighing up to 15,000 pounds, these creatures were found from the Jurassic to the late Cretaceous period. A tyrannosaur which gets a critical hit also swallows humanoid -sized prey whole, causing it 1d6 damage each rounds. Swallowed creatures can attack from within if they had a small, sharp object in hand when swallowed (no larger than a short sword), taking a -4 penalty to hit but doing double damage if successful. Author’s Note: The Faerie Animal class first appeared in Creeping Beauties of the Wood , with some expanded tables in The Portsmouth Mermaid and Gnome Jambalaya (all published through Purple Duck Games ). This Cyclopedia offers a slight revision to the original, and further expanded tables. You are a magical animal native to wild spaces, which has gained a supernatural ability to take on human form. Regardless of what type of animal you are, as a faerie animal your lifespan is approximately three centuries. Your nature is defined by your animal type – a wolf is rapacious, a mouse timid, a turtle slow and thoughtful. Your occupation is also determined by your animal type; you are good at doing things that your animal type is good at. Faerie animals are literally animals with human - level intelligence, which are able to take human or semi -human form. Most are found in the wilds, in places of sylvan beauty or supernatural terror. Some few, curious about humans and other folk, choose to explore the world and become adventurers. Powerful faerie animals can cast spells as wizards do, but this is not a skill that comes easy to them. 0-level Faerie Animals: 0-level faerie animals cannot yet shift to humanoid form. They have the abilities of their animal form, as well as infravision and iron vulnerability. Regardless of their animal type, they roll 1d4 for hp. Hit points: A faerie animal gains 1d6 hit points at each level. Weapon training: A faerie animal is trained in the use of its natural weapons. A faerie animal may designate three other weapons with which it is trained. A faerie animal may wear armor, but this does not change with it when it shifts form, and iron vulnerability prevents faerie animals from comfortably using many types of armor and weapons. Alignment: Faerie animals may be of any alignment, but tend towards Neutral and Chaotic. Lawful faerie animals are extremely rare. Animal Form: In animal form, a faerie animal has the natural attacks, AC, and movement, and any other special abilities of its animal type. A faerie animal can only shape shift into its own animal type. It has a distinct identity both as an animal and as a human. I.e., a faerie cat cannot become any cat or any human, but rather one specific cat and one specific human. When in animal form, a faerie animal is limited in the same way that the animal type normally is. Shifting Shape: A faerie animal can shift between its animal form and its human form, and can sometimes intentionally shift partially between shapes. A faerie animal has a “Shift Die”; this is rolled when the character attempts to shift between one shape and another. The Shift Die result must be 3+ in order to shift. Appendix III: Faerie Animals On a roll of 5+, the character can shift to a humanoid animal form, retaining the natural attacks and defenses of its animal type. In this form, the character can use any special movement types the animal has at half speed. On a roll of 7+, the character can intentionally shift only a portion of its body, so as to give its animal form the manual dexterity of human hands, or to grant its human form cat’s eyes to see better in the dark. On a roll of 10+, normal equipment can become part of the new shape, subject to any limitations the judge may place. This equipment is not operative while shape -shifted. If the roll is a natural “1”, the faerie animal cannot attempt to shift again until the next sunrise (for primarily diurnal animals) or sunset (for primarily nocturnal animals). The Shift Die is rolled again immediately, and if the roll falls between 1 -2, the faerie animal is not only stuck in his current shape, but he is caught partially changed in some disadvantageous way determined by the judge. If a faerie animal is unable o shift, even if caught in a disadvantageous form, they may spend 1 point of Personality to renew their Shift Die so that they may attempt to shift again. They may do this as many times a day as they wish, as long as they have sufficient Personality to pay the cost. These spent points of Personality are regained at the rate of 1 point each day that the faerie animal refrains from spending Personality. Magic: Faerie animals learn arcane magic as they become more powerful. Faerie animal spells are determined randomly like a wizard’s. if a faerie animal suffers corruption, the corruption manifests in any form it takes. Caster level: Caster level is a measurement of a faerie animal’s power in channeling a spell’s energy. A 5th level faerie animal has a caster level of 1, and this caster level rises by 1 for each level gained thereafter, to a maximum of 6. Infravision: Faerie animals can see in the dark up to 60’. Iron Vulnerability: Like elves, faerie animals are extremely sensitive to the touch of iron. Direct contact over prolonged periods causes a burning sensation, and exposure at close distances makes them uncomfortable. A faerie animal may not wear iron armor or bear the touch of iron weapons for extended periods. Prolonged contact with iron causes 1 hp of damage per day of direct contact. This is true even when the faerie animal is in its human form. Luck: At first level, a faerie animal’s Luck modifier applies to one saving throw of their choosing. That modifier does not change as the character’s Luck score changes. In addition, a faerie animal may spend 1 point of Luck to avoid corruption, as can a wizard. Languages: A faerie animal always knows the language of its animal type, Common, and either Elf or Gnome (equal chances of each). Faerie animals learn one additional language per point of Intelligence bonus. Additional languages are randomly determined as specified in Appendix L, using the column for elves. Action dice: A faerie animal’s action dice can be used for attacks or shifting shape. At 5th level, a faerie animal may use one Action Die each round to make a spell check. Table: Faerie Animal Titles
monsterCyclopedia of Common Animals161Theropods
UakariThese monkeys weigh 1d5+3 pounds, with short tails, long reddish -orange fur, and skull -like bald faces of an astoundingly red color. They live in large, social troops of 4d20+20 individuals. Most bands of urakari are relatively peaceful, but 10% of uakari troops may have 1d3 special abilities, as indicated below: 1d5 Ability 1 Flying: These monkeys have bird -like or bat-like wings (equal chance of each) and can fly with a Move of 30’. 2 Sentient: These uakari have human -like intelligence, and may be of any alignment, There is a 10% chance of having a shaman with 3d6 hp who can cast spells as a level 1d3 cleric. There is a further 10% chance that they use weapons (1d5): (1 -2) clubs, (3) shortbows, (4) blowguns, or (5) blowguns with poison darts. Because of their smaller size, uakari weapons do -1d damage. 3 Unlucky: Even seeing these creatures is a sign of misfortune, temporarily reducing Luck by 1d3 points (max once per day). Temporarily reduced Luck is restored the next day. 4 Carnivorous: Bites are at +1 melee and do 1d3 damage. These uakari may (50% chance, roll 1d3): (1) become monkey swarms to attack, (2) have a relationship with some large predator (such as a jaguar) which they lead to prey, or (3) attack in a frenzy, gaining an additional d20 action die for bite attacks. 5 Death’s Head: Once per day the uakari can stare at an opponent within 30’, who must succeed in a DC 13 Will save or suffer 1d6 damage from some immediate misfortune (cutting oneself, falling, scorpion sting, etc.).
monsterCyclopedia of Common Animals119Primates – Monkeys
Very Large SharkThis entry supplies statistics for generic sharks of various sizes.
monsterCyclopedia of Common Animals77Fish – Sharks
ViperThis listing describes average vipers with a length of 1d6+2 feet and weighing 2d10 pounds.
monsterCyclopedia of Common Animals142Snakes – Venomous
monsterCyclopedia of Common Animals126Rodents
monsterCyclopedia of Common Animals39Birds – Vultures
WallabyThis listing describes kangaroo -like marsupial mammals smaller than walleroos, averaging 2d12+1 pounds, but potentially attaining twice this weight. They can leap up to 10’ with a single bound, and can double their move speed for 1d6 turns if doing nothing else.
monsterCyclopedia of Common Animals106Llamas
WallarooIntermediate in size between wallabies and kangaroos, these marsupials weigh an average of 1d20+15 pounds, although some types may be heavier or lighter. They tend to be stockier than their near relatives, nocturnal, and often solitary. They can leap up to 20’ with a single bound, and can double their move speed for 1d6 turns if doing nothing else.
monsterCyclopedia of Common Animals106Llamas
WarthogFemale warhogs weigh 9d10+90 pounds, and males weigh 4d50+100 pounds. They have large tusks which can be harvested for ivory, worth 3d10 sp per animal. Like other pigs, they do not sweat and wallow daily in mudholes to keep cool, and make use of burrows or holes to help regulate their temperature against the daily heights and nightly lows of savannah or desert temperature. They often flee from danger, but can be territorial or bad - tempered.
monsterCyclopedia of Common Animals113Pangolins
monsterCyclopedia of Common Animals98Sleeping Sickness
WaterbuckThis large antelope weight 10d24+345 pounds, with males being larger than females. They may be solitary, or live in herds of 6d5 individuals. Only males have horns and make butting attacks; these horns are worth 2d6 per pair.
monsterCyclopedia of Common Animals16Antelope
Whale SharkThese enormous fish can grow 2d14+44 feet in length and weigh more than 40,000 pounds. A harmless filter feeder found in warm tropical oceans, it poses no threat to humanoids.
monsterCyclopedia of Common Animals81Fish – Sharks
White -Tailed DeerBucks generally weigh 3d24+147 pounds and does 10d12+88 pounds, but male deer can reach weights of over 500 pounds. Like other deer, white -tails blend into the forest, and may be heard before they are seen. A hunter, forester, or warrior with a bow may bring down a doe or yearling with a DC 10 Agility check (the creature is injured and must be followed for 1d6 x 10 minutes before it falls), or a stag with a DC 13 Agility check. Otherwise, the creatures use the statistics above with 2d6 hp (yearlings or does) or 4d6 hp (stags).
monsterCyclopedia of Common Animals71Deer
White RhinocerosWhite rhinoceroses can grow over 13 feet in length, with adult males reaching weights of almost 8,000 pounds. On average, adult males weigh 7d100+4,410 pounds and females weigh 10d16+3,530 pounds. They live in herds of 1d3 -1 bulls and 2d6 cows. Rhinoceros horns have been valued for medicinal and magical reasons in historic times, and this may be true in the campaign milieu. White rhinos have two horns, the primary horn in front growing to a length of 4d12 inches long in males and 6d12 inches long in females, with an average value of 1d10 sp per inch and an average weight of just under 9 pounds. The secondary horn is half this size, and always shorter than the primary. Other Names: Square -lipped rhinoceros.
monsterCyclopedia of Common Animals123Rhinoceroses
Whitetip Reef SharkThis entry describes sharks typically found near coral reefs in warm ocean waters. Seldom more than five feet long, blacktip reef sharks typically avoid swimmers, although they may attack waders or fishermen (either to gain their catch or because of bait in the water). These sharks weigh 2d10+10 pounds. Carribean reef sharks are 2d3+2 feet long, and weigh 2d30+90 pounds. They avoid humanoids as a rule, but larger sharks can be aggressive, and even the smallest may attack in the presence of food. The average grey reef shark is 2d3+1 feet long, although some specimens may reach 8 ½ feet. It is a swift and aggressive predator. Hunting primarily at night, these sharks may congregate in groups of 2d8+3 individuals during the day, usually where drop offs occur near the reefs. They weight 2d24+26 pounds. At 1d5+1 feet in length, and weighing 4d10 pounds, the whitetip reef shark is a nocturnal predator which often spends the daylight hours hiding in sea caves along the reef. They are far from timid, but are not usually aggressive towards humanoids. They are sought by some fisherfolk in places where they are found, but 1 in 30 may carry ciguatera poisoning if eaten (see sidebar).
monsterCyclopedia of Common Animals80Fish – Sharks
monsterCyclopedia of Common Animals113Pangolins
Wild DogAggressive dogs which have gone feral, wild dogs typically form packs of 4d4 members, although smaller and larger groups may be encountered.
monsterCyclopedia of Common Animals52Canines – Other
WildcatVarious forms of wildcats exist, somewhat larger than a domestic cat but smaller than a bobcat or lynx. These felines avoid humanoids whenever possible.
monsterCyclopedia of Common Animals56Cats – Small Cats
WildebeestWildebeest are large antelopes (10d30+255 pounds) with an ungainly (but powerful) build. A herd of wildebeest can trample a creature for 1d6 points of damage per wildebeest that passes the area (DC 15 Reflex save for half). Wildebeest herds can be as large as 1,000 head (1d10 x 100 individuals). Usually, only 1d10% of the wildebeest in a herd can actually trample any given individual creature, but even 1% of 1,000 head is 10d6 damage! Cornered wildebeest are not afraid to attack opponents; they gain a +8 bonus to Will saves for morale checks when cornered. Other Names: Gnu.
monsterCyclopedia of Common Animals17Antelope
monsterCyclopedia of Common Animals50Canines – Wolves
WolfhoundWith an average weight of 120 pounds for males and 105 pounds for females, wolfhounds were bred to hunt wolves. They live 1d3+5 years on average, and cost 2d10+10 gp when available for purchase.
monsterCyclopedia of Common Animals48Dogs
monsterCyclopedia of Common Animals147Weasels
monsterCyclopedia of Common Animals107Llamas
monsterCyclopedia of Common Animals68Deer
Woolly MammothThese were truly enormous extinct elephants, growing to 1d6+7 feet at the shoulder and weighing around 1d7+4 tons. Their very long curved tusks are 1d7+6 feet long each and weigh 100 pounds plus 1d50 per foot over 5 feet. 80% of the time a mammoth’s tusks are of equal size and weight; otherwise, one tusk may be broken or damaged. Tusks are worth 1 gp per pound.
monsterCyclopedia of Common Animals74Elephants
monsterCyclopedia of Common Animals123Rhinoceroses
monsterCyclopedia of Common Animals39Birds – Seabirds
monsterCyclopedia of Common Animals91Horses and Equines
Zebra Bullhead SharkThese are 4 -foot-long sharks with a dorsal spine and ridges over their eyes, found in shallow warm waters, and do not normally present a threat to humanoids. Other Names: Barred bullhead shark, striped bullhead shark, and zebra horn shark.
monsterCyclopedia of Common Animals81Fish – Sharks
Zebra SharkThese sharks reach just over 8 feet in length and an average weight of 2d10+55 pounds, although specimens may reach up to 11 feet. Nocturnal hunters often found around coral reefs in tropical waters, their typical prey is sea snakes, mollusks, and crustaceans, so they do not typically represent a threat to humanoids if left alone. Most of the time, they are solitary, but there is a 1 in 20 chance that they are encountered in a social group of 1d30+20 members.
monsterCyclopedia of Common Animals81Fish – Sharks
ZebuWeighing 10d50+480 pounds, with the bulls being larger than the cows, these tropical cattle are tractable and can be trained to carry riders. They have a notable fatty hump and dewlap. Zebu are not heavy milk producers, so there is only a return of 1d10 sp per month from this source. They live 1d5+16 years on average, and cost 3d5 gp where available. Bulls have an additional hit die and a +2 bonus to attack rolls. Other Names: Camel cow, humped cow, or indicine cow.
monsterCyclopedia of Common Animals59Cattle and Bovines