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Eladrinblade
2019-02-01, 08:57 PM
auroch (forest/swamps)
bat (includes swarms, forest)
bison (plains/hotwater areas)
blue courser (medium viper, forests)
boar (head like warthog, body like boar, forests/forested hills)
-warthog (small boar, hills)
-tiny boar (sagebrush desert)
-dire boar (mountains in dwarven captivity)
constrictor (swamp)
deer (lowlands/forests)
dog/riding dog (mostly in captivity)
-jackals (arid)
donkey (desert)
eagle (mountains)
electric fish (rivers/swamp)
elk (forests, hotwater areas)
forest bear (black bear)
fox (anywhere)
goat (hills/mountains)
gryphon (temperate mountains/plains)
gulper (large fish, large rivers/lakes)
hawk (forest/lowlands)
horse, light/heavy (plains)
ichthyosaur (sea)
kogoloxen (plains)
leviathan (gargantuan fish, sea)
lynx (forest)
moose (forest/hills/mountains)
mountain bear (brown bear)
nerolisk (crocodile, marsh/rivers)
peakhorn sheep (mountains)
puma (forest/hills, snow puma mountains)
raptor (marsh hills/the Aeries)
rat (includes swarms, any non-arid)
scylla (sea)
skullcracker (forest)
slaughterfish (freshwater)
snapping turtle (small, marsh/rivers)
speleolisk (monitor lizard, underworld & creeks connected to caves)
squid (sea)
thalalisk (sea coasts)
tiger (plains)
vipers (tiny, anywhere, but especially marsh/swamp, small marsh/swamp only)
warg (forested hills/mountains, grasslands in gnoll captivity)
wolf (non-arid, non-marsh, non-warg)
wolverine (mountains)
wyvern (swamp, volcanic mountains)
xyston (sea coasts/reefs)

hornet swarm (forest)
jellyfish swarm (sea)
leech swarm (marsh/swamp)
mudcrab (small, marsh/rivers)
-anchor crab (medium, coasts)
-dredger crab (large, sea floor)

There are many more kinds of animals/vermin that are either too small to bother listing or are almost completely unthreatening and of no particular use to adventurers (outside of familiars or livestock loot). Creatures with poison will refer to this (http://www.giantitp.com/forums/showthread.php?255288-Poisons-for-Advanced-Scoundrels) system.
Tiny animals have 2 hp, and die at -5.
Bat: Use Owl statistics, replace Talons with Bite and racial Spot bonus with blindsense (30ft). No Move Silently bonus.
Birds: Only owls have Low-light Vision.
Bison: Get knockdown with their gore attacks (see deer) at +10 (+12 charging), CR 3
Blue Courser: as medium viper, except 30ft land speed, no hide bonus or ranks, can jump and has 5 ranks.
Cat: have lightning reflexes as a bonus feat
Constrictor: 21 hp, grows larger at 6HD (gains powerful build, +2 con, bite/constrict become 1d4, size bonus becomes normal natural armor)
Heavy Horse/Light Horse: Listen +3 (Heavy Warhorse Listen +4), Spot +3
Puma (Leopard): 13 con
Nerolisk (Crocodile): No Tail Slap
Pony/War Pony: Listen +2, Spot +2
Riding Dog: Nat Armor +2, Jump +10
Snakes: First +3 of Nat Armor is a size bonus instead. Vipers are not slowed by undergrowth.
Squid: Arms are a melee touch attack, improved grab allows a bite attack at +4, no jet ability.

https://i.imgur.com/9qwJ98r.jpgMedium Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 50ft
Armor Class: 12 (+1 Dex, +1 nat), touch 11, flat-footed 11
Base Attack/Grapple: +0/+1
Attack: Gore +1 (1d3+1)
Space/Reach: 5ft/5ft
Special Attacks: Knockdown
Special Qualities: Low-light Vision, Scent
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 13, Dex 13, Con 12, Int 2, Wis 12, Cha 4
Skills: Jump +17, Listen 5+, Spot +5
Feats: Alertness
Challenge Rating: 1/2

Deer are timid and evasive creatures, even the males flee rather than attack in most situations, attacking only if cornered.

Knockdown: A deer that hits with a gore attack can attempt to trip the opponent (+1 check modifier, +3 on a charge) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the deer.

Skills: Deer have a +8 racial bonus to jump checks. On running vertical jumps, add +2ft to their result.

Females have no antlers, and thus use hoof attacks like a donkey. They are CR 1/4.Large Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +1
Speed: 50ft
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +1/+7
Attack: Gore +2 (1d4+3)
Space/Reach: 10ft/5ft
Special Attacks: Knockdown
Special Qualities: Low-light Vision, Scent
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 14, Dex 13, Con 13, Int 2, Wis 12, Cha 6
Skills: Jump +10, Listen +5, Spot +6
Feats: Alertness
Challenge Rating: 1

Elk attack only when provoked. They will typically flee if they manage to knock an opponent down.

Knockdown: An elk that hits with a gore attack can attempt to trip the opponent (+6 check modifier, +8 on a charge) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the elk.

Females have no antlers, and thus use hoof attacks like a light horse.
Large Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 40ft
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Hoof +4 (1d8+3)
Full Attack: 2 Hooves +4 (1d8+3)
Space/Reach: 10ft/5ft
Special Attacks: Knockdown
Special Qualities: Low-light Vision, Scent
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +7, Listen +4, Spot +4
Feats: Improved Natural Armor, Improved Natural Attack (Hoof)
Challenge Rating: 2

Moose are unpredictable and may attack unprovoked. They are surprisingly strong and agile kickers, able to kick straight sideways.

Knockdown: A moose that successfully hits an opponent on a charge can attempt to trip the opponent (+9 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the moose.
(a charging moose is using its antlers, but use a hoof attack for the attack and damage)

Female moose do not have antlers and cannot make a knockdown attack.

Large Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +1
Speed: 40ft
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +1/+7
Attack: Gore +2 (1d4+3)
Space/Reach: 10ft/5ft
Special Attacks: Knockback
Special Qualities: Low-light Vision, Mountain Movement, Scent
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 15, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +5, Jump +7, Listen +3, Spot +3
Feats: Powerful Charge (extra 1d8 damage on charge attack)
Challenge Rating: 1

These large sheep are sturdily-built and have thick wooly coats and massive heavy curving horns. They are sure-footed and well-adapted to traversing the rocky terrain of their mountain homes. They are sometimes used as mounts by dwarves and other mountain travelers. These stats represent the largest males; roughly the size of male elk. All other peakhorn sheep are medium-sized and weaker (similar stats to deer).

Knockback (Ex): On a successful charge attack, the target is affected by a bull-rush (+10 check modifier, includes +2 racial bonus) that does not provoke an AoO and pushes the target to the maximum distance without the sheep having to move with them. If the target moves 10ft or farther, it ends prone.

Mountain Movement (Ex): Peakhorn sheep are not slowed by rocky difficult terrain or slopes. They still cannot run on it (but they can charge). Anything slick enough to require a balance check or steep enough to require a climb check is not covered by this ability.

Skills: +4 racial bonus to balance checks. They are willing to traverse anything they can take 10 on.

https://i.imgur.com/aFENdop.pngMedium Animal
Hit Dice: 4d8+26 (44 hp)
Initiative: +0
Speed: 40ft
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +3/+11
Attack: Gore +7 (1d10+6, x3)
Space/Reach: 5ft/5ft
Special Attacks: Ferocity
Special Qualities: Low-light Vision, Powerful Build, Scent, Sturdy Footing
Saves: F+9, R+4, W+5
Abilities: Str 19, Dex 10, Con 21, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +4
Feats: Toughness, Iron Will
Challenge Rating: 3

Some male boars grow to be significantly larger than normal; dwarves have captured and tamed boars of unusual size, breeding them as combat mounts.

Ferocity (Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying (dies at -21).

Powerful Build (Ex): A dire boar is treated as one size larger if beneficial. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subjects size category.

Sturdy Footing (Ex): A dire boar has a carrying capacity 50% higher than normal, and can function as a mount for medium-sized characters.

A dwarf druid or ranger can choose a dire boar as an animal companion at 5th (lvl -4). A dwarf paladin can choose a dire boar special mount instead of a bison.

https://i.imgur.com/7naiISE.jpg
Large Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +0
Speed: 40ft
Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +4/+15
Attack: Gore +10 (2d6+10)
Full Attack: Gore +10 (2d6+10), and 2 Hooves +5 (1d6+3)
Space/Reach: 10ft/5ft
Special Attacks: Improved Grab, Powerful Charge, Toss
Special Qualities: Low-light Vision, Scent
Saves: Fort +9, Ref +5, Will +3
Abilities: Str 25, Dex 10, Con 19, Int 2, Wis 13, Cha 2
Skills: Jump +11, Listen +10
Feats: Improved Natural Attack (Gore), Power Attack, Improved Bull Rush
Challenge Rating: 4

This massive bovine animal looks like a mix between a cow and a shaggy bison, but is larger than both, with wide thick horns. It is incredibly aggressive, attacking anything that approaches too close. In combat, it will attack one opponent with its horns, and will attack enemies behind itself with its rear hooves (can't attack the same target with both gore and hooves).

Aurochs typically use power attack to its full effect when charging and when below 50% hp.

Improved Grab: If the auroch hits a large or smaller opponent with its gore attack, it makes a grapple check. If it succeeds, it tosses its opponent.

Powerful Charge: An auroch deals double damage on a charge.

Toss: The auroch tosses its foe in a random direction. Resolve this as a bull rush maneuver (+15 modifier, +17 if charging) that doesn't provoke an AoO. The auroch does not need to move with its opponent. Tossed victims take impact damage on landing as if they had fallen a distance equal to the distance they were tossed.

Females have no horns (and thus no Powerful Charge or Toss ability) and make hoof attacks like a heavy warhorse. They are CR 3.

https://i.imgur.com/cPLNton.jpgHuge Animal
Hit Dice: 9d8+45 (85 hp)
Initiative: -2
Speed: 40ft
Armor Class: 17 (-2 size, -2 dex, +11 natural), touch 8, flat-footed 15
Base Attack/Grapple: +6/+23
Attack: Gore +13 (2d8+13)
Full Attack: Slam +13 (2d6+9) and 2 Stamps +8 (2d6+4); or Gore +13 (2d8+13)
Space/Reach: 15ft/10ft
Special Attacks: Improved Grab, Toss, Trample 2d8+13
Special Qualities: Low-light Vision, Scent
Saves: Fort +11, Ref +4, Will +8
Abilities: Str 28, Dex 6, Con 21, Int 2, Wis 15, Cha 7
Skills: Listen +11, Spot +8
Feats: Improved Natural Armor, Endurance, Iron Will, Listen Focus
Challenge Rating: 6

The kogoloxen is the largest land animal. It is a lumbering quadrupedal beast with thick flat feet, a long trunk that reaches to the ground with which they can pick up and throw light objects, and two massive tusks sprouting from either side of its trunk. It is covered in a light coat of brown fur, which grows thick and shaggy for winter. Its shoulders and upper back rise up higher than its head. They communicate with each other over long distances using sub-sonic calls that other creatures can't hear. They are generally gentle, but are unpredictable and will react violently if threatened. The males can be exceptionally aggressive in the mating season. They are matriarchal; females and young live in groups, while males generally live alone. They are active for 20 hours a day. The females have tusks as well.

They are 8-9.5 ft tall at the shoulder, and weigh 7,000-9,000 lbs.

Its natural armor bonus increases by 1 in fall/winter.

Improved Grab: If the kogoloxen hits a large or smaller opponent with its gore attack, it makes a grapple check. If it succeeds, it tosses its opponent.

Toss: The kogoloxen tosses its foe in a random direction. Resolve this as a bull rush maneuver (+17 modifier) that doesn't provoke an AoO. The kogoloxen does not need to move with its opponent. Tossed victims take impact damage on landing as if they had fallen a distance equal to the distance they were tossed.

Trample (Ex): Reflex half DC 23. The save DC is strength-based.

Skills: A kogoloxen can't jump, or climb anything with a DC higher than 0.

https://i.imgur.com/BknGKEK.jpg
Small Animal (Aquatic)
Hit Dice: 1d8+4 (8 hp)
Initiative: +3
Speed: Swim 50ft.
Armor Class: 15 (+1 size, +3 dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-4
Attack: Bite +3 (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Blindsense, Keen Scent
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 11, Dex 17, Con 12, Int 1, Wis 12, Cha 6
Skills: Listen +3, Spot +3, Swim +8
Feats: Toughness, Weapon Finesse (B)
Challenge Rating: 1/2

These fish inhabit freshwater, including rivers, lakes, and caves. Tenacious carnivores, they will attack land creatures of any size when in the water, and fight until they die. They can be encountered night or day. Humanoids will normally clear local waters of these beasts if they are sufficiently settled to do so. Slaughterfish are 3-5 feet long and weigh 50-100 lbs, though they are a long-lived fish and will continue to grow at a slower and slower rate, and can reach well into medium-sized.
Blindsense (Ex): A slaughterfish can locate creatures underwater within a 30-foot radius. This ability works only when the slaughterfish is underwater.

Keen Scent (Ex): A slaughterfish can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Skills: A slaughterfish has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

https://i.imgur.com/2sdEiJb.png
Can grow to medium size. +1 HD, swim 40ft, +2 str, +1 nat armor, -2 dex, bite 1d6, CR 1Medium Animal (Aquatic)
Hit Dice: 3d8+6 (19 hp)
Initiative: +6
Speed: 40ft
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+4
Attack: Bite +4 (1d8+3)
Full Attack: Bite +4 (1d8+3)
Space/Reach: 5ft/5ft
Special Attacks: Improved Grab
Special Qualities: Blindsense, Keen Scent
Saves: Fort +5, Ref +5, Will +2
Abilities: Str 14, Dex 15, Con 14, Int 1, Wis 12, Cha 6
Skills: Listen +4, Spot +4, Swim +10
Feats: Improved Initiative, Improved Natural Attack (Bite)
Challenge Rating: 2

Xystons are massive predatory eels; they are sometimes called "skull eels". Nocturnal prowlers of reefs and shorelines, they hide in crevices during the day. They aggressively charge anything their size or smaller, hoping to overtake it before it can react. They are bone-white with giraffe-like markings from beige to dark brown, and their eyes are solid black. Their mouths can open far wider than they appear to. Xystons are normally 7-8ft long and weigh around 200 lbs, being relatively short and thick, given their body type.

Blindsense (Ex): A xyston can locate creatures underwater within a 30-foot radius. This ability works only when the xyston is underwater.

Improved Grab (Ex): To use this ability, a xyston must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Keen Scent (Ex): A xyston can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Skills: A xyston has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

https://i.imgur.com/MDIy6KQ.png
Large Animal (Aquatic)
Hit Dice: 7d8+7 (38 hp)
Initiative: +7
Speed: Swim 50ft
Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple: +5/+13
Attack: Bite +8 (1d8+6)
Full Attack: Bite +8 (1d8+6)
Space/Reach: 10ft/5ft
Special Attacks: Improved Grab
Special Qualities: Blindsight, Hold Breath (104)
Saves: Fort +6, Ref +8, Will +3
Abilities: Str 19, Dex 17, Con 13, Int 2, Wis 12, Cha 6
Skills: Jump +12 (+16 with running start), Listen +10*, Spot +10*, Swim +12
Feats: Improved Initiative, Endurance, Run
Challenge Rating: 3

Often referred to as a "daggerfish" for its long snout (which is full of pointy teeth), this is actually not a fish at all; its a warm-blooded, air-breathing marine reptile. It roams the sea by day, chasing down prey via speed and endurance, coming up to the surface for air where only its fin and the top of its head are visible. It is normally a subdued blue & green (darker blue on top, lighter green on bottom), with mottled dark grey stripes. Its skin is covered in small, fine scales, which are not apparent from a distance. They mainly eat squid and fish, but will attack anything their size or smaller. They are also known to leap out of the water to snatch low-flying birds. They are usually 12-15ft long and weigh 600-900lbs.

Blindsight (Ex): An ichthyosaur can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the ichthyosaur to rely on its vision, which is approximately as good as a humans'.

Hold Breath: An ichthyosaur can hold its breath for a number of rounds equal to 8 x its constitution score before it risks drowning.

Improved Grab (Ex): To use this ability, a daggerfish must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. In open water, targets small-sized or smaller can be dragged along without an action, so long as the daggerfish succeeds on its grapple check to hold them. Flying or climbing creatures successfully grabbed are almost certainly doomed to be dragged down to the water.

Skills: An ichthyosaur has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. An ichthyosaurs blindsight gives it a +4 bonus to listen and spot when in the water; if its blindsight is negated, it loses these bonuses.

An ichthyosaur can leap vertically out of the water as easily as other creatures can jump horizontally.

https://i.imgur.com/VslyMHt.jpg
Huge Animal (Aquatic)
Hit Dice: 10d8+30 (75 hp)
Initiative: +6
Speed: 20ft (can't run), Swim 60ft
Armor Class: 16 (-2 size, +2 dex, +6 natural), touch 10, flat-footed 14
Base Attack/Grapple: +7/+21
Attack: Bite +11 (2d8+9)
Space/Reach: 15ft/10ft
Special Attacks: Improved Grab, Shore Slide
Special Qualities: Blindsense, Hold Breath (136), Keen Scent
Saves: Fort +10, Ref +9, Will +7
Abilities: Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 8
Skills: Listen +8, Spot +8, Swim +14
Feats: Improved Initiative, Improved Natural Attack (Bite), Iron Will, Swim-by-Attack
Challenge Rating: 5

Another warm-blooded, air-breathing marine reptile, the thalalisk is a long-necked, long-flippered, smooth-skinned beast with a long tail. It has a long, broad head, and its mouth is lined with sharp fangs. It is black on top, white on bottom, and the borders are uneven and prone to mottling. This beast haunts shorelines, eating anything it catches, but notably seals and any land-creatures coming down to the shore. It can launch itself onto the shore to bite its prey, but once there it can only waddle about relatively slowly; it surfaces away from shore to spot its prey, then submerges to charge in under the cover of water. In the water, it can quickly accelerate to high speeds, but it is not an endurance hunter. It can reach over 20ft in length and weigh up to almost 4,000 lbs.

Blindsense (Ex): A thalalisk can locate creatures underwater within a 30-foot radius. This ability works only when the thalalisk is underwater.

Hold Breath: A thalalisk can hold its breath for a number of rounds equal to 8 x its constitution score before it risks drowning.

Improved Grab (Ex): To use this ability, a thalalisk must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Targets they bite on shore are usually dragged back into the water. In open water, targets medium-sized or smaller can be dragged along without an action, so long as the thalalisk succeeds on its grapple check to hold them.

Keen Scent (Ex): A thalalisk can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Shore Slide (Ex): If a thalalisk charges a target on land from offshore, if it moves at least its swim speed in water deep enough to completely contain its space, then it can move up to its swim speed through shallow water and beach terrain to finish its charge on land. It must still swim in a straight line without other obstruction. For the purposes of this ability, the thalalisks space is only 5ft tall.

Skills: A thalalisk has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

https://i.imgur.com/U1tb9zH.png
Huge Animal (Aquatic)
Hit Dice: 12d8+74 (128 hp)
Initiative: +6
Speed: 40ft, Swim 60ft
Armor Class: 18 (-2 size, +2 Dex, +8 natural), touch 10, flat-footed 16
Base Attack/Grapple: +9/+25
Attack: Bite +15 (2d8+12)
Space/Reach: 15ft/10ft
Special Attacks: Constrict, Improved Grab
Special Qualities: Blindsight, Keen Scent
Saves: Fort +13, Ref +10, Will +9*
Abilities: Str 27, Dex 15, Con 21, Int 1, Wis 12, Cha 6
Skills: Listen +13*, Spot +12*, Swim +16
Feats: Toughness, Improved Natural Attack (Bite), Improved Initiative, Run, Endurance
Challenge Rating: 8

Also known as "sea serpents". Feared alpha predators, scyllas are fast, deadly, and can be found anywhere in the sea though they spend most of their time in the deep. It has a serpentine body roughly 50-60ft in length and is up to 2-feet thick, weighing up to 9,000 lbs. It has a spined ridge of fins running down the length of the top of its body and a wide lateral fin at the end of its tail that is its main source of propulsion. It is covered in armored scales of a deep blue-green, with black bands like many varieties of viper, while its underside is a bone white. Its fins are a much paler blue. Its piercing serpentine eyes are a bright teal. Unlike other serpents, the top of its head is long and bulging (housing its echolocation organ).

It can slither around on land like a snake, but prefers not to, as it must hold its breath out of water. They prefer prey smaller than themselves, but have an unnatural animosity towards vehicles. They can rise up 15ft out of the water (and reach another 10ft beyond that).

Blindsight (Ex): A scylla can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the scylla to rely on its vision.

Constrict (Ex): On a successful grapple check, a scylla deals 2d6+12 points of damage. A scylla grappling a boat/ship does not deal half damage with its constrict damage and bypasses 5 points of hardness. They will attack low flat vehicles like keel boats, but not taller ones like sailing ships (crew on the deck may get bitten and pulled into the water, however). A scylla constricting one target can choose to bite another in the same turn (and grapple them with a -20 penalty), but it can only constrict one target at a time and switching means releasing the first one.

Improved Grab (Ex): To use this ability, a scylla must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. If the target is outside of the water, it must either be pulled into the water or the scylla must move out of the water before it can constrict (boats/ships are considered to be in the water already).

Keen Scent (Ex): A scylla can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Skills: A scylla has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. A scyllas blindsight gives it a +4 bonus to listen and spot when in the water; if its blindsight is negated, it loses these bonuses.

*scyllas are actually a dire animal

https://i.imgur.com/BXVPuiN.pngSmall Animal
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 40ft, climb 20ft
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-3
Attack: Bite +4 (1d4+1)
Full Attack: Bite +4 (1d4+1) and 2 Claws -1 (1d2)
Space/Reach: 5ft/5ft
Special Attacks: Improved Grab, Pounce, Rake (1d2)
Special Qualities: Catfall, Scent
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 12, Dex 17, Con 11, Int 2, Wis 12, Cha 6
Skills: Balance +11, Climb +11, Hide +7*, Jump +9, Listen +5, Move Silently +7, Spot +5
Feats: Alertness, Weapon Finesse (B)
Challenge Rating: 1

This black-spotted, green-furred forest cat is the same size as a dog. It has pointed black ears, a short pointed black tail, and its feet are black as well. In winter, its short fur lengthens and turns a tan or light brown color.

Improved Grab (Ex): To use this ability, a lynx must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a lynx charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +4 melee, damage 1d2.

Catfall (Ex): A conscious lynx that is able to act (not paralyzed or anything) that takes falling damage takes minimal damage from the first two die.

Skills: Lynxes have a +4 racial bonus on Jump checks and a +4 racial bonus on Move Silently checks. Lynxes have a +8 racial bonus on Balance and Climb checks (uses Dex on climb checks). A lynx can always choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or heavy undergrowth, it gains a +4 bonus on hide checks.

Medium Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +1
Speed: 40ft
Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +4/+15
Attack: Claw +11 (1d10+7)
Full Attack: 2 Claws +11 (1d10+7), and Bite +9 (1d8+3)
Space/Reach: 5ft/5ft
Special Attacks: Improved Grab
Special Qualities: Powerful Build, Scent, Sprint
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 25, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Skills: Climb +7*, Jump +7, Listen +6, Spot +5, Swim +11, Survival +1 (+5)
Feats: Improved Natural Attack (Claws), Run, Multi-attack, Track (B)
Challenge Rating: 4

Improved Grab (Ex): To use this ability, a mountain bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Powerful Build (Ex): A bear is treated as one size larger if beneficial. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subjects size category.

Sprint: When charging or running, a mountain bears speed increases by 10ft.

Skills: A mountain bear has a +4 racial bonus on Swim checks and Survival checks when tracking by scent. They can't jump while running and get no bonus from speed. *They get a +4 bonus to climbing trees.

Note: Mountain bears become large sized at 10 HD (and lose powerful build); claws become 1d12, bite becomes 1d10.

Medium Animal
Hit Dice: 6d8+12 (39 hp)
Initiative: +2
Speed: 40ft
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +4/+14
Attack: Claw +10 (1d6+6)
Full Attack: 2 Claws +10 (1d6+6), and Bite +8 (1d8+3)
Space/Reach: 5ft/5ft
Special Attacks: Improved Grab, Pounce, Rake 1d6+3
Special Qualities: Powerful Build, Scent, Sprint
Saves: Fort +7, Ref +7, Will +3
Abilities: Str 23, Dex 15, Con 15, Int 2, Wis 12, Cha 12
Skills: Balance +6, Hide +4*, Jump +10 (+18 running), Listen +3, Move Silently +9, Spot +3, Swim +10
Feats: Alertness, Multi-attack, Run
Challenge Rating: 4

Improved Grab (Ex): To use this ability, a tiger must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a tiger charges a foe, it can make a full attack, including two rake attacks.

Powerful Build (Ex): A tiger is treated as one size larger if beneficial. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subjects size category.

Rake (Ex): Attack bonus +8 melee, damage 1d6+3.

Sprint: When charging or running, a tigers speed increases by 10ft.

Skills:
Tigers have a +4 racial bonus on Balance, Move Silently, & Swim checks. *In areas of tall grass or heavy undergrowth, they gain a +4 bonus to Hide.
Medium Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 50ft
Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +2/+10
Attack: Bite +7 (1d8+6)
Full Attack: Bite +7 (1d8+6)
Space/Reach: 5ft/5ft
Special Attacks: Trip (+8)
Special Qualities: Powerful Build, Scent
Saves: Fort +6, Ref +4, Will +3
Abilities: Str 19, Dex 13, Con 17, Int 2, Wis 14, Cha 6
Skills: Hide +3, Jump +12, Listen +5, Move Silently +3, Spot +5, Survival +2 (+6)
Feats: Track (B), Weapon Focus (Bite), Stealthy
Challenge Rating: 2

This wolf-like creature is about the size of a tiger, but is less heavily-built; only its neck and shoulders are particularly girthy. Its fur is thin on most of its body, and is normally tan or greenish-brown in color. It has a thick ridge of darker fur along its spine on the front half of its body.

Powerful Build (Ex): A warg is treated as one size larger if beneficial. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subjects size category.

Trip (Ex):
A warg that hits with a bite attack can attempt to trip the opponent (+8 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the warg.

Skills:
*Wargs have a +4 racial bonus on Survival checks when tracking by scent.

https://i.imgur.com/Yj8vP6l.png
Small Animal
Hit Dice: 2d8+6 (15 hp)
Initiative: +2
Speed: 30ft, Climb 10ft
Armor Class: 15 (+1 size, +2 Dex, +2 natural), touch 13, flat-footed 13
Base Attack/Grapple: +1/-1
Attack: Claw +3 (1d2+1)
Full Attack: 2 Claws +3 (1d2+1), and Bite -2 (1d4)
Space/Reach: 5ft/5ft
Special Attacks: Rage
Special Qualities: Scent
Saves: Fort +4, Ref +5, Will +3
Abilities: Str 13, Dex 15, Con 13, Int 2, Wis 12, Cha 10
Skills: Climb +9, Listen +6, Spot +5
Feats: Toughness, Track (B)
Challenge Rating: 1

Rage (Ex): A wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. This ability is identical to a barbarians rage, except it has no duration. The creature cannot end its rage voluntarily.

Skills: Wolverines have a +8 racial bonus to climb checks and can always choose to take 10 on climb checks, even if rushed or threatened.

Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 40ft, Fly 40ft (clumsy)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +0/-3
Attack: Bite +3 (1d6, x3)
Full Attack: Bite +3 (1d6) and 2 Talons -2 (1d3)
Space/Reach: 5ft/5ft
Special Attacks: Pounce
Special Qualities: Glide
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Skills: Spot +10
Feats: Improved Natural Attack (Bite), Weapon Finesse (B)
Challenge Rating: 1/2

These small-sized birds have a prominent, jagged and powerful beak and are known for their bad tempers. They look like a chicken crossed with a velociraptor, with dark feathers (usually brown or black) and black beaks. They have long, stiff tails that jut out and up behind them. They stand up to 3 ft tall, and weigh up to 50 lbs. If their flying/gliding is arrested, they can flutter vertically back down to the ground at 30ft/round without taking damage.

A threat to goblins, hobbits, kobolds, and children. They typically won't attack anything larger than themselves unless approached or molested.

Pounce (Ex): If a skullcracker dives or charges a foe, it can make a full attack.

Glide: A skullcracker cannot fly for more than one round at a time. After one round of flight, if the skullcracker is still airborne, it must glide for one round before it can fly again. While gliding, the skullcracker drops 5ft for every 20ft of lateral movement, and moves at its fly speed. It must otherwise obey all the rules of flying at its maneuverability.

Skills: A skullcracker has a +4 racial bonus to Spot checks.
Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +3
Speed: 30ft, Fly 80ft (average)
Armor Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +1/+2
Attack: Bite +4 (1d4+1)
Full Attack: Bite +4 (1d4+1) and 2 Talons -1 (1d3)
Space/Reach: 5ft/5ft
Special Attacks: Pounce
Special Qualities: -
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 12, Dex 17, Con 13, Int 2, Wis 14, Cha 6
Skills: Spot +14
Feats: Spot Focus, Weapon Finesse (B)
Challenge Rating: 1

This white and brown bird-of-prey is roughly as large as an adult elf, and about half as heavy as a female elf, with a wingspan of 15ft. It has a long, curved, sharp beak designed for ripping and tearing, as well as equally threatening talons. Long red feathers protrude from the back of its head like a crest. It has especially long legs for an aerial bird, and can run around on land as fast as the average man. It mostly preys on land animals its own size or smaller, but isn't averse to snatching smaller birds out of the air as well.

Pounce (Ex): If a raptor dives or charges a foe, it can make a full attack.

Skills: A raptor gains a +4 racial bonus to spot checks.

https://i.imgur.com/SvQQyKk.png*is a magical beast, but is listed here for filling the "(almost) large-sized avian" niche
Medium Magical Beast
Hit Dice: 3d10+6 (22 hp)
Initiative: +3
Speed: 20ft, Fly 100ft (average)
Armor Class: 16 (+3 dex, +3 natural)
Base Attack/Grapple: +3/+10
Attack: Bite +6 (1d4+1), 2 talons +6 (1d4+1), sting +6 (1d6+3)
Full Attack: Bite +4 (1d4+1) and sting +6 (1d6+3)
Space/Reach: 5ft/5ft
Special Attacks: Poison, improved grab
Special Qualities: Powerful build
Saves: Fort +5, Ref +6, Will +2
Abilities: Str 17, Dex 17, Con 15, Int 3, Wis 12, Cha 12
Skills: Listen +4, Spot +8
Feats: Ability Focus (poison), Flyby Attack, Multiattack (B)
Challenge Rating: 3

This reptilian creature has leathery wings instead of arms and walks around on all fours with its wings tucked back like a bat. It has a long snout filled with small razor-sharp teeth, and its skull extends a couple feet beyond the back of its head like a curved opposite of its snout. It has a long tail tipped with a venomous stinger that bends down to strike creatures it flies over. It has scaly skin with stripes or mottled smears of various colors; swamp wyverns are primarily green with grey and/or brown, volcanic wyverns are primarily reddish with orange and/or black. Wyverns have a wingspan of 20ft. They are taller and heavier than Cydonian men, but smaller than a gnoll, and they never stand completely upright.

During the warm half of the year, they can be found almost anywhere, but during the cold half they retreat back to the warmth of the volcanic mountains (or other warm locations). When possible, they prefer to eat fish by flying low over the water and either scooping small ones with their long mouths or grabbing larger ones with their feet and carrying them back to land. Otherwise, they typically eat goats or sheep near their mountain aeries. They understand Vulcan but cannot speak. Kobolds have been known to domesticate and train them as aerial mounts.

Improved Grab: To use this ability, a wyvern must hit with both talon attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. While grappling, it can "move with target" while flapping its wings; the wyvern stays airborne while the target is dragged along the ground. It can technically fly while grappling, but it must spend all its speed moving horizontal or down (can't afford to ascend), and of course it can't be encumbered or it will be too slow.

Poison: DC 15, as viper venom

Powerful Build (Ex): A wyvern is treated as one size larger if beneficial. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subjects size category.

Skills: Wyverns have a +4 racial bonus to spot.

A wyverns typical tactic is to swoop low and sting its target with flyby attacks until the target has succumbed to the poison or its wounds. Then it will land to eat. If it is attacking out of anger, it will dive attack with its talons and hold the target down while it stings it to death. They have been seen grabbing targets with their talons and dragging them off of cliffs then letting go.

https://i.imgur.com/1EhDg97.png*is a magical beast, but is listed here for filling the "large-sized avian" niche
Large Magical Beast
Hit Dice: 5d10+10 (37 hp)
Initiative: +3
Speed: 30ft, Fly 80ft (average)
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +5/+13
Attack: Bite +8 (1d6+4)
Full Attack: Bite +8 (1d6+4) and 2 Claws +6 (1d4+2)
Space/Reach: 10ft/5ft
Special Attacks: Pounce, Rake +6 (1d6+2)
Special Qualities: Flight (Su)
Saves: Fort +6, Ref +7, Will +5
Abilities: Str 18, Dex 17, Con 15, Int 5, Wis 13, Cha 13
Skills: Jump +8, Listen +5, Spot +9
Feats: Iron Will, Multiattack, Flyby Attack
Challenge Rating: 4

Despite their adaptations (feathers, wings, hollow bones even in the hindsection) and need to flap their wings, gryphons are not natural flyers; it is a magical effect. They understand Nephosian but cannot speak. They don't normally attack humanoids unprovoked unless the territory around their nests is invaded, but their favorite food is horse meat and so they come into conflict with humanoids fairly regularly. They have learned to be wary of bows and crossbows, and sometimes hunt on bright nights. They have a wingspan of 25ft (need five full lateral squares of open space to fly). They have a light load of 300 lbs.

Pounce (Ex): If a gryphon dives upon or charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +8 melee, damage 1d4+2.

Skills: Gryphons have a +4 racial bonus on Jump and Spot checks.

https://i.imgur.com/ANfU3XD.jpg