Aardvark (Pathfinder Creature)

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AARDVARK         CR 1/3
XP: '
Race, and Class Level {{{race}}} {{{class}}}
Alignment, Size, and Type: N Small Animal
Init and Senses Init +2; Senses Low-Light Vision, Scent
Aura {{{aura}}}

DEFENSE


Armor Class: 14, touch 13, flat-footed 12 (+1 size, +2 Dexterity, +1 natural)
hp: 5 (1d8+1)
Saves: Fort +3, Ref +4, Will +1
Special Defenses
Weaknesses {{{weak}}}

OFFENSE


Speed: 30 feet (6 squares), burrow 20 feet (4 squares)
Melee: Claw +1 melee (1d3), 2 claws +1 melee (1d3)
Ranged: {{{ranged}}}
Space/Reach: Space 5 ft.; Reach 5 ft.
Special Attacks:
Spell-Like Abilities Spell-Like Abilities {{{spa}}}
Spells Know Spells Known {{{spk}}}

STATISTICS


Ability Scores: Str 10, Dex 14, Con 13, Int 2, Wis 12, Cha 4
BAB/CMB/CMD: Base Atk +0; CMB +10; CMD +12
Feats: Alertness
Skills: Perception +5
Languages: {{{lang}}}
Special Qualities: {{{sq}}}

ECOLOGY


Environment: Warm deserts and plains
Organization: Solitary
Treasure: None


A typical Aardvark
Anteater.gif

Aardvarks, also known as ‘ant-bears’ and ‘earth pigs’, are odd mammals with tubular snouts and donkey-like ears. They are mostly nocturnal creatures and prefer to sleep during the daylight hours, emerging at nightfall to tunnel into termite mounds in search of prey.

Combat[edit]

Aardvarks usually attempt to flee from potential threats by tunneling rapidly underground. If unable to escape, the aardvark falls onto its back so it can scratch and kick its attacker with all four of its feet.

Aardvarks As Familiars[edit]

An aardvark familiar grants its master +2 bonus to Perception checks.



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