Animals
Table of Contents

Brahmin

Large Animal
HD 5d8+15
Init 0
Spd 40
AC (-1 size, +4 natural) 13
Atk +2 (1d8+2 head butt)
SQ: Scent
Saves: Fort +7, Ref +4, Will 1
Abilities: STR 18, DEX 10, CON 16, INT 2, WIS 11, CHA 4.
Skills: Listen +8, Spot +5
CR2
Description
Thanks to a healthy dose of radiation during the Great War, all regular one headed cows were replaced with the two-headed brahmin that exist today. They are the livestock animal of choice, and provide entire towns with food, clothing, armor, housing, doggie treats, fuel, fertilizer, and two-headed tipping fun.

Dog

Small Animal
HD 1d8+2 (Animal) hp6
Init +3
Spd 40
AC 15
Atk +2 base melee, +4 base ranged; +2
(1d4+1,Bite)
SQ: Scent (Ex)
Saves: Fort +4, Ref +5, Will +1
Abilities: STR 13, DEX 17, CON 15, INT 1, WIS 12, CHA 6.
Skills: Hide +7, Listen +5, Spot +5, Swim +5
CR1/3
Description
The statistics presented here describe fairly small dogs such as terriers. They also can be used for small wild canines such as coyotes, jackals, and African wild dogs.

Grey Wolf
Large Animal
HD 6d8+18 (Animal); hp45
Init +2
Spd 50
AC 14
Atk +10 base melee, +5 base ranged; +10
(1d8+10,Bite)
SA: Trip (Ex); SQ: Scent (Ex)
Saves: Fort +5, Ref +4, Will +3
Abilities: STR 25, DEX 15, CON 17, INT 1, WIS 12, CHA 10.
Skills: Hide +5, Listen +6, Move Silently +5, Spot +6.
CR3
Combat: Grey wolves prefer to attack in packs, surrounding and flanking the foe when they can.
Special Attacks: Trip (Ex): A gray wolf that hits with a bite attack can attempt to trip the opponent as a free action (see page 152 in the D20 MODERN CORE RULEBOOK)
without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the gray wolf.

Wolf
Medium Animal
HD 2d8+4 (Animal); hp13
Init +2
Spd 50
AC 14
Atk +2 base melee, +3 base ranged; +3
(1d6+1,Bite)
SA: Trip (Ex); SQ: Scent (Ex)
Saves: Fort +2, Ref +2, Will +1
Abilities: STR 13, DEX 15, CON 14, INT 1, WIS 12, CHA 6.
Skills: Hide +3, Listen +6, Move Silently +4,
Spot +4. Feats: Weapon Finesse: Bite.
CR1
Description
Wolves are pack hunters infamous for their persistence and cunning.
Combat: A favorite tactic is to send a few individuals against the foe's front while the rest of the pack circles and attacks from the flanks or rear.
Special Attacks: Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent as a free action (see page 152 D20 MODERN CORE RULEBOOK) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Gecko
Small Animal
HD 2d8+4
Init +1
Spd 30
AC 14 (+1 size, +2 natural, +1 Dex)
Atk +3 (1d4+1 bite)
SA: radioactive bite (low exposure)
SQ: low-light vision 60’, DR2
Saves: Fort +4, Ref +4, Will +1
Abilities: STR 14, DEX 14, CON 14, INT 2, WIS 12, CHA 10.
Skills: Hide +4, Jump +2, Move Silent +3,
Balance +3
CR2
Description
Geckos are a mutated version of a much smaller species of lizard that lived before the war. Today's geckos have mutated to the point that they walk upright on their hind legs, reserving their front limbs for use in attacking. Geckos normally stand around 3-4 feet tall, however golden geckos, and the very dangerous fire-breathing gecko, have
been known to stand about 5-6 feet tall.

Golden Gecko
As above:
HD 4d8+8
Atk +4 (1d6+2 bite)
Def 15
SQ DR5
SA radioactive bite (moderate exposure)

Fire Gecko
As golden:
Remove radioactive bite, replace with:

Firebreath
Dmg Crit Type Rng R.o.F.
2D6 - Fire 3'x10' 1
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