Aardvark (Pathfinder Creature)
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AARDVARK CR 1/3 | ||
---|---|---|
XP: | ' | |
Alignment, Size, and Type: | N Small Animal | |
Init and Senses | Init +2; Senses Low-Light Vision, Scent | |
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 | |
OFFENSE | ||
Speed: | 30 feet (6 squares), burrow 20 feet (4 squares) | |
Melee: | Claw +1 melee (1d3), 2 claws +1 melee (1d3) | |
Space/Reach: | Space 5 ft.; Reach 5 ft. | |
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 | |
ECOLOGY | ||
Environment: | Warm deserts and plains | |
Organization: | Solitary | |
Treasure: | None | |
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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