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A bunch of animals for use in d20 system games.

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Animal Archives Vol. 1North American Prehistoric AnimalsDesign & IllustrationJesse MohnEditingAngela Noll MohnCover Design & LayoutEdward BourelleProofreadingArt Braune & Jesse MohnSkeletonKey StaffEdward Bourelle & Art BrauneAnimal Archives Vol. 1: North American Prehistoric Animals is 2004 Jesse Mohn. All rights reserved.All animal illustrationsand the animal cross bar are 2004 Jesse Mohn. All rights reserved.All other design elements, including the cover design, are 2004 Edward Bourelle. All rights reserved.Reference to other copyrighted material in no way constitutes a chal-lenge to the respective copyright holders of that material. SkeletonKey Games, Campaign Construction System, the SkeletonKey Games logo, and the Campaign Construction System logo are trademarks of Edward Bourelle. Animal Archives is a trademark of Jesse Mohn.Dungeons&Dragonsand WizardsoftheCoastaretrademarksof Wizards of the Coast, Inc. in the United States and other countries and are used with permission.d20 System and the d20 System logo are trademarks of Wizards of the Coast, Inc. in the United States and other countries and are used with permission.ThefollowingtextisOpenGamingContent:thename,statistics, descriptive text, and combat section of each monster.SkeletonKey [email protected] Mohnwww.jessemohn.comThe Campaign Construc-tionSystemisaformat designedtohelpGMs organizetheircampaign binder. Each entry in this product is layed out to ft a single page or series of pagesthatcanbeeasily identifedandplacedin specifc categories of the binder.Withthissystem a GM can print only the pages needed for their game, mix and match content from various products in the line, and reduce the clutter and weight of multiple products.Each page is organized with the following information A: Title of the entry contained on the pageB: Product title in which the entry can be foundC: Author and artist credits for that entryD: Category label for binder organizationIntroductionAnimal Archives 1:North American Prehistoric AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnCreditsArctodus simusNorth America (Pleistocene)Large Animal (mammal)Hit Dice: 9d8+36 (76 hp)Initiative: +1Speed: 40 ft. (10 squares)Armor Class: 14 (+1 dex, +4 natural, -1 size), touch 10, fat-footed 14Base Attack/Grapple: +6/+25Attack: Claw +14 melee (1d8+9)Full Attack: 2 claws +14 melee (1d8+9), bite +9 melee(2d6+4)Space/Reach: 10 ft./ 5 ft.Special Attacks: Improved grabSpecial Qualities: Low-light vision, ScentSaves: Fort +10, Ref +7, Will +4Abilities: Str 29, Dex 13, Con 19, Int 2, Wis 12, Cha 5Skills:Climb+12,Intimidate+12,Listen+4,Spot+5, Swim +12Feats: Endurance, Run, TrackEnvironment: Cold forests and hillsOrganization: Solitary or pairChallenge Rating: 5Treasure: NoneAlignment: Always neutralAdvancement: 9-11 HD (Large)Theshort-facedbearisthelargestbearthathasever existed,standing11+ft.tallandweighingupto2,000 lbs. The short-faced bear looks much lankier than most other bears, having noticeably longer legs. This allows ashort-facedbeartorunfasterthanitscousins. Short-facedbearsarecarnivores,butwouldrather scavengethanhuntifpossible.Likemostbears, they are territorial and aggressive if threatened.COMBATTheshort-facedbearisfearlesswhendealingwith creaturessmallerthanitself.Itwilleitherchargea creature it deems a threat (or meal), or stand and make an intimidate check, followed by its standard attacks.Improved Grab (Ex): To use this ability, a short-faced bearmusthitwithaclawattack.Itcanthenattempt tostartagrappleasafreeactionwithoutprovokingan attack of opportunity.Low-Light Vision(Ex):Short-facedbearscansee inconditionsofloweredlightaswellasahuman can in daylight.Scent(Ex):Thecreaturecandetectapproaching creatures,sniffouthiddenfoes,andtrackbysense of smell.Skills: A short-faced bear uses its Strength score instead of its Charisma score for Intimidate skill checks.Bear, short-facedAnimal Archives 1:North American Prehistoric AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnMonstersPresbyornis pervetusNorth America (Eocene)Small Animal (bird)Hit Dice: 1d8+1 (5 hp)Initiative: +2Speed: 20 ft. (4 squares); fy 40 ft. (good) (8 squares)AC: 13 (+1 size, +2 dex), touch 13, fat-footed 11Base Attack/Grapple: +0/-6Attack: Bite -1 melee (1d3-1)Full Attack: Bite -1 melee (1d3-1)Face/Reach: 5 ft./5 ft.Special Qualities: low-light visionSaves: Fort +3, Ref +4, Will +1Abilities: Str 8, Dex 15, Con 13, Int 1, Wis 13, Cha 5Skills: Hide +7, Listen +5, Spot +6, Swim +8Feats: AlertnessEnvironment: Temperate wetlandsOrganization: Solitary or fock (2-12)Challenge Rating: 1/3Treasure: noneAlignment: Always neutralAdvancement: 2-5 HD (Small)A green river wader stands between 2 1/2 and3feettall.Theyresembleacross betweentwobirds,havingstiltedlegs and a long, graceful neck like a stork, andahead,bill,andwebbedfeet like a duck. Green river waders are attractiveshorelinebirdsthatlive andbreedonfreshwaterlakes and rivers. Wealthy collectors pay handsomely forgreenriverwaders(upto700 gp!),andthebirdsareoccasionally used as familiars. As a familiar, green river waders grant their wizard a +2 bonus to swim checks.COMBATGreenriverwadersarenon-combative ingeneral,andwillusuallyflyaway from danger.Low-lightVision(Ex):Agreenriver wadercanseeinconditionsoflow-eredlightaswellasahumancanin daylight.Skills: A green river wader receives a +8 racial bonus to all Swim checks.Bird, Green River WaderAnimal Archives 1:North American Prehistoric AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnMonstersDinohyusNorth America (Miocene)Large Animal (Mammal)Hit Dice: 6d8+18 (48 hp)Initiative: +1Speed: 40 ft. (8 squares)AC: 13 (-1 size, +1 dex, +3 natural), touch 10,fat-footed 12Base Attack/Grapple: +4/+13Attack: Bite +9 melee (1d8+7/x3)Full Attack: Bite +9 melee (1d8+7/x3)Face/Reach: 10 ft./10 ft.Special Attacks: Augmented critical multiplierSpecial Qualities: Ferocity, low-light vision, scentSaves: Fort +10, Ref +6 Will +3Abilities: Str 21, Dex 12, Con 16, Int 2, Wis 12, Cha 5Skills: Intimidate +8, Listen +6, Spot +6Feats: Great Fortitude, ToughnessEnvironment: Temperate grasslandsOrganization: SolitaryChallenge Rating: 3Treasure: noneAlignment: Always neutralAdvancement: 7-10 HD (Large)Thedinohyus,orterriblehogisaswinethesizeof a bull. These fearsome animals are typically 6-7 feet at the shoulder, and are up to 10 feet long. Bull swine are omnivorous creatures, scavenging and hunting for plants and animals alike. Bull swine are territorial, even driving off others of their own kind (unless it happens to be their mating season).COMBATBullswinetypicallychargeatthenearestcreature deemedathreat,attackinguntilthethreatleavesits territory or the bull swine is dead.AugmentedCriticalMultiplier(Ex):Thecritical mutiplier for the bull swines bite is x3.Ferocity(Ex):Thebullswineisextremelytalentedin shruggingoffwounds,whichallowsittocontinueto fght while dying or disabled. The creature can fght and act up to -10 hit points. When the bull swine reaches -10 hit points, the creature instantly falls over dead.Low-light Vision (Ex): A bull swine can see in conditions of lowered light as well as a human can in daylight.Scent(Ex):Thecreaturecandetectapproaching creatures,sniffouthiddenfoes,andtrackbysense of smell.Skills: Bull swine use their Strength modifer instead of their Charisma modifer when making Intimidate skill checks.Bull SwineAnimal Archives 1:North American Prehistoric AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnMonstersAepycamelusNorth America (Miocene)Large Animal (mammal)Hit Dice: 4d8+12 (30 hp)Initiative: +3Speed: 40 ft. (8 squares)AC: 14 (-1 size, +3 dex, +2 natural), touch 12, fat-footed 13Base Attack/Grapple: +3/+9Attack: Bite +2 melee (1d4+2*) or hoof +2 melee (1d4+2)Full Attack: Bite +2 melee (1d4+2*) or hoof +2 melee (1d6+2)Face/Reach: 10 ft./10 ft.Special Qualities: low-light vision, ScentSaves: Fort +7, Ref +7, Will +1Abilities: Str 20, Dex 16, Con 16, Int 2, Wis 11, Cha 4Skills: Listen +6, Spot +6Feats: Alertness, EnduranceEnvironment: Temperate forestsOrganization: solitary or pack (2-6)Challenge Rating: 2Treasure: noneAlignment: Always neutralAdvancement: 5-8 HD (Large)Theaepycamelus,orlong-necked camel,reachesaheightof10.They areherbivoresthatfeedoffofhigh forest trees. These giraffe-like animals arehardycreatures,andmakegood pack animals and decent mounts. They do not have the same hardiness in open desert terrain as desert camels.A Handle Animal check (DC 19) isrequiredtosuccessfullyrear awildlong-neckedcamel,anda Handle Animal check (DC 15) to train it as a mount once it is reared.Totrainalong-neckedcamelforwar, sixweeksoftrainingandaHandle Animal check (DC 20) are required. At theendofthistime,itlosesthePrey descriptor, and the long-necked camels bite attack increases to Bite +7 melee (1d4+5) and its hoof attack changes to Hoof +7 melee (1d6+5).Carrying Capacity: A long-necked camel can carry up to399poundsasalightload,400-798poundsasa medium load, and 799-1,200 pounds as a heavy load.A long-necked camel can drag as much as 6,000 pounds.COMBATAnuntrainedlong-neckedcamelwillonlyfightif cornered, biting or kicking at its foes. A long-necked camel trained for war fghts as well as any war-horse.Low-lightVision(Ex):Aepycameluscanseein conditionsofloweredlightaswellasahumancan in daylight.Scent(Ex):Long-neckedcamelscandetect approachingcreatures,sniffouthiddenfoes,and trackbysenseofsmell.CreatureswiththeScent specialqualitycanidentifyfamiliarodorsjustas othercreaturescandetectfamiliarsightswithits eyes. The creature can detect approaching creatures within30ft.bysenseofsmell.Thisincreasesto 60ft.ifupwindandlowersto15ft.ifdownwind. Strongsmells,suchassmokeandrottinggarbage,can bedetectedattwicetherangesasusual.Overpowering smells, such as skunk musk or troglodyte stench, can be detected at triple normal range.Prey:Along-neckedcamelsbiteistreatedasa secondaryattackandaddsonlyhalfofitsStrength bonus to damage rolls.Camel, Long-neckedAnimal Archives 1:North American Prehistoric AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnMonstersHyaenodonNorth America (Miocene)Medium Animal (Mammal)Hit Dice: 3d8+6 (19 hp)Initiative: +2Speed: 30 ft. (8 squares)AC: 13 (+2 dex, +1 natural), touch 12, fat-footed 11Base Attack/Grapple: +2/+4Attack: Bite +4 melee (1d6+3)Full Attack: Bite +4 melee (1d6+3)Face/Reach: 5 ft./5 ft.Special Qualities: Low-light vision,Saves: Fort +5, Ref +5, Will +2Abilities: Str 15, Dex 14, Con 15, Int 2, Wis 12, Cha 5Skills:Hide+4,Intimidate+4,Listen+4,MoveSilent +4, Spot +4Feats: AlertnessEnvironment: Temperate plainsOrganization: Solitary or pack (2-7)Challenge Rating: 2Treasure: noneAlignment: Always neutralAdvancement: 3-7 HD (Medium)Gnaw fangs resemble dogs with an elongated head and large canines. Their heads make up about a quarter theirbodylength.Sportinglongtailsandshortears,gnaw fangs stand between 2-3 feet at the shoulder.COMBATGnawfangshuntaloneorinpacks,usingstealthand cunning.Alonegnawfangscavengesorhuntssmall prey. They will attack larger prey in packs, wearing their victim down with feints and then going in for the kill.ImprovedGrab(Ex): Tousethisability,agnawfang musthitwithabiteattack.Itcanthenattemptatrip attackasafreeactionwithoutprovokinganattackof opportunity.Low-light Vision (Ex): A gnaw fang can see in conditions of lowered light as well as a human can in daylight.Scent (Ex): A gnaw fang can detect approaching creatures, sniff out hidden foes, and track by sense of smell. Creatures withtheScentspecialqualitycanidentifyfamiliarodors justasothercreaturescandetectfamiliarsightswithits eyes. The creature can detect approaching creatures within 30 ft. by sense of smell. This increases to 60 ft. if upwind andlowersto15ft.ifdownwind.Strongsmells,suchas smokeandrottinggarbage,canbedetectedattwicethe ranges as usual. Overpowering smells, such as skunk musk or troglodyte stench, can be detected at triple normal range.Skills: A gnaw fang uses its Strength modifer instead of its Charisma modifer for all Intimidate skill checks.Creodont, Gnaw FangAnimal Archives 1:North American Prehistoric AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnMonstersAmbelodonNorth America (Miocene)Huge Animal (mammal)Hit Dice: 11d8+44 (93 hp)Initiative: +0Speed: 40 ft. (8 squares)AC: 15 (-2 size, +7 natural), touch 8, fat-footed 15Base Attack/Grapple: +8/+26Attack: Gore +16 melee (2d6+15)FullAttack:Slam+16melee(2d6+10)and2stamps +11 melee (2d6+5);or gore +16 melee (2d6+15)Face/Reach: 15 ft./10 ft.Special Attacks: Trample 2d6+15Special Qualities: Low-light vision, scentSaves: Fort +11, Ref +7, Will +4Abilities: Str 30, Dex 10, Con 18, Int 2, Wis 12, Cha 6Skills: Intimidate +14, Listen +11, Spot +11Feats: Alertness, Endurance, Skill Focus (Listen)Environment: Temperate grasslandsOrganization: Solitary or herd (6-30)Challenge Rating: 7Treasure: NoneAlignment: Always neutralAdvancement: 12-15 HD (huge)The shovel-tusker resembles an elephant, standing 10 ft.high.Theyhavefattenedtusksthatlaysidebyside, forming a spade-like cutting edge on their extended lower jaw. Shovel-tuskers feed on water plants from fresh river bottoms and swamps.Shovel-tuskersmayberearedaslaboranimalsfrom infancywithasuccessfulHandle Animalskillcheck (DC 26). They do not make good war animals due to their specialized diet.COMBATLow-lightVision(Ex):Shovel-tuskerscanseein conditionsofloweredlightaswellasahumancan in daylight.Scent (Ex): The creature can detect approaching creatures, sniff out hidden foes, and track by sense of smell.Trample(Ex):RefexsaveDC25,ThesaveDCis Strength based.Skills: A shovel-tusker uses its Strength modifer instead of its charisma modifer when making Intimidate skill checks.Elephant, Shovel-tuskerAnimal Archives 1:North American Prehistoric AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnMonstersDunkleosteusNorth America (Devonian)Large Animal (Fish)Hit Dice: 9d8+27 (67 hp)Initiative: +1Speed: Swim 40 ft. (8 squares)AC: 18 (-1 size, +1 dex, +8 natural), touch 11,fat-footed 17Base Attack/Grapple: +6/+14Attack: Bite +10 melee (3d6+7)Full Attack: Bite +10 melee (3d6+7)Face/Reach: 10 ft./10 ft.Special Qualities: Low-light vision, blindsightSaves: Fort +11, Ref +7, Will +4Abilities: Str 20, Dex 12, Con 16, Int 1, Wis 12, Cha 5Skills: Listen +8, Spot +8, Swim +19Feats: Alertness, Great Fortitude, Skill Focus (Swim)Environment: Warm OceansOrganization: SolitaryChallenge Rating: 5Treasure: NoneAlignment: Always neutralAdvancement: 10-13 HD (Large)Dunkleosteus,orTerriblefshisanaggressiveand unforgivingpredator.AnadultDunkleosteusgrowsto about11feetlong,withanappearancesimilartoan armored eel, with thick bony plates covering its massive headandasnake-liketail. Theirjawsconsistofjagged andserratedboneplatesthatshearofflargepiecesof their victim.COMBATAdunkleosteuscanandwillattackanythingthatlooks likeameal.Thesecreaturespreyonsharks,fsh,and evenoneanother.Theirmassiveshear-likejawsinfict terrible wounds that even larger predators look to avoid.Low-LightVision(Ex):Adunkleosteuscanseein conditions of lowered light as well as a human can in daylight.Blindsight(Ex): Adunkleosteusmaymaneuverand fghtintotaldarkness.Thecreaturesothersenses make up for a lack of sight (due to blindness or simple darkness). The creature may ascertain all others within a 40 ft. radius as a sighted creature could in daylight. Beyond that range, treat other creatures as having total concealment. A spell or ability that negates another of the creatures senses reduces this special quality as an equal to the Blind-Fight feat.Skills:Adunkleosteushasa+8racialbonusonany Swimchecktoperformsomespecialactionoravoida 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.Fish, Giant ArmoredAnimal Archives 1:North American Prehistoric AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnMonstersBrontotheriumNorth America (Oligocene)Huge Animal (mammal)Hit Dice: 12d8+48 (102 hp)Initiative: +0Speed: 40 ft. (8 squares)AC: 17 (-2 size, +9 natural), touch 8, fat-footed 17Base Attack/Grapple: +9/+22Attack: Slam +14 melee (2d8+10)Full Attack: Slam +14 melee (2d8+10)Face/Reach: 15 ft./10 ft.Special Attacks: Trample, Powerful ChargeSpecial Qualities: Low-light visionSaves: Fort +14, Ref +8, Will +7Abilities: Str 25, Dex 10, Con 19, Int 1, Wis 12, Cha 5Skills: Intimidate +12, Listen +8, Spot +8Feats: Endurance, Great Fortitude, Iron Will, Power AttackEnvironment: Warm hills and plainsOrganization: Solitary or herd (2-12)Challenge Rating: 7Treasure: NoneAlignment: Always neutralAdvancement: 13-15 HD (Huge)Thebrontotherium,orthunderbeast,isthelargest rhinocerosevertohavelived.Theystand8ft.at the shoulder, and average 18-20 ft. long. A thunder beastoftenweighsbetween6-8tons.Athunder beastsportsanimpressiveYshapedhornonits snout, which it uses for defense.Athunderbeastcanberearedfrominfancy,butthey areextremelywild,stubborncreatures,andrequirea Handle Animal check (DC 30) to rear them.COMBATThunder beasts are aggressive and territorial herbivores.TheyuseIntimidateandthenchargeanycreaturethat comes too close to them or threatens their herd.Low-lightVision(Ex):thunderbeastscanseein conditionsofloweredlightaswellasahumancan in daylight.Powerful Charge (Ex): A thunder beast deals 4d8+26 damage when it makes a charge.Trample (Ex): Refex save DC 23, Damage is 2d8+15.Skills: A thunder beats uses its Strength score modifer insteadofitsCharismascoremodiferwhenmaking Intimidate skill checks.Rhinocerous, Thunder BeastAnimal Archives 1:North American Prehistoric AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnMonstersPtilodusNorth America (Paleocene)Tiny Animal (Mammal)Hit Dice: 1/4d8+1 (2 hp)Initiative: +3Speed: 30 ft. (5 squares), climb 20 ft. (4 squares)AC: 15 (+2 size, +3 dex), touch 15, fat-footed 10Base Attack/Grapple: +0/-10Attack: Bite +0 melee (1d3-2)Full Attack: Bite +0 melee (1d3-2)Face/Reach: 5 ft./0 ft.Special Qualities: Low-light visionSaves: Fort +3, Ref +5, Will +1Abilities: Str 6, Dex 16, Con 12, Int 2, Wis 12, Cha 5Skills: Climb +10, Listen +3 Spot +3Feats: Skill Focus (Climb)Environment: Temperate forestsOrganization: SolitaryChallenge Rating: 1/6Treasure: noneAlignment: Always neutralAdvancement: 1/2-3 HD (Tiny)Treescampersaremammalsabout20inchesinlength andweighinatabout1lb. Theyhaveaprehensiletail that may be used as an extra limb for climbing and grasp-ing. Tree scampers are excellent climbers and are able to climb down a tree head frst.Tree scampers used as a familiar grant their master a +2bonus on all Climb checks.Treescampersmayalsoberearedfrominfancywitha suc-cessful Handle Animal skill check (DC 16). They are capable of learning 1d3 tricks.COMBATAgainstcreaturestheirownsizeorsmaller,tree scampers are territorial, and can be aggressive. They avoidlargercreatures,usuallybyclimbingtoa higher vantage point.Low-lightVision(Ex):Atreescampercanseein condi-tions of lowered light as well as a human can in daylight.Skills: A tree scamper is a master climber, and uses itsDexterityscoreinsteadofitsStrengthscorefor allClimbbasedskillchecks.Atreescampermay alwaystakea10onallClimbskillchecks,even when under duress or in combat.Tree ScamperAnimal Archives 1:North American Prehistoric AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnMonstersOPEN GAME LICENSE Version 1.0aThefollowingtextisthepropertyofWizards oftheCoast,Inc.andisCopyright2000Wiz-ardsoftheCoast,Inc(Wizards).AllRights Reserved.1.Defnitions:(a)Contributorsmeansthe copyrightand/ortrademarkownerswhohave contributed Open Game Content; (b)Derivative Material means copyrighted material including derivative works and translations (including into othercomputerlanguages),potation,modifca-tion,correction,addition,extension,upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) Distribute means to reproduce, license, rent, lease, sell, broadcast, publiclydisplay,transmitorotherwisedistrib-ute; (d)Open Game Content means the game mechanic and includes the methods, procedures, processesandroutinestotheextentsuchcon-tent does not embody the Product Identity and is an enhancement over the prior art and any addi-tionalcontentclearlyidentifedasOpenGame Content by the Contributor, and means any work coveredbythisLicense,includingtranslations andderivativeworksundercopyrightlaw,but specifcally excludes Product Identity. 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(h) You or Your means the licensee in terms of this agreement.2.TheLicense:ThisLicenseappliestoany Open Game Content that contains a notice indi-catingthattheOpenGameContentmayonly be Used under and in terms of this License. You must affx such a notice to any Open Game Con-tent that you Use. No terms may be added to or subtracted from this License except as described bytheLicenseitself.Noothertermsorcondi-tions may be applied to any Open Game Content distributed using this License.3.OfferandAcceptance:ByUsingtheOpen Game Content You indicate Your acceptance of the terms of this License.4. Grant and Consideration: In consideration for agreeingtousethisLicense,theContributors grant Youaperpetual,worldwide,royalty-free, non-exclusivelicensewiththeexacttermsof this License to Use, the Open Game Content.5.Representationof AuthoritytoContribute:If YouarecontributingoriginalmaterialasOpen Game Content, You represent that Your Contri-butionsareYouroriginalcreationand/orYou havesuffcientrightstogranttherightscon-veyed by this License.6.Notice of License Copyright: You must update theCOPYRIGHTNOTICEportionofthis License to include the exact text of the COPY-RIGHTNOTICEofanyOpenGameContent Youarecopying,modifyingordistributing, and Youmustaddthetitle,thecopyrightdate, andthecopyrightholdersnametotheCOPY-RIGHTNOTICEofanyoriginalOpenGame Content you Distribute.7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed inanother,independentAgreementwiththe owner of each element of that Product Identity. Youagreenottoindicatecompatibilityorco-adaptabilitywithanyTrademarkorRegistered Trademark in conjunction with a work contain-ingOpenGameContentexceptasexpressly licensed in another, independent Agreement with theownerofsuchTrademarkorRegistered Trademark. TheuseofanyProductIdentityin Open Game Content does not constitute a chal-lenge to the ownership of that Product Identity. The owner of any Product Identity used in Open GameContentshallretainallrights,titleand interest in and to that Product Identity.8.Identifcation:IfyoudistributeOpenGame ContentYoumustclearlyindicatewhichpor-tionsoftheworkthatyouaredistributingare Open Game Content.9.UpdatingtheLicense:Wizardsoritsdesig-nated Agentsmaypublishupdatedversionsof thisLicense. Youmayuseanyauthorizedver-sion of thisLicense to copy, modify and distribute any Open GameContentoriginallydistributedunderany version of this License.10.CopyofthisLicense: YouMUSTinclude acopyofthisLicensewitheverycopyofthe Open Game Content You Distribute.11.UseofContributorCredits:Youmaynot marketoradvertisetheOpenGameContent usingthenameofanyContributorunless You have written permission from the Contributor to do so.12.InabilitytoComply:Ifitisimpossiblefor Youtocomplywithanyofthetermsofthis License with respect to some or all of the Open GameContentduetostatute,judicialorder,or governmental regulation then You may not Use any Open Game Material so affected.Legal InformationAnimal Archives 1:North American Prehistoric AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnOGL13.Termination:ThisLicensewillterminate automaticallyifYoufailtocomplywithall terms herein and fail to cure such breach within 30daysofbecomingawareofthebreach. All sublicenses shall survive the termination of this License.14. Reformation: If any provision of this License is held to be unenforceable, such provision shall bereformedonlytotheextentnecessaryto make it enforceable.15. COPYRIGHT NOTICEOpenGameLicensev1.0aCopyright2000, Wizards of the Coast, Inc.SystemReferenceDocumentCopyright 2000-2003, Wizards of the Coast, Inc.; Authors JonathanTweet,MonteCook,SkipWilliams, Rich Baker, Andy Collins, David Noonan, Rich Redman,BruceR.Cordell,JohnD.Rateliff, ThomasReid,JamesWyatt,basedonoriginal material by E. Gary Gygax and Dave Arneson.Animal Archives1:North AmericanPrehis-toric Animals Copyright 2004, Jesse MohnAnimal Archives Vol. 2South American AnimalsDesign & IllustrationJesse MohnEditingAngela Noll MohnCover Design & LayoutEdward BourelleProofreadingArt Braune & Jesse MohnSkeletonKey StaffEdward Bourelle & Art BrauneAnimal Archives Vol. 2: South American Animals is 2004 Jesse Mohn. All rights reserved.All animal illustrationsand the animal cross bar are 2004 Jesse Mohn. All rights reserved.All other design elements, including the cover design, are 2004 Edward Bourelle. All rights reserved.Reference to other copyrighted material in no way constitutes a chal-lenge to the respective copyright holders of that material. SkeletonKey Games, Campaign Construction System, the SkeletonKey Games logo, and the Campaign Construction System logo are trademarks of Edward Bourelle. Animal Archives is a trademark of Jesse Mohn.Dungeons&Dragonsand WizardsoftheCoastaretrademarksof Wizards of the Coast, Inc. in the United States and other countries and are used with permission.d20 System and the d20 System logo are trademarks of Wizards of the Coast, Inc. in the United States and other countries and are used with permission.ThefollowingtextisOpenGamingContent:thename,statistics, descriptive text, and combat section of each monster.SkeletonKey [email protected] Mohnwww.jessemohn.comThe Campaign Construc-tionSystemisaformat designedtohelpGMs organizetheircampaign binder. Each entry in this product is layed out to t a single page or series of pagesthatcanbeeasily identiedandplacedin specic categories of the binder.Withthissystem a GM can print only the pages needed for their game, mix and match content from various products in the line, and reduce the clutter and weight of multiple products.Each page is organized with the following information A: Title of the entry contained on the pageB: Product title in which the entry can be foundC: Author and artist credits for that entryD: Category label for binder organizationIntroductionAnimal Archives 2:South American AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnCreditsLama pacosMedium Animal (mammal)Hit Dice: 2d8+4 (13 hp)Initiative: +1Speed: 30 ft. (6 squares)AC: 12 (+1 dex, +1 natural), touch 11, at-footed 11Base Attack/Grapple: +1/+3Attack: Bite -2 melee (1d3+1)Full attack: Bite -2 melee (1d3+1)Face/Reach: 5 ft./5 ft.Special Qualities: Efcient digestion, low-light vision, resistanceSaves:Fort +5, Ref +4, Will +0Abilities: Str 15, Dex 13, Con 14, Int 1, Wis 12, Cha 6Skills:Climb +7, Listen +5, Spot +5Feats: AlertnessEnvironment: MountainsOrganization: Solitary or herd (2-12)Challenge Rating: 1Treasure: NoneAlignment: Always neutralAdvancement: 3-7 HD (Medium)Alpacasarerelativesofcamelsthatdwellinthe mountainsofSouthAmerica.Standing3highat the shoulder, an adult alpaca usually weighs around 130 lbs.Alpacas are gentle animals that are easily rearedfromthewildwithasuccessfulHandle Animal skill check (DC 13 instead of the usual DC 17 for a 2 HD creature). Alpacasarevaluedaslivestockfortheirvaluable wool-likefur,ofwhich5-10lbs.maybeharvested peranimalperyear.Alpacafurgoesforaround one silver per pound locally and up to one gold per pound in foreign lands.COMBAT ColdResistance(Ex):Alpacasgaina+4racial bonus to all saving throws vs. any cold-based effect, spell or power.Efficient Digestion (Ex): Alpacas have a +4 racial bonustoresisttheeffectsofstarvationandthirst. SeetheDungeonMastersGuide(p.304)forrules on starvation and thirst.Low-light Vision (Ex): Alpacas can see in conditions of lowered light as well as a human can in daylight.Prey:Analpacasbiteistreatedasasecondaryattack and adds only half of its Strength bonus to damage rolls.ALPACAAnimal Archives 2:South American AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnMonstersPanthera oncaMedium Animal (mammal)Hit Dice: 3d8+9 (22 hp)Initiative: +4Speed: 40 ft (8 squares), climb 20 ft. (4 squares)AC: 15 (+4 Dex, +1 natural), touch 14, at-footed 11Base Attack/Grapple: +2/+6Attack: Bite +7 melee (1d6+4) (19-20)Full attack: Bite +7 melee (1d6+4) (19-20) and 2 claws +2 melee (1d3+2)Face/Reach: 5 ft./5 ft.Special Attacks: PounceSpecial Qualities: Low-light vision, scentSaves: Fort +5, Ref +7, Will +2Abilities: Str 18, Dex 19, Con 16, Int 2, Wis 12, Cha 6Skills:Balance+13,Climb+15,Hide+9(13)*,Jump +13, Listen +4, Move Silently +9, Spot +4, Swim +9Feats: Alertness, Skill Focus (Swim)Environment: Any tropicalOrganization: SolitaryChallenge Rating: 3Treasure: NoneAlignment: Always neutralAdvancement: 4-8 HD (Medium)Jaguarsarelargecatswithabeautifulcoatof spottedfur.Mostjaguarsarearound3ft.tall attheshoulder,are4ft.long(withouttail)and weigh an average of 200 lbs.Jaguars freely enter water and are good swimmers. COMBAT Jaguarshuntmany speciesofanimals, including birds, insects, lizards,andeventhe occasionalcaiman.Jag-uars usually will not attack humanoids,buthavebeen knowntofollowthem, escortingthemoutofthe jaguars territory.Improved Critical (Ex): A jaguar does not hunt like othercats,whichusuallybitetheneckoftheirprey to nish them off.Instead, jaguars bite into the skull, piercingthebraininordertoquicklykillitsprey. A resultof19-20withasuccessfulattackindicatesa critical threat, as the jaguars bite has pierced the skull of its victim.Low-light Vision (Ex): A jaguar can see in conditions of lowered light as well as a human can in daylight.Pounce(Ex):Ifajaguarchargesafoe,itcan make a full attack.Scent(Ex):Jaguarscandetectapproachingcrea-tures,sniffouthiddenfoes,andtrackbysenseof smell.Creatures with the Scent special quality can identifyfamiliarodorsjustasothercreaturescan detectfamiliarsightswithitseyes.Jaguarscan detectapproachingcreatureswithin30ft.bysense ofsmell.Thisincreasesto60ft.ifupwindand lowers to 15 ft. if downwind.Strong smells, such as smoke and rotting garbage, can be detected at twice therangesasusual.Overpoweringsmells,suchas skunk musk or troglodyte stench, can be detected at triple normal range.Skills: Jaguars have a +8 racial bonus on Jump checks anda+4racialbonusonHideandMoveSilently checks.Jaguarshavea+8racialbonusonBalance and Climb checks. A jaguar can always choose to take 10onaClimbcheck,evenifrushedorthreatened. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.CAT, JAGUARAnimal Archives 2:South American AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnMonstersCaiman crocodylusMedium Animal (reptile)Hit Dice: 2d8+2 (11 hp)Initiative: +2Speed: 20 ft. (4 squares), swim 30 ft. (6 squares)AC: 13 (+2 dex, +1 natural), touch 12, at-footed 11Base Attack/Grapple: +1/+2Attack: Bite +2 melee (1d6+1)Full attack: Bite +2 melee (1d6+1)Face/Reach: 5 ft./5 ft.Special Attacks: Improved grabSpecial Qualities: Hold breath, low-light visionSaves:Fort +4, Ref +5, Will +1Abilities: Str 12, Dex 14, Con 12, Int 1, Wis 12, Cha 4Skills:Hide +7 (+11*), Listen +3, Spot +4, Swim +8Feats: Skill Focus (Hide)Environment: Tropical forestsOrganization: Solitary or group (2-12)Challenge Rating: 2Treasure: NoneAlignment: Always neutralAdvancement: 3-7 HD (Medium)Thespectacledcaimanisarelativeofthecrocodile, withanaveragelengthof6ft.andweighinginat around 75 lbs.The spectacled caiman frequents tropi-cal freshwater rivers, but have been known to tolerate fairly salt-rich waters.Spectacled caiman mostly hunt at night for smaller creatures. COMBAT Spectacledcaimanlieinwait,hidingintheedgeof thewateruntilapotentialmealcomestooclose. A spectacled caiman then rushes forward and seizes the victim,draggingitbackintothewatertodrownfor a later meal.They usually only attack other medium sized creatures in self-defense.HoldBreath(Ex):Aspectacledcaimancanholdits breath for 1d4+8 minutes before it risks drowning.ImprovedGrab(Ex):Onasuccessfulbiteattack,a spectacled caiman may start a grapple as a free action.Low-light Vision (Ex): A spectacled caiman can see inconditionsofloweredlightaswellasahuman can in daylight.Skills:Aspectacledcaimanhasa+4racialbonusall Hide skill checks while in the water.*They also have a +4 racial bonus to all Swim skill checks.CROCODILE, SPECTACLED CAIMANAnimal Archives 2:South American AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnMonstersHarpia harpyiaSmall Animal (bird)Hit Dice: 1d8+2 (6 hp)Initiative: +2Speed: 10 ft. (2 squares), y 100 ft. (good); (20 squares)AC: 14 (+1 size, +3 dex), touch 13, at-footed 11Base Attack/Grapple: +0/-4Attack: Talons +4 melee (1d4+1)Full attack: 2 talons +4 melee (1d4+1) and bite 1 melee (1d4)Face/Reach: 5 ft./5 ft.Special Qualities: Low-light visionSaves:Fort +4, Ref +5, Will +1Abilities: Str 12, Dex 16, Con 14, Int 2, Wis 12, Cha 5Skills:Hide +8, Listen +4, Move Silently +4, Spot +10Feats: Fly-By Attack, Weapon Finesse, WingoverEnvironment: Tropical forestsOrganization: SolitaryChallenge Rating: 1Treasure: NoneAlignment: Always neutralAdvancement: 2-4 HD (Small)Anaverageharpyeaglewillaverage3ft.talland weightapprox.15lbs.Femaleharpyeaglestendto be larger than males.The backside of the harpy eagle is covered with slate gray feathers, and the underside is covered with white plumage (sometimes with black spots).Thereisablackbandacrossthechestupto theneck.Theharpyeaglesheadislightgray,and iscrownedwithadoublecrest.Harpyeaglesfeed mainly on monkeys and other small preyCOMBAT Aharpyeagleoftenspotsitsprey,makesaHideskill check as it uses the forest canopy for cover, and snatches its prey from a tree, taking the creature with it as it ies by if the victim is brought to 0 hit points or less.A harpy eagle can carry up to its own weight when it ies.Low-lightVision(Ex):Aharpyeaglecanseein conditions of lowered light as well as a human can in daylight.Skills:AHarpyeaglehasa+8racialbonustoall Spot skill checks.Feats:HarpyeaglesreceivesthefeatsFly-By Attack and Wingover for free.EAGLE, HARPYAnimal Archives 2:South American AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnMonstersElectrophorus electricusSmall Animal (sh)Hit Dice: 1d8+2 (6 hp)Initiative: +2Speed: Swim 30 ft.; (6 squares)AC: 15 (+1 size, +3 dex, +1 natural), touch 14, at-footed 14Base Attack/Grapple: +0/-6Attack: -Full attack: -Face/Reach: 5 ft./5 ft.Special Attacks: ShockSpecial Qualities: Blindsight, hold breath, low-light visionSaves:Fort +3, Ref +5, Will +1Abilities: Str 7, Dex 16, Con 14, Int 1, Wis 12, Cha 5Skills:Hide +8, Listen +2, Spot +3, Swim +9Feats: Skill Focus (Swim)Environment: Tropical rivers and swampsOrganization: Solitary or clutch (2-10)Challenge Rating: 1Treasure: NoneAlignment: Always neutralAdvancement: 2-5 HD (Small)Thesecreaturesarenottrueeels,butafreshwater fish that lives in low-oxygen waters.An adult elec-triceelisaround8ft.longandweighsapprox.95 lbs.The electric eels tail makes up 7/8 of its total lengthandisthesourceofitselectricalabilities. Electriceelsaredullgrayincolorandnotconsid-ered very attractive creatures.COMBAT Electric eels are toothless and only hunt small fish, butareeasilythreatenedandwillshockpeoplein their territory as a defensive technique.ElectricalSense(Ex):Electriceelscanmaneuver andghtintotaldarkness.Thecreaturesabilityto produceelectricalsignalsmakesupforalack ofsight(duetoblindnessorsimple darkness).Anelectriceel mayascertainallothers within a 30-ft. radius inthewateras asighted creaturecouldindaylight.Beyondthatrange,treat other creatures as having total concealment.HoldBreath(Ex):Anelectriceelcanholdits breath for 1d6+9 minutes before it risks drowning.Low-light Vision(Ex):Electriceelscanseein conditionsofloweredlightaswellasahuman canindaylight.Shock(Ex):Onceperround,anelectriceelcan generateanelectricalcurrentinitstailthatituses to hunt small fishes and defend itself.All creatures within 15 ft. in the water or touching an electric eel duringashocktake1d6electricalsubdualdamage and must make a successful Fortitude save (DC 12) orbestunnedfor1round. Anelectriceelcanopt tocauserealdamageasafreeaction(withnostun effect),dealing1d6pointsofelectricaldamageto all within 15 ft.Other electric eels are not immune to these shocks, but amazingly, the eels are capable of choosing who receives shocks.Skills: Anelectriceelhasa+4racialbonustoall Swim skill checks.EEL, ELETRICAnimal Archives 2:South American AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnMonstersDendrobates auratusFine Animal (amphibian)Hit Dice: 1/4d8 (1 hp)Initiative: +1Speed: 10 ft. (2 squares), climb 10 ft. (2 squares)AC: 19 (+8 size, +1 dex), touch 19, at-footed 10Base Attack/Grapple: +0/-21Attack: Bite +3 melee (1)Full attack: Bite +3 melee (1)Face/Reach: 1/2 ft./0 ft.Special Qualities: Low-light vision, PoisonSaves:Fort +2, Ref +3, Will +1Abilities: Str 1, Dex 12, Con 11, Int 1, Wis 12, Cha 5Skills:Climb +7, Hide +18, Jump +7, Listen +5, Spot +5Feats: AlertnessEnvironment: Tropical forestsOrganization: SolitaryChallenge Rating: 1/3Treasure: NoneAlignment: Always neutralAdvancement: 1/2-1 HD (Fine)Goldenarrow-poisonfrogsareonlyabout1-1/2 2incheslong,andweighalmostnothing.Native creaturesknowtheirbrightcoloringisawarning of the potent poison they are armed with.Only the hungriest animal would dare attempt to eat a golden arrow-poison frog. Itispossibletomakeapotentweapontoxinwith thesamepropertiesasthegoldenarrow-poison frog (except for being an injury-type poison instead ofaningested-typepoison)usingaCraft(Poison) check (DC 20) or a Craft (Alchemy) check (DC 25). This process entails killing the frog and makes 1d10 doses. Thispoisonsellsforupto500gold per dose on the black market.Thegoldenarrow-poison frogmayalsobeusedasa familiar(DMpermitting). Thearcanespellcaster gainsimmunitytothat particularfrogspoison, and receives a +2 saving throwbonustoallother savingthrowsinvolving poison.COMBAT Thesecreaturesonly huntsmallinsects,and arenothreattoothercreaturesthatleavethefrogs alone.Thebrightcolorationofthegoldenarrow-poison frog deters most creatures from attacking it.Low-light Vision (Ex): A golden arrow-poison frog canseeinconditionsofloweredlightaswellasa human can in daylight.Poison(Ex):Thegoldenarrow-poisonfroghasan extremelytoxicsubstanceitexudesfromitsskin. Any creature attempting to eat it must immediately makeaFortitudesavingthrow(DC15)orsuffer 1d6 Constitution damage.One minute later, it must make another save or suffer an additional 2d6 Con-stitutiondamage.Creatureshandlingthefrogfor more than one minute aresubject to the full effects ofthepoison.Thegoldenarrow-poisonfroghas ahigherbaseDCforitspoison,duetoitsintense toxicity. TheDCsaveisincreasedby+4(thishas been factored in).Skills: Agoldenarrow-poisonfroghasa+4racial bonus to all Climb and Jump skill checks.They use theirDexteritymodifierinsteadoftheirStrength modifierforallClimbandJumpbasedskill checks.FROG, GOLDEN ARROW-POISONAnimal Archives 2:South American AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnMonstersPteronura brasiliensisSmall Animal (mammal)Hit Dice: 2d8+4 (13 hp)Initiative: +2Speed: 20 ft. (4 squares), swim 30 ft. (6 squares)AC: 14 (+1 size, +2 dex, +1 natural), touch 13, at-footed 11Base Attack/Grapple: +1/-3Attack: Bite +4 melee (1d4+2)Full attack: Bite +4 melee (1d4+2)Face/Reach: 5 ft./5 ft.Special Qualities: Low-light visionSaves:Fort +3, Ref +4, Will +1Abilities: Str 12, Dex 15, Con 15, Int 2, Wis 12, Cha 6Skills:Climb +2, Hide +6, Listen +4, Spot +5, Swim +10Feats: Alertness, Weapon FinesseEnvironment: Tropical watersOrganization: Solitary or holt (5-10)Challenge Rating: 1Treasure: NoneAlignment: Always neutralAdvancement: 3-7 HD (Medium)Thegiantotterreacheslengthsof6ft(includ-ingthetail),andhasanaverageweightof65lbs. Giantotterfurisdense,thick,andvelvety,being chocolate brown in color and is highly sought after byfurtraders. Agiantotterfurcanbringinupto 50gp.Giantottershaveawhitemarklocatedon their throat that can be used to distinguish between individuals.Giantottersarecuriousanimalsand lovetoplay,thoughcanbeextremelyaggressive ifthreatened.Somegiantotterswillfearlessly approach creatures to get a closer look at them. COMBAT Giant otters usually hunt fish and other small marine animals.Theyoccasionallyhuntcaiman.Giant otters usually do not attack humanoids, unless they are being attacked. Hold Breath (Ex): A giant ottercanholditsbreath for 1d6+5 minutes before it risks drowning.Low-light Vision(Ex): Agiantottercanseein conditionsofloweredlightaswellasahuman canindaylight.Skills:Giantottershavea+8racialbonusto allSwimskillchecks. Theymayusetherun actionwhenswimming, solongastheytravel inastraightline.OTTER, GIANTAnimal Archives 2:South American AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnMonstersLeontopithecus rosaliaDiminutive Animal (mammal)Hit Dice: 1/2d8+1 (3 hp)Initiative: +2Speed: 20 ft.(4 squares), climb 30 (6 squares)AC: 18 (+4 size, +4 dex), touch 18, at-footed 10Base Attack/Grapple: +0/-12Attack: Bite +0 melee (1d2-4)Full attack: Bite +0 melee (1d2-4)Face/Reach: 1 ft./0 ft.Special Qualities: Low-light visionSaves:Fort +3, Ref +6, Will +0Abilities: Str 3, Dex 18, Con 12, Int 2, Wis 12, Cha 5Skills:Climb +10, Hide +18, Jump +10, Listen +4, Spot +4Feats: AlertnessEnvironment: Tropical forestsOrganization: Solitary or pack (5-15)Challenge Rating: 1/3Treasure: NoneAlignment: Always neutralAdvancement: 1-3 HD (Diminutive)Thegoldenliontamarinscolorismostlygolden with some orange, brown or black coloration on the tailandforepaws.Theyhaveamaneoflonghairs on their head that gives them a distinct appearance. A golden lion tamarin is about 10 inches long (with-out tail) and weighs about 1 lb. As familiars, golden lion tamarins grant their masters a +3 bonus to all Climb skill checks.COMBAT Golden lion tamarins are not generally combatants, taking flight to the trees.They may taunt and goad creaturesfromthesafetyofatree,throwingfruit and such at an aggressive creature.Low-lightVision(Ex): Agoldenliontamarincan see in conditions of lowered light as well as a human can in daylight.Skills:Agoldenliontamarinisamasterclimber and jumper, and may take a 10 on Climb and Jump skillchecks,evenwhenunderduressorcombat. Agoldenliontamarinhasa+4racialbonustoall Climb and Jump skill checks. A golden lion tamarin uses its Dexterity score instead of its Strength score for all Climb and Jump checks.These modifiers are already factored into the entry.TAMARIN, GOLDEN LIONAnimal Archives 2:South American AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnMonstersEunectes murinusLarge Animal (reptile)Hit Dice: 4d8+12 (30 hp)Initiative: +1Speed: 20 ft. (4 squares), climb 15 ft. (3 squares), swim 30 ft. (6 squares)AC:12(-1size,+1dex,+2natural),touch10,at-footed 11Base Attack/Grapple: +3/+9Attack: Bite +7 melee (1d2+2)Full attack: Bite +7 melee (1d2+2)Face/Reach: 10 ft./5 ft.Special Attacks: Constrict 1d4+5, improved grabSpecial Qualities: Low-light vision, hold breath, scentSaves:Fort +7, Ref +5, Will +2Abilities: Str 21, Dex 12, Con 16, Int 1, Wis 12, Cha 5Skills:Balance+3,Climb+10,Hide2(+6)*,Move Silently +2, Spot +3, Swim +11Feats: Skill Focus (Swim)Environment: Tropical forests and riversOrganization: SolitaryChallenge Rating: 3Treasure: NoneAlignment: Always neutralAdvancement: 5-9 HD (Large)The anaconda is an aquatic and arboreal predator of thejungle.Mostadultanacondasaveragearound 16 ft. in length and weigh approx. 220 lbs.Adults are capable of eating up to medium-sized prey.COMBAT Anacondasprefertostrikefrom thewater,grabtheirprey,and thendragitintothewaterto drown.Alternatelyonland, thesesnakeswilldropfroma treeontotheirvictims.The anacondasusualdietconsists ofsmallerbirds,mammalsand reptiles.Theydoattackmedium sizedpreyonoccasion,killing jaguars and caiman, and possibly even humans.Constrict(Ex):Whenananacondasuccessfully grapplesanopponent,itautomaticallydeals1d4+5 damagefromitsbodycoilingarounditsvictimeach round until the grapple is broken.Hold Breath (Ex): An anaconda can hold its breath for 1d4+8 minutes before it risks drowning.ImprovedGrab(Ex):Ananacondamaystarta grapple as a free action when it scores a successful hit with its bite attack.Low-lightVision(Ex):Ananacondacanseein conditionsofloweredlightaswellasahumancan in daylight.Scent(Ex):Anacondascandetectapproaching creatures,sniffouthiddenfoes,andtrackbysense ofsmell.CreatureswiththeScentspecialquality canidentifyfamiliarodorsjustasothercreatures candetectfamiliarsightswithitseyes.Thecrea-turecandetectapproachingcreatureswithin30ft. by sense of smell.This increases to 60 ft. if upwind andlowersto15ft.ifdownwind.Strongsmells, such as smoke and rotting garbage, can be detected at twice the ranges as usual.Overpowering smells, suchasskunkmuskortroglodytestench,canbe detected at triple normal range.Skills: An anaconda is a master climber and swimmer, and may take a 10 with these skills even when under duressorincombat.Anacondashavea+8racial bonus to Hide checks due to natural camouage when inthewaterorinthetrees.*Ananacondahasa+4 racial bonus to all Climb and Swim skill checks.SNAKE, ANACONDAAnimal Archives 2:South American AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnMonstersChrysocyon brachyurusMedium Animal (mammal)Hit Dice: 2d8+4 (13 hp)Initiative: +2Speed: 50 ft., (10 squares)AC: 14 (+2 Dex, +2 natural), touch 12, at-footed 12Base Attack/Grapple: +1/+2Attack: Bite +3 melee (1d6+2)Full attack: Bite +3 melee (1d6+2)Face/Reach: 5 ft./5 ft.Special Attacks: TripSpecial Qualities: Low-light vision, ScentSaves:Fort +5, Ref +5, Will +1Abilities: Str 15 Dex 15, Con 14, Int 2, Wis 12, Cha 6Skills:Hide +4, Listen +5, Move Silently +4, Spot +5, Survival +2Feats: Alertness, Track*Environment: Tropical grasslandsOrganization: Solitary or pairChallenge Rating: 1Treasure: NoneAlignment: Always neutralAdvancement: 3-7 HD (Medium)Maned wolves have a reddish coat of fur, and have similar markings to a red fox, though they are much larger.Thesecaninesseemtomateforlife,only gettingtogethertomateandraisepups.Maned wolvesare3ft.highattheshoulderandweigh around 50 lbs.COMBAT Themanedwolfisasolitary hunter,unlikemostcanines. Theyhuntsmallanimalsof allsorts,aswellaseating fruit. Maned wolves rarely attack people. Low-light Vision (Ex): A maned wolf can see in conditions of low-eredlightaswell asahumancanin daylight.Scent(Ex):Manedwolvescandetectapproaching creatures, sniff out hidden foes, and track by sense ofsmell.CreatureswiththeScentspecialquality canidentifyfamiliarodorsjustasothercreatures candetectfamiliarsightswithitseyes.Thecrea-turecandetectapproachingcreatureswithin30ft. by sense of smell.This increases to 60 ft. if upwind andlowersto15ft.ifdownwind.Strongsmells, such as smoke and rotting garbage, can be detected at twice the ranges as usual.Overpowering smells, suchasskunkmuskortroglodytestench,canbe detected at triple normal range.Skills: a maned wolf has a +4 racial bonus on Sur-vival checks when tracking by scent.*Trip(Ex):Onasuccessfulattack,amanedwolf may attempt a trip as a free action without provok-inganattackofopportu-nity.Iftheattemptfails, theopponentdoesnotget anattackofopportunity against the creature.WOLF, MANEDAnimal Archives 2:South American AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnMonstersOPEN GAME LICENSE Version 1.0aThefollowingtextisthepropertyofWizards oftheCoast,Inc.andisCopyright2000Wiz-ardsoftheCoast,Inc(Wizards).AllRights Reserved.1.Denitions:(a)Contributorsmeansthe copyrightand/ortrademarkownerswhohave contributed Open Game Content; (b)Derivative Material means copyrighted material including derivative works and translations (including into othercomputerlanguages),potation,modica-tion,correction,addition,extension,upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) Distribute means to reproduce, license, rent, lease, sell, broadcast, publiclydisplay,transmitorotherwisedistrib-ute; (d)Open Game Content means the game mechanic and includes the methods, procedures, processesandroutinestotheextentsuchcon-tent does not embody the Product Identity and is an enhancement over the prior art and any addi-tionalcontentclearlyidentiedasOpenGame Content by the Contributor, and means any work coveredbythisLicense,includingtranslations andderivativeworksundercopyrightlaw,but specically excludes Product Identity. 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The owner of any Product Identity used in Open GameContentshallretainallrights,titleand interest in and to that Product Identity.Legal InformationAnimal Archives 2:South American AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnOGL8.Identication:IfyoudistributeOpenGame ContentYoumustclearlyindicatewhichpor-tionsoftheworkthatyouaredistributingare Open Game Content.9.UpdatingtheLicense:Wizardsoritsdesig-nated Agentsmaypublishupdatedversionsof thisLicense. Youmayuseanyauthorizedver-sion of thisLicense to copy, modify and distribute any Open GameContentoriginallydistributedunderany version of this License.10.CopyofthisLicense:YouMUSTinclude acopyofthisLicensewitheverycopyofthe Open Game Content You Distribute.11.UseofContributorCredits:Youmaynot marketoradvertisetheOpenGameContent usingthenameofanyContributorunlessYou have written permission from the Contributor to do so.12.InabilitytoComply:Ifitisimpossiblefor Youtocomplywithanyofthetermsofthis License with respect to some or all of the Open GameContentduetostatute,judicialorder,or governmental regulation then You may not Use any Open Game Material so affected.13.Termination:ThisLicensewillterminate automaticallyifYoufailtocomplywithall terms herein and fail to cure such breach within 30daysofbecomingawareofthebreach. All sublicenses shall survive the termination of this License.14. Reformation: If any provision of this License is held to be unenforceable, such provision shall bereformedonlytotheextentnecessaryto make it enforceable.15. COPYRIGHT NOTICEOpenGameLicensev1.0aCopyright2000, Wizards of the Coast, Inc.SystemReferenceDocumentCopyright 2000-2003, Wizards of the Coast, Inc.; Authors JonathanTweet,MonteCook,SkipWilliams, Rich Baker, Andy Collins, David Noonan, Rich Redman,BruceR.Cordell,JohnD.Rateliff, ThomasReid,JamesWyatt,basedonoriginal material by E. Gary Gygax and Dave Arneson.Animal Archives 2: South American Animals Copyright 2004, Jesse MohnVisit the past withAnimal Archives 1.Animal Archives 1 presents nine prehistoric animals that were native to the North American continent. Each animal hasitsownpageforeasyprintingandintegrationinto yourcampaignandalloftheentriesarefullyillustrated andreferencedagainstahumansilhouettetoshowyour players just what they are up against!In this volume you will nd - Tree Scamper (Ptilodus) Green River Wader (Presbyornis pervetus) Gnaw Fang (Hyaenodon) Long-necked Camel (Aepycamelus) Bull Swine (Dinohyus) Short-faced Bear (Arctodus simus) Giant Armored Fish (Dunkleosteus) Shovel-tusker (Ambelodon) Thunder Beast (Brontotherium)Animal Archives Vol. 3Fantasy AnimalsDesign & IllustrationJesse MohnEditingAngela Noll MohnCover Design & LayoutEdward BourelleProofreadingArt Braune & Jesse MohnSkeletonKey StaffEdward Bourelle & Art BrauneAnimal Archives Vol. 3: Fantasy Animals is 2005 Jesse Mohn. All rights reserved.All animal illustrationsand the animal cross bar are 2005 Jesse Mohn. All rights reserved.All other design elements, including the cover design, are 2005 Edward Bourelle. All rights reserved.Reference to other copyrighted material in no way constitutes a chal-lenge to the respective copyright holders of that material. SkeletonKey Games, Campaign Construction System, the SkeletonKey Games logo, and the Campaign Construction System logo are trademarks of Edward Bourelle. Animal Archives is a trademark of Jesse Mohn.Dungeons&DragonsandWizardsoftheCoastaretrademarksof Wizards of the Coast, Inc. in the United States and other countries and are used with permission.d20Systemandthed20SystemlogoaretrademarksofWizards oftheCoast,Inc.intheUnitedStatesandothercountriesandare used with permission.ThefollowingtextisOpenGamingContent:thename,statistics, descriptive text, and combat section of each monster.SkeletonKey [email protected] Mohnwww.jessemohn.comThe Campaign Construc-tionSystemisaformat designedtohelpGMs organizetheircampaign binder. Each entry in this product is layed out to t a single page or series of pagesthatcanbeeasily identiedandplacedin specic categories of the binder.Withthissystem a GM can print only the pages needed for their game, mix and match content from various products in the line, and reduce the clutter and weight of multiple products.Each page is organized with the following information A: Title of the entry contained on the pageB: Product title in which the entry can be foundC: Author and artist credits for that entryD: Category label for binder organizationIntroductionAnimal Archives 3: Fantasy AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnCreditsSmall Animal (Bird)Hit Dice: 1d8+1 (5 hp)Initiative: +3Speed: 10 ft. (2 squares), 60 ft. y (Average) (12 squares)AC: 14 (+3 dex, +1 size), touch 14, at-footed 11Base Attack/Grapple: +0/-4Attack: 2 claws +4 melee (1d4)Full attack: 2 claws +4 melee (1d4), bite 1 melee (1d4) Face/Reach: 5 ft./5 ft.Special Qualities: low-light visionSaves:Fort +3, Ref +5, Will +1Abilities: Str 11, Dex 16, Con 13, Int 2, Wis 12, Cha 5Skills: Balance +7, Hide +7, Listen +5, Spot +5Feats: Flyby Attack, Weapon FinesseEnvironment: Coastal forests and plainsOrganization: SolitaryChallenge Rating: 1/2Treasure: NoneAlignment: Always neutralAdvancement: 2-5 HD (Small)Anarolisacoastalshingbirdthatresemblesacross between a raptor and an owl, having several strong fea-tures of both.They hunt mainly sh and other small sea creatures.These massive birds can weigh up to 18 lbs. and can have a wingspan over 7 ft.Arols may be reared from hatchlings (DC 16), and can be trained to hunt for sh.Arols are aggressive towards other birds and will kill them if given the chance.COMBAT An arol that spots prey snatches it from the water, taking the creature with it as it ies by if the victim is brought to 0 hit points or less.An arol can carry up to its own weight when it ies.Low-light Vision (Ex): An arol can see in conditions of lowered light as well as a human can in daylight.Feats: Arols gain the feat Flyby Attack as a free racial feat.Skills:Arolshavea+2racialbonustoallListenand Spot skill checksBird, ArolAnimal Archives 3:Fantasy AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnMonstersSmall Animal (Cephalopod)Hit Dice: 2d8+2 (7 hp)Initiative: +3Speed: 20 ft. swim (4 squares)AC: 14 (+3 Dex, +1 size), touch 13, at-footed 11Base Attack/Grapple: +1/+0Attack: Tongue +4 melee (1d4-3 and poison)Full attack: Tongue +4 melee (1d4-3 and poison)Face/Reach: 5 ft./5 ft.Special Attacks: PoisonSpecial Qualities: Low-light vision, DR 1Saves:Fort +4, Ref +6, Will +2Abilities: Str 7, Dex 16, Con 13, Int 1, Wis 12, Cha 4Skills:Listen +6, Spot +6, Swim +10Feats: Ability Focus (poison), AlertnessEnvironment: Any oceanOrganization: Colony (1-100)Challenge Rating: 1Treasure: NoneAlignment: Always neutralAdvancement: 3-7 HD (Medium)Abrushtongueappearsasashelled creature with large black eyes and manytentacles.Brushtongues haveastrange,tubeshaped mouth inside of which darts a brush-like tongue.COMBAT Abrushtongueusually attacks en masse, darting in andouttodeliverapoison-ous attack.Brushtongues like toimmobilizepreybydrop-ping their Strength to 0 where thepreyeitherdrownsoris immobilizedsothebrush-tonguescannishtheir meal in peace.DamageReduction1 (Ex):Abrushtongues hard shell gives it a natu-ral DR 1.Low-light Vision (Ex): A brushtonguecanseeincondi-tionsofloweredlightaswellasahumancaninday-light.Poison(Ex):Eachsuccessfultongueattackavictim suffersfromabrushtonguerequiresaFortitudesaving throw(DC14)orthecreaturetakes1d4Strength damage.1 minute later a second Fortitude saving throw is required.Skills:AbrushtongueusesitsDexterityscoreinstead of its Strength score for all Swim skill checks.A brush-tonguehasa+4racialbonustoallSwimbasedskill checks.BrushtongueAnimal Archives 3:Fantasy AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnMonstersLarge AnimalHit Dice: 3d8+6 (19 hp)Initiative: +2Speed: 40 ft. (8 squares)ArmorClass:13(+2Dex,+2natural,-1size),at-footed 11, touch 11Base Attack/grapple: +2/+8 Attack: Gore +1 melee (1d8+3 x3)Full attack: Gore +1 melee (1d8+3 x3)Space/Reach: 10 ft./5 ft.Special Attacks: Augmented criticalSpecial Qualities: Low-light vision, scentSaves: Fort +5, Ref +5, Will +2Abilities: Str 19, Dex 15, Con 15, Int 1, Wis 12, Cha 5Skills:Jump +10, Listen +5, Spot +5Feats: Alertness, RunClimate/Terrain: Any plainsOrganization: Solitary or herd (3-18)Challenge Rating: 2Treasure: NoneAlignment: Always neutralAdvancement: 4-8 HD (Large)Cafret (Pronounced Caf-ree) are large deer-like animals withasinglehornthatspringsfromthebackoftheir skull and curves forward like a giant hook over the animalshead.Theyarecreamcoloredwith awhiteundersideandpossessseveralgray stripes on their anks.Cafret are valued for their milk, meat, andhides,butareespecially valued as mounts.A Handle Animalcheck(DC18)is requiredtosuccessfully rear a wild cafret, and a HandleAnimalcheck (DC 15) to train it as amountonceitis reared.Totrainacafret forwar,sixweeksof trainingandaHandle Animal check (DC 20) are required.At the end of this time, it loses the Preydescriptor,and the cafrets gore attack increases to Gore +6 melee 1d8+6 (x3).COMBATWildcafrettendtoeeagainstpredatorsunlessany young are present, in which case they receive a +2 cir-cumstance to all attack rolls, as they are ercely protec-tive of their young. Cafret that are trained for war act as any other mount in a tactical situation.AugmentedCritical(Ex):Acafretshornisadeadly weapon, and deals a x3 damage on a successful critical hit.Low-light Vision (Ex): Cafret can see in conditions of lowered light as well as a human can in daylight.Scent(Ex):Acafretcandetectapproachingcreatures, sniff out hidden foes, and track by sense of smell.Crea-tures with the Scent special quality can identify familiar odorsjustasothercreaturescandetectfamiliarsights with its eyes.The creature can detect approaching crea-tures within 30 ft. by sense of smell.This increases to 60 ft. if upwind and lowers to 15 ft. if downwind.Strong smells,suchassmokeandrottinggarbage,canbe detected at twice the ranges as usual.Overpowering smells, such as skunk musk or troglodyte stench, can be detected at triple normal range. Skills: Cafret gain a +4 racial bonus to all Jump skill checks.Prey:Acafretsgoreistreatedasasecondary attack and adds only half of its Strength bonus to damage rolls.CafretAnimal Archives 3:Fantasy AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnMonstersMedium Animal (Mammal)Hit Dice: 2d8+4 (13 hp)Initiative: +2Speed: 40 ft. (8 squares)AC: 14 (+3 dex, +1 natural), touch 13, at-footed 11Base Attack/Grapple: +1/+3Attack: Claw +4 melee (1d4+1)Fullattack:2claws+4melee(1d4+1),bite+0melee (1d6+1, x3)Face/Reach: 5 ft./5 ft.Special Attacks: Augmented criticalSpecial Qualities: Low-light visionSaves:Fort +5, Ref +5, Will +1Abilities: Str 13, Dex 16, Con 15, Int 2, Wis 12, Cha 5Skills:Climb+4,Balance+6,Jump+4,Listen+4, Spot +4Feats: Multiattack, Weapon Finesse (claws)Environment:Sub-arctictotemperatemountains and plainsOrganization: Solitary, kip (2-4) or pride (5-12)Challenge Rating: 2Treasure: NoneAlignment: Always neutralAdvancement: 3-7 HD (Medium)A snow sabre is a great cat the size of a jaguar, weigh-ingaround160lbs.andmeasuringabout6-8feetlong (with tail).These great cats are pure white over most of their bodies, with black tufts of fur at their ears and the tip of the tail.They also sport three gray stripes on the forehead.Snow sabres are hunted for their beautiful fur, which can bring up to 30 gp. per pelt.A snow sabre kitten fetches upto500gpandcanbe reared(DC17). Snow sabres can be trainedtobecome hunting cats.COMBATSnowsabresin thewildmostoftenhuntinapride,andusepacktac-ticsinordertobringdownlargerprey.Solitarysnow sabresarealmostalwaysyoungmalesandtheyoften hunt smaller creatures.AugmentedCritical(Ex):Asnowsabresbitehasa critical multiplier of x3.Claw Hold (Ex): A snow sabre that hits with both claw attacks gains a +4 circumstance bonus to its bite attack.Low-light Vision (Ex): A snow sabre can see in conditions of lowered light as well as a human can in daylight.Skills: Snow sabres gain a +2 racial bonus to all Climb, Balance, Jump, Listen and Spot skill checks.Feats:AsnowsabregainsthefeatWeaponFinesse (claws) as a racial feat.Cat, Snow SabreAnimal Archives 3:Fantasy AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnMonstersTiny Animal (Mammal)Hit Dice: 1/4d8 (1 hp)Initiative: +4Speed: 40 ft. (8 squares)AC: 16 (+4 Dex, +2 size), touch 16, at-footed 12Base Attack/Grapple: +0/-11Attack: Bite -1 melee (1d3-3)Full attack: Bite -1 melee (1d3-3)Face/Reach: 1 ft./0 ft.Special Qualities: Low-light visionSaves:Fort +2, Ref +6, Will +1Abilities: Str 6, Dex 18, Con 11, Int 2, Wis 12, Cha 5Skills: Jump +6, Listen +6, Spot +3, Hide +14Feats: Skill Focus (Listen)Environment: Temperate PlainsOrganization: Solitary, pack (3-18), or colony (6-36)Challenge Rating: 1/8Treasure: NoneAlignment: Always neutralAdvancement: HD-4 HD (Tiny)Dist appear as a 1-2 ft. tall hare-like creature that stands onitstwohindlegs.Distcomeinawidevarietyof colors, from solid blacks, whites and browns to patches and combinations of oranges, yellows and grays.DistAnimal Archives 3:Fantasy AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnMonstersDist may be successfully reared (DC 16) and make inter-esting(ifskittish)pets.Distmaybeusedasfamiliars, andgranttheirmastersa+3bonustoallJumpskill checks. COMBAT Wild dist are poor combatants and usually ee at the rst sign of danger, attempting to hide as soon as an opportu-nity presents itself.Dist in colonies use scouts that warn other dist of impending danger.Low-lightVision(Ex):Distcanseeinconditionsof lowered light as well as a human can in daylight.Skills: Dist are master jumpers, and may always take a 10 on all Jump based skill checks, even when rushed or threatened.A Dist uses its Dexterity score instead of its Strength score for all Jump skill checks.Small AnimalHit Dice: 1d8+3 (7 hp)Initiative: +2Speed: 30 ft. (6 squares)ArmorClass:13(+2Dex,+1size),at-footed11, touch 13Base Attack/grapple: +0/-3 Attack: Bite +1 melee (1d4+2)Full attack: Bite +1 melee (1d4+2)Space/Reach: 5 ft./5 ft.Special Attacks: Racial enemySpecial Qualities: Low-light vision, scentSaves:Fort +5, Ref +4, Will +1Abilities: Str 12, Dex 14, Con 17, Int 2, Wis 12, Cha 6Skills:Jump +4, Listen +5, Move Silently +4, Spot +2Feats: TrackClimate/Terrain: Any land or undergroundOrganization: solitary or pack (2-6)Challenge Rating: Treasure: noneAlignment: Always neutralAdvancement: 2-5 HD (Medium sized)Goblinterriersaresmallrusttoblackincolor,having coarse, wiry fur.Goblin terriers are specially bred dogs thatspecializeinenteringgoblinwarrensandkilling goblins.As well as being extremely loyal, they are alert, energetic and tough.Many gnomes have goblin terriers as pets and guards, often treating them like a part of the family.COMBAT Goblin terriers attack enemies with great frevor, biting, growlingandshakingtheirheadwhentheygrabesh. Goblinterriersaregoodattackdogs,andworkwellin hunting packs.Low-lightVision(Ex):Goblinterrierscanseeincondi-tions of lowered light as well as a human can in daylight.RacialEnemy (Ex):Goblinterri-ers have been bred to beextremelyaggres-sivetowardsgobli-noids(goblinsand hobgoblins),and receive a +2 racial bonustoattack anddamage rolls.Scent(Ex):Agoblinterriercandetectapproaching creatures,sniffouthiddenfoes,andtrackbysenseof smell.CreatureswiththeScentspecialqualitycan identify familiar odors just as other creatures can detect familiar sights with its eyes.Goblin terriers can detect approachingcreatureswithin30ft.bysenseofsmell. This increases to 60 ft. if upwind and lowers to 15 ft. if downwind.Strongsmells,suchassmokeandrotting garbage,canbedetectedattwicetherangesasusual. Overpowering smells, such as skunk musk or troglodyte stench, can be detected at triple normal range.Skills: Goblin terriers gain a +2 racial bonus when trackingbyscent.Thisability increasesto+4if trackinggoblinoids. Goblinterriersgain a +2 racial bonus to all Jump, Listen and MoveSilentlyskill checks.Dog, Goblin TerrierAnimal Archives 3:Fantasy AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnMonstersLarge AnimalHit Dice: 3d8+9 (22 hp)Initiative: +1Speed: 40 ft. (8 squares)ArmorClass:12(+1Dex,+2natural,-1size),at-footed 11, touch 10Base Attack/grapple: +2/+9 Attack: Bite +7 melee (1d8+7)Full attack: Bite +7 melee (1d8+7)Space/Reach: 10 ft./5 ft.Special Attacks: Improved grab, tripSpecial Qualities: Low-light vision, scentSaves:Fort +6, Ref +4, Will +2Abilities: Str 21, Dex 12, Con 16, Int 2, Wis 12, Cha 5Skills:Jump +7, Listen +5, Spot +5Feats: Alertness, Weapon Focus (bite)Climate/Terrain: Any plainsOrganization: Solitary or pack (2-8)Challenge Rating: 3Treasure: NoneAlignment: Always neutralAdvancement: 4-8 HD (Large)Adovostands6ft.attheshoulder,andresemblesa massive canine with an elongated snout.Dovo have coatsrangingfrombrownandwhitepatternsto solid black.Dovo are valued as mounts.A Handle Animal check (DC 18) is required to successfully rear a wilddovo,andaHandleAnimalcheck(DC 15) to train it as a mount once it is reared. To train a dovo for war, six weeks of training and a Handle Animal check (DC 20) are required.COMBAT Wilddovousepacktacticsto take down prey, which enables themtotakedownlargerani-malswhentheyhunt.Adovo usedasamountreactsasany other mount would in combat.ConstrictingBite(Ex):Ona successfulgrapplecheck,adovo automatically deals 1d8+7 points ofdamageeachrounduntilthe grapple is broken.Improved Grab (Ex): To use this ability, a dovo must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportu-nity.Low-lightVision(Ex):Dovocanseeinconditionsof lowered light as well as a human can in daylight.Scent(Ex):Adovocandetectapproachingcreatures, sniff out hidden foes, and track by sense of smell.Crea-tures with the Scent special quality can identify familiar odorsjustasothercreaturescandetectfamiliarsights with its eyes.The creature can detect approaching crea-tureswithin30ft.bysenseofsmell.Thisincreases to60ft.ifupwindandlowersto15ft.ifdownwind. Strongsmells,suchassmokeandrottinggarbage,can be detected at twice the ranges as usual.Overpowering smells, such as skunk musk or troglodyte stench, can be detected at triple normal range. Trip (Ex): A dovo that hits with a bite attack can attempt to trip an opponent as a free action without making a touchattackorprovokinganattackofoppor-tunity. If the attempt fails, the opponent cannot react to trip the dovo.DovoAnimal Archives 3:Fantasy AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnMonstersMedium Animal (Amphibian)Hit Dice: 3d8+6 (19 hp)Initiative: +6 (+2 Dex, +4 Improved Initiative)Speed: 20 ft. (4 squares), swim 20 ft.AC: 12 (+2 Dex), touch 10, at-footed 12Base Attack/Grapple: +2/+4 (+8 tongue)Attack:Tongue+5rangedtouch(1)orBite+4melee (1d6+3 and 1 acid)Fullattack:Tongue+5rangedtouch(1)orBite+4 melee (1d6+3 and 1 acid)Face/Reach: 5 ft./5 ft. (10 ft. with tongue)Special Attacks: Acid, adhesive tongueSpecial Qualities: Amphibious, low-light visionSaves:Fort +3, Ref +3, Will +1Abilities: Str 15, Dex 15, Con 15, Int 1, Wis 12, Cha 4Skills:Hide+2(+10),Jump+8,Listen+4,Spot+4, Swim +8Feats: Improved Initiative, Weapon Focus (tongue)Environment: Temperate freshwater rivers & lakesOrganization: SolitaryChallenge Rating: 2Treasure: NoneAlignment: Always neutralAdvancement: 4-9 HD (Large)A nablop is a human-sized, four-legged amphibian that hassmoothgray-greenskinandawhitishunderbelly. Nablopsareaggressiveshorelinepredatorsthatare almost always hungry.A nablop will attack any creature its own size or smaller, but prefers small-sized prey.Nablops make exceedingly poor pets.Even if a nablop can be reared (DC 18), there is no way to train one from attacking livestock, other pets, and even children.COMBAT Nablopsarestupid,butcunning,usingcamouage andstealthsopreycomestothem.Whenacreature approacheswithin10,anabloplashesoutwithits tongue to grab and devour unsuspecting prey.Acid(Ex):Anablopsmouthhasaresin-likematerialthatisastrongcorrosive anddealsanadditional1pointofacid damagewhenitusesitstongueor makes a bite attack.Amphibious(Ex):Nablopsare true amphibians, having both lungs and gills.Nablops can breathe water and air equally, but must remain moist to survive.A nablop can stay out of the water for 2 hours before suffering 1 point of Consti-tution damage per hour they are out of water.Adhesive Tongue (Ex): A nablops tongue is coated with a sticky resin-like adhesive.A nablop attacks with its tongue using a ranged touch attack.If the opponent fails its grap-ple check, part of its body is drawn into the nablops mouth andautomaticallytakes1d6+3pointsofdamageevery round until the grapple is broken or the nablop is dead.Improved Grab (Ex): If a nablop makes a successful ranged touch attack with its tongue, it can immediately make a grap-ple check as a free action (with a +4 bonus due to the resin-like coating) that does not provoke an attack of opportunity.Low-light Vision (Ex): A nablop can see in conditions of lowered light as well as a human can in daylight.Skills: Nablops have a +4 racialbonustoallJump andSwimskillchecks. Nablopsalsoreceivea +8 racial bonus to their /hideskillchecks when partially sub-merged in water or mud. These bonusesare factoredin theskilllist-ings above.NablopAnimal Archives 3:Fantasy AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnMonstersMedium Animal (Mammal)Hit Dice: 4d8+12 (30 hp)Initiative: +2Speed: 30 ft. (6 squares)AC: 14 (+2 Dex, +2 natural), touch 12, at-footed 12Base Attack/Grapple: +3/+6Attack: Bite +7 melee (1d6+3)Full attack: Bite +7 melee (1d6+3), 2 claws +3 melee (1d4+3)Face/Reach: 5 ft./5 ft.Special Qualities: Cold Resistance 2, low-light vision, scentSaves:Fort +7, Ref +6, Will +3Abilities: Str 17, Dex 14, Con 17, Int 2, Wis 12, Cha 5Skills:Hide+4,Intimidate+7,Jump+4,Listen+2, Spot +2Feats: Iron Will, Multiattack, Weapon Focus (bite)Environment: Cold forests, mountains and plains Organization: SolitaryChallenge Rating: 3Treasure: NoneAlignment: Always neutralAdvancement: 5-8 HD (Medium)Arundappearsasafour-leggedcreaturesimilarto abearorlargedogthesizeofaman.Arundhasa powerfulbuild,abroadheadlledwithsharp,rend-ing teeth and long, wicked claws.They are a uniform dark gray color.COMBAT Arundattackscreaturesthathavethesmellof blood on them before any other opponent. A rund is drawn to fresh blood and will go to great lengths to nd the source of blood.A rund is a fearless opponent and always attacks to the death (which luckily keeps their numbers down).ColdResistance(Ex):Arundsthickfurgivesita natural cold resistance of 2.Low-light Vision (Ex): Runds can see in conditions of lowered light as well as a human can in daylight.Scent (Ex): Rund can detect approaching creatures, sniff out hidden foes, and track by sense of smell.Creatures with the Scent special quality can identify familiar odors just as other creatures can detect familiar sights with its eyes.Rund can detect approaching creatures within 30 ft. by sense of smell.This increases to 60 ft. if upwind and lowers to 15 ft. if downwind.Strong smells, such as smoke and rotting garbage, can be detected at twice the rangesasusual.Overpoweringsmells,suchasskunk muskortroglodytestench,canbedetectedattriple normal range.Feats: A rund has Iron Will as a bonus racial feat.Skills: A rund gains a +8 racial bonus to all Intimidate skill checksRundAnimal Archives 3:Fantasy AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnMonstersHuge Animal (Reptile)Hit Dice: 15d8+70 (133 hp)Initiative: +0Speed: 40 ft. (8 squares), swim 20 ft. (4 squares)AC: 17 (+9 natural, -2 size), touch 8, at-footed 17Base Attack/Grapple: +10/+28Attack: Stomp +13 melee (2d6+5)Full attack: Stomp +13 melee (2d6+5)Face/Reach: 15 ft./15 ft.Special Attacks: TrampleSpecial Qualities: Low-light vision, scentSaves:Fort +16, Ref +9, Will +4Abilities: Str 30, Dex 10, Con 21, Int 1, Wis 10, Cha 4Skills: Climb +19, Listen +4, Spot +4, Swim +31Feats: Diehard, Endurance, Great Fortitude, Skill Focus (Climb), Skill Focus (Swim)Environment: Any temperateOrganization: Solitary, pair or herd (3-30)Challenge Rating: 6Treasure: NoneAlignment: Always neutralAdvancement: 16-20 HD (Huge)A shambotar is an immense bipedal reptilian creature that stands 15 ft. at the shoulder.Shambotar are herbivores and haveaprehensiletonguethateasilyripsvegetationfrom theirroots.Shambotararenaturallydocilecreaturesand only attack if they or their young are threatened.Shambotar are used as beasts of burden for several pur-poses.First, they can travel by land or by sea with equal ease, being very sturdycreaturesandexcellent swimmers.A shambotars sponge-likeskin absorbswaterand theycanmake desert treks like a camel.Second, they are fairly inexpensive to feed, as they eat a wide variety of wild vegetation and have a fairly slow metabolism.Lastly, they are easy to rear (requiring only a DC 25) for a creature their size and aredocilebynature.Ahealthytrainedshambotarcan fetch 4,000 gp on the open market, and a young sham-botar can bring up to 1,000 gp.CarryingCapacity:Ashambotarhasthefollowing carrying capacities: Light load: Up to 800 lbs., Medium Load: 801-1600 lbs., Heavy Load: 1601-2400 lbs.COMBAT Wildshambotarformacirclearoundtheiryoungand faceoutwardtoanyattackers,stompingthemifthey approach too close.Low-light Vision (Ex): Shambotar can see in conditions of lowered light as well as a human can in daylight.Scent(Ex):Ashambotarcandetectapproachingcrea-tures, sniff out hidden foes, and track by sense of smell. CreatureswiththeScentspecialqualitycanidentify familiar odors just as other creatures can detect familiar sights with its eyes.Shambotar can detect approaching creatures within 30 ft. by sense of smell.This increases to60ft.ifupwindandlowersto15ft.ifdownwind. Strongsmells,suchassmokeandrottinggarbage,can be detected at twice the ranges as usual.Overpowering smells, such as skunk musk or troglodyte stench, can be detected at triple normal range.Spongeskin(Ex):Ashambotarhassponge-likeskin sacsontheirbodiesthatautomaticallyinate with air when the shambotar enters water and absorbs water when the crea-ture leaves it.Shambotar gaina+8racialbonus to resist the effects of starvation and thirst.Trample(Ex): 2d6+15,Reex half(DC27).The saveDCisStrength based.Skills:Ashambotar receivesa+8racial bonus to all Swim skill checksanda+4bonusto all Climb based skill checks.Prey:Ashambotarsstompis treatedasasecondaryattackand adds only half of its Strength bonus to damage rolls.ShambotarAnimal Archives 3:Fantasy AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnMonstersOPEN GAME LICENSE Version 1.0aThefollowingtextisthepropertyofWizards oftheCoast,Inc.andisCopyright2000Wiz-ardsoftheCoast,Inc(Wizards).AllRights Reserved.1.Denitions:(a)Contributorsmeansthe copyrightand/ortrademarkownerswhohave contributed Open Game Content; (b)Derivative Material means copyrighted material including derivative works and translations (including into othercomputerlanguages),potation,modica-tion,correction,addition,extension,upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) Distribute means to reproduce, license, rent, lease, sell, broadcast, publiclydisplay,transmitorotherwisedistrib-ute; (d)Open Game Content means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancementoverthepriorartandanyaddi-tionalcontentclearlyidentiedasOpenGame ContentbytheContributor,andmeansany work covered by this License, including transla-tions and derivative works under copyright law, butspecicallyexcludesProductIdentity.(e) ProductIdentitymeansproductandproduct line names, logos and identifying marks includ-ingtradedress;artifacts;creaturescharacters; stories, storylines, plots, thematic elements, dia-logue,incidents,language,artwork,symbols, designs,depictions,likenesses,formats,poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities,teams,personas,likenessesand special abilities; places, locations, environments, creatures,equipment,magicalorsupernatural abilitiesoreffects,logos,symbols,orgraphic designs;andanyothertrademarkorregistered trademark clearly identied as Product identity by the owner of the Product Identity, and which specicallyexcludestheOpenGameContent; (f) Trademark means the logos, names, mark, sign, motto, designs that are usedbyaContributortoidentifyitselforitsprod-uctsortheassociatedproductscontributedto the Open Game License by the Contributor (g) Use,UsedorUsingmeanstouse,Dis-tribute, copy, edit, format, modify, translate and otherwisecreateDerivativeMaterialofOpen Game Content. (h) You or Your means the licensee in terms of this agreement.2.TheLicense:ThisLicenseappliestoany Open Game Content that contains a notice indi-cating that the Open Game Content may only be UsedunderandintermsofthisLicense.You must afx such a notice to any Open Game Con-tent that you Use. No terms may be added to or subtracted from this License except as described bytheLicenseitself.Noothertermsorcondi-tions may be applied to any Open Game Content distributed using this License.3.OfferandAcceptance:ByUsingtheOpen Game Content You indicate Your acceptance of the terms of this License.4. Grant and Consideration: In consideration for agreeingtousethisLicense,theContributors grant You a perpetual, worldwide, royalty-free, non-exclusivelicensewiththeexacttermsof this License to Use, the Open Game Content.5.RepresentationofAuthoritytoContribute:If You are contributing original material as Open Game Content, You represent that Your Contri-butionsareYouroriginalcreationand/orYou havesufcientrightstogranttherightscon-veyed by this License.6.NoticeofLicenseCopyright:Youmust updatetheCOPYRIGHTNOTICEportion ofthisLicensetoincludetheexacttextofthe COPYRIGHTNOTICEofanyOpenGame Content You are copying, modifying or distrib-uting, and You must add the title, the copyright date,andthecopyrightholdersnametothe COPYRIGHTNOTICEofanyoriginalOpen Game Content you Distribute.7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed inanother,independentAgreementwiththe owner of each element of that Product Identity. Youagreenottoindicatecompatibilityorco-adaptabilitywithanyTrademarkorRegistered Trademark in conjunction with a work contain-ingOpenGameContentexceptasexpressly licensedinanother,independentAgreement with the owner of such Trademark or Registered Trademark.TheuseofanyProductIdentityin Open Game Content does not constitute a chal-lenge to the ownership of that Product Identity. The owner of any Product Identity used in Open GameContentshallretainallrights,titleand interest in and to that Product Identity.8.Identication:IfyoudistributeOpenGame ContentYoumustclearlyindicatewhichpor-tionsoftheworkthatyouaredistributingare Open Game Content.9.UpdatingtheLicense:Wizardsoritsdesig-natedAgentsmaypublishupdatedversionsof this License. You may use any authorized ver-sion of thisLicense to copy, modify and distribute any Open GameContentoriginallydistributedunderany version of this License.10.CopyofthisLicense:YouMUSTinclude acopyofthisLicensewitheverycopyofthe Open Game Content You Distribute.11.UseofContributorCredits:Youmaynot marketoradvertisetheOpenGameContent usingthenameofanyContributorunlessYou havewrittenpermissionfromtheContributor to do so.12.InabilitytoComply:Ifitisimpossiblefor Youtocomplywithanyofthetermsofthis License with respect to some or all of the Open GameContentduetostatute,judicialorder,or governmental regulation then You may not Use any Open Game Material so affected.Legal InformationAnimal Archives 3: Fantasy AnimalsAuthor: Jesse MohnIllustrator: Jesse MohnOGL13.Termination:ThisLicensewillterminate automaticallyifYoufailtocomplywithall terms herein and fail to cure such breach within 30daysofbecomingawareofthebreach.All sublicenses shall survive the termination of this License.14. Reformation: If any provision of this License is held to be unenforceable, such provision shall bereformedonlytotheextentnecessaryto make it enforceable.15. COPYRIGHT NOTICEOpenGameLicensev1.0aCopyright2000, Wizards of the Coast, Inc.SystemReferenceDocumentCopyright2000-2003,WizardsoftheCoast,Inc.;Authors JonathanTweet,MonteCook,SkipWilliams, Rich Baker, Andy Collins, David Noonan, Rich Redman,BruceR.Cordell,JohnD.Rateliff, ThomasReid,JamesWyatt,basedonoriginal material by E. Gary Gygax and Dave Arneson.AnimalArchives3:FantasyAnimalsCopy-right 2004, Jesse MohnAnimalArchives1presentsnineprehistoric animals that were native to the North American continent. Each animal has its own page for easy printingandintegrationintoyourcampaign andalloftheentriesarefullyillustratedand referenced against a human silhouette to show your players just what they are up against!In this volume you will nd - Tree Scamper (Ptilodus) Green River Wader (Presbyornis pervetus) Gnaw Fang (Hyaenodon) Long-necked Camel (Aepycamelus) Bull Swine (Dinohyus) Short-faced Bear (Arctodus simus) Giant Armored Fish (Dunkleosteus) Shovel-tusker (Ambelodon) Thunder Beast (Brontotherium)AnimalArchives2presentstenanimalsthat arenativetotheSouthAmericancontinent. Each animal has its own page for easy printing andintegrationintoyourcampaignandallof the entries are fully illustrated and referenced against a human silhouette to show your play-ers just what they are up against! This PDF is bookmarkedsoyoucanfindtheanimalyou need quickly.In this volume you will find -Alpaca (Lama pacos)Jaguar (Panthera onca)Spectacled Caiman (Caiman crocodylus)Harpy Eagle (Harpia harpyia)Electric Eel (Electrophorus electricus)Golden Arrow-poison Frog(Dendrobates auratus)Giant Otter (Pteronura brasiliensis)Golden Lion Tamarin (Leontopithecus rosalia)Anaconda (Eunectes murinus)Maned Wolf (Chrysocyon brachyurus)Collect the entireAnimal Archives series!