Druids summon natural and unnatural animals. Most have a level restriction next to their name, marked in parentheses -> (6), for example, means that the druid must be level 6 to summon the creature. Creatures summoned act immediately before their caster on the round after they are summoned.
(Str: 6 Dex: 18 Con: 10 Int: 6 Wis: 10 Cha: 12)
Small and sharp of eye and talon, Falcons gain levels in fighter, and can be summoned with any number of them. They have the Snatch ability, and can grab weapons of medium size and smaller. They also have a natural armor bonus of +1, increasing by +1 every 8 levels. Finally, their Dexterity increases by 1 for every 3 levels they have, and they also gain the Finesse Style feat for free at level 6.
Stats for a level 1 Falcon: |
|
Hp: |
10 |
Attacks: |
1/rd @ 1d30-2 (1d3-2) |
AC/MR: |
23/23 |
Special |
Size (+3 AC/MR), Snatch (+1 disarm bonus) |
(Str: 12 Dex: 14 Con: 14 Int: 4 Wis: 12 Cha: 6)
Boars spend most of their time in a state of general annoyance, and are easily provoked into a murderous frenzy. They possess a savage cunning, however, and can be very dangerous opponents. Boars gain levels in battlerager, and they are considered to have spiked armor on, as well as possessing a natural armor bonus of +3. They gain a +1 bonus to Strength and Dexterity every 5 levels, and a bonus 10 hit points every 5.
Stats for a level 3 Boar: |
|
Hp: |
30 |
Attacks: |
1/rd @ 1d30+1 (1d5+1) |
AC/MR: |
20/22 |
Special |
Charge (BCR: 13, 1d12+1 damage), Frenzy |
(Str: 16 Dex: 16 Con: 14 Int: 8 Wis: 12 Cha: 11)
Manticores are vicious predators, born to the thrill of the kill and possessed of a wicked cunning. Monstrous both in appearance and in mentality, the cool, cruel killer instinct within a manticore seems perfectly suited to his form - a long catlike body with a bestial human face, long sharp claws, long batlike wings protruding from the back, and a thick whiplike tail covered in sharp, poisonous spines. These spines are used as missile weapons, launched from the end of the tail like stones from a sling to paralyze a victim, so that the manticore can move in for the kill in safety. The manticore uses his thick hide and batlike wings to batter away attack with minimal damage (+2 natural AC, +1 every five levels). Manticores gain levels in Fighter.
Poisonous Spines
The spines of a manticore are sharp barbs with small poison sacs at the time, designed to inject upon impact. They are hurled from the tail at high speeds, and are regrown within the space of about twenty hours. A target struck by these barbs suffers normal damage, and must also roll 1d20+CON vs. 13 (+1 every three levels) or suffer partial immobilization for 1d3 rounds. This ability can only be used once per day.
Stats for a level 6 Manticore: |
|
Hp: |
72 |
Attacks: |
1/rd @ claws @ 1d30+3 (2d4+3 damage) or 1/rd with spiens @ 1d30+4 (1d6+2 damage + poison) |
AC/MR: |
21/20 |
Special |
Lssr. Wpn. Mast. (Poison Spines) |
Stats for a level 6 Manticore:
HP: 72 AC/MR: 21/20
Attacks: 1/rd with claws @ 1d30+3 (2d4+3 dmg)
1/rd with spines @ 1d30+4 (1d6+2 dmg plus poison)
Feats: Lsr. Weapon Mastery - Poison Spines
(Str: 15 Dex: 15 Con: 15 Int: 8 Wis: 15 Cha: 10)
Wolves are vicious opponents, and many druids favor them above all other creatures. Gaining levels in fighter, wolves charge in and attack with tooth and claw. They have a natural armor bonus of +3, and gain a +1 bonus to Strength, Dexterity, and Constitution every 4 levels. They also have the Rend and Frenzy abilities, described later.
Stats for a level 5 Wolf |
|
Hp: |
65 |
Attacks: |
1/rd @ 1d30+4 (1d8+4) |
AC/MR: |
21/24 |
Special |
Rend, Frenzy* |
*When using frenzy, the wolf gains an extra bite attack each round.
(Str: 18 Dex: 13 Con 16 Int: 6 Wis: 11 Cha: 10)
Larger than any furre or elf, bears are some of the mightiest allies a druid can hope to gain. Their combat prowess is bolstered by their significant strength. Gaining levls in fighter, bears opt to rip their prey to shreds with their large claws. Bears have a natural armor bonus of +4, and gain a +1 bonus to Strength and Constitution every 4 levels. They also have the Rend ability, described later.
Stats for a level 5 Brown Bear |
|
Hp: |
70 |
Attacks: |
1/rd @ 1d30+6 (2d5+6) |
AC/MR: |
21/25 |
Special |
Rend |
(Str: 18 Dex: 17 Con: 19 Int: 4 Wis: 13 Cha: 13)
Chimeras are extremely rare, extremely bizarre animals - so rare and bizarre, in fact, that their name has come to mean 'an impossibility'. This is fortunate, because a chimera is one of the most dangerous predatory beings on Feanor. A powerful body not unlike a lion's, but covered with magic-resistant scales (+2 natural AC and MR, +1 to AC every four levels) and surmounted with dragonlike wings - and of course, the three heads; one a great lion, one a sneering, wicked serpent, and one a vicious, bleating goat. The powerful, clawed forearms are dangerous enough, but coupled with the magical breath attacks of each of the three heads, the chimera is truly a fearsome adversary. Its only exploitable weakness is its feral intelligence coupled with the maddening instincts of three separate personalities - problems ranging from madness to sheer, profound stupidity. Chimeras gain levels as a multiclass Fighter/Mage; odd levels Fighter, even levels Mage. In addition, Chimeras cannot be summoned with less than 11 levels (6 Fighter/5 Mage).
Breath Weapons
Chimeras are far too stupid to wield spells in the traditional manner - and bloody good for them too, because they'd spend all their time using them on their own heads! Instead, their magical energy is channeled through their mighty breath weapons. Each breath weapon uses preps like an ordinary spell, but is not 'cast' from a school - and the breath can be used in conjunction with normal attacks! Only one breath weapon may be used at a time. Breath weapons can be multiprepped for greater effect, but at the cost of randomness; the three heads fight amongst themselves for the right to release the awesome power. Hence, when the spell is cast the effect is randomized. Roll 1d3; 1 for the Lion, 2 for the Serpent, and 3 for the Goat. Unmultiprepped weapons may be chosen rather than randomized.
Lion's Head (Fiery Blast) - The breath weapon of the lion is a cone of red-hot flames that bursts forth from the lion's mouth. All targets (friend or foe) in a straight line directly in front of the chimera are affected; each may roll 1d20+DEX vs. 13(+1 every four levels) to attempt to evade the flame and suffer no damage. All affected targets suffer Xd8 damage, where X is equal to the number of preps used.
Serpent's Head (Thunderbolt) - The breath weapon of the serpent is a streak of foul purple lightning that erupts from the serpent's maw. The bolt travels in a straight line directly in front of the chimera, and strikes the first target it reaches (friend or foe). This weapon is similar to a spell, in that the chimera must roll against the target's MR. The chimera enjoys a +6 bonus to its CR when using this weapon (offsetting the penalty from INT to a total of +3). If the spell is successful, the target suffers Xd6 damage, where X is equal to the number of preps used *2.
Goat's Head (Chlorine Cloud) - The breath weapon of the goat is a cloud of noxious green chlorine gas that billows from the goat's mouth. The cloud affects all targets (friend or foe) within the front 180-degree arc of the chimera. Each target must immediately roll 1d20+CON vs. 13 (+1 every four levels) or suffer 1d3 points of CON damage and Xd3 damage, where X is equal to the number of preps used. In addition, the cloud may linger after the weapon is used; roll 1d6. On the roll of a 6, the cloud remains until the start of the next round, and all targets within the affected area must make another CON check or be affected again. Roll once more on this table and remember that the chimera can be affected by this attack if he moves into the target zone! On the roll of 2-5, the cloud dissipates, and no further effect takes place. On the roll of a 1, the silly chimera has managed to inhale most of the cloud through one of its other heads, and immediately suffers Xd8 damage! The cloud disappears and no further effect takes place.
Stats for a level 12 (6 Fighter/6 Mage) |
|
Hp: |
144 |
Attacks: |
1/rd @ 1d30+5 (2d5+5 damage + breath weapon) |
AC/MR: |
24/27 |
| Preps: | 2/rd |
CR: |
-3 (+3 With Serpent |
Feats: |
Resist Magic, Keen Mind |
(Str: 23 Dex: 15 Con: 19 Int: 5 Wis: 11 Cha: 9)
Gorgons are not actually related to the snake-haired medusas as some think. Rather, they are large, bull-like creatures - six feet tall at the shoulder, covered in metallic scales (+4 natural AC, +1 every 4 levels), and armed with a pair of spearlike horns on the head. Gorgons are particularly aggressive; they do not hesitate to attack intruders to their territory on the spot with goring and trampling. In addition to that, Gorgons have a deadly breath weapon that can petrify an aggressor completely, turning his body entirely to stone in moments. Fortunately for Feanor, the gorgon will only use this terrifying ability when protecting its young or in grave peril. Gorgons gain level in Berserker, and can use the Rage ability as such. In addition, a gorgon cannot be summoned with less than 11 levels.
Stone Breath
The gorgon's breath weapon is incredibly dangerous. An enraged gorgon will turn a foe to stone and then proceed to smash the statue to bits! Fortunately, the gorgon will only wield this weapon when severely injured (down to 1/10th of its HP or less) or when protecting the calves of the herd. The stone breath affects one foe in melee range. The target must roll 1d20+CON vs. 15 (+1 every five levels) or be completely petrified immediately. A petrified character is treated as totally immobilized with the following exceptions: His AC immediately becomes a static 25 (no bonuses or penalties will alter this), and he is able to be shattered. The statue retains its hitpoints at the time of petrification, and can still be injured - when the statue reaches a number equal to its CON below zero, the statue is completely shattered; this is death beyond resurrection, and cannot be restored! If the statue is not shattered, it can be restored to flesh with no further ill effects by a Cure Disease spell (or equivalent). This form of petrification counts as a poison for the purposes of immunity, and can only be used once per day.
Stats for a level 12 Gorgon |
|
Hp: |
180 |
Attacks: |
2/rd @ 1d30+7 (3d5+7, stone breath if HP is less than 19) |
AC/MR: |
25/24 |
Feats: |
Resist Magic, Power Style |
Rage: |
5/day |
Special: |
+2 on all Con checks. |
Stats for a level 12 Gorgon:
HP: 180 AC/MR: 25/24
Attacks: 2/rd with horns @ 1d30+7 (3d5+7 dmg plus stone breath if HP<19)
Rage: 5/day Special: +2 vs. CON checks
Feats: Resist Magic, Power Style
(Str: 16 Dex: 20 Con: 15 Int: 7 Wis: 13 Cha: 11)
Tigers are stealthy hunters, and their great ripping claws are generally put into great effect. They prefer ambushes, and many druids while their time away watching tigers tear the throats out of unwitting orcs and goblins. Tigers gain levels in Fighter, and can sneak as a Ranger of equal level, but only in high grass or jungle settings. They have a +3 natural armor bonus, and gain a +1 bonus to Strength, Dexterity, and Constitution every 5 levels. They also have the Rend and Pounce abilities, described later.
Stats for a level 11 Tiger |
|
Hp: |
154 |
Attacks: |
2/rd @ 1d30+7 (1d8+7) |
AC/MR: |
24/28 |
Special |
Rend, Pounce, Lesser Weapon Mastery (Claw) |
(Str: 22 Dex: 11 Con: 18 Int: 8 Wis: 15 Cha: 10)
Stronger versions of Brown Bears, Black Bears are known to sharpen their claws on rocks, and bite through small trees with their bare teeth. They can take a lot of punishment, and druids who prefer the use of ranged weapons often keep a Black Bear around to keep would-be meleers occupied. Black bears gain levels in fighter, and possess a +6 natural armor bonus. They gain a +1 bonus to Strength and Constitution every 4 levels, and have the Rend and Grab abilities.
Stats for a level 11 Brown Bear |
|
Hp: |
165 |
Attacks: |
2/rd @ 1d30+9 (3d4+9) |
AC/MR: |
22/27 |
Special |
Rend, Grab, Lesser Weapon Mastery (Claw) |
(Str: 22 Dex: 17 Con: 18 Int: 5 Wis: 20 Cha: 13)
Hydras are easily some of the most recognized and widely feared monsters in the world. A huge, snakelike body surmounted with a cluster of anywhere from four to twenty-five heads surmounting the forefront of the beast is frightening and dangerous enough; but the true terror of the hydra comes from its seeming immortality. One stricken head is replaced with a new head, fresh and hissing, within the space of a few minutes. And to top it all off, the hydra's heads are not afflicted with the infighting stupidity of the chimera; each head is more like a snakelike limb with eyes and teeth, all of them working together as a whole. Hydras gain levels in Ranger, and cannot be summoned with less than 8 levels. Furthermore, all hydras -must- take the Cross-Slash feat. If a hydra is summoned at a lower level than 12, his minifeat is exchanged instead for Cross-Slash.
Hydra Heads
Each hydra has one head for every two levels of experience, rounded down. These heads serve both as the hydra's entire attacking force, and also as the measure of its health. The hydra's HP is divided by the number of heads rounded down, and each head has an equal share of HP. When one head's HP is depleted, that head is destroyed. For simplicity's sake, all damage dealt to the hydra is dealt to the same head, one head at a time. As soon as one head is destroyed, the hydra's regenerative powers kick in, and destroyed heads will be regrown with full health at the rate of one head per two rounds - unless the final blow dealt to a head is with fire or acid, in which case the head cannot regrow. Hydras gain levels in Ranger, but do not enjoy any of the magical benefits, and do not follow the attack track of the Ranger. A hydra has as many attacks as it has heads; consequently, as the hydra loses heads it loses attacks. If the last head of a hydra is killed before another can regenerate, the hydra is completely dead and will not regenerate further.
Example 1 (Combat): A level 18 hydra has nine heads, and therefore nine attacks. He may choose to use all nine of his attacks on one single character, or he may split them up among any targets in melee range.
Example 2 (Damage): That same level 18 hydra has 198 HP. Therefore; each of his nine heads has 22 HP. As soon as the hydra takes 22 damage or more, the hydra's regeneration kicks in, and the first lost head will be replaced (and 22 HP restored) in two rounds. However, if the last portion of a 22-HP block of damage is dealt by fire or acid, that head will not regrow, and the hydra's max HP becomes 176 (and max attacks eight).
Stats for a level 18 Hydra |
|
Hp: |
198 |
Attacks: |
9/rd @ 1d30+9 (1d8+6 Bite) |
AC/MR: |
19/23 |
Special |
Lssr. WM (Head), Cross Slash, Lightning Reflexes |
(Str: 25 Dex: 9 Con: 21 Int: 13 Wis: 13 Cha: 13)
Improbably large, Dire Bears stand nearly fifteen feet tall at the shoulder. Favored as mounts by some, the ferocious beast’s claws can easily dispatch some of the most ferocious foes in a single swipe. Dire Bears gain levels in Fighter, and possess a +8 natural armor bonus. They gain a +1 bonus to Strength and Constitution every 3 levels, and receive 15 bonus hit points every 5. They have the Rend and Grab abilities.
Stats for a level 15 Dire Bear |
|
Hp: |
315 |
Attacks: |
3/rd @ 1d30+17 (5d4+17) |
AC/MR: |
23/31 |
Special |
Rend, Pounce, Lesser Weapon Mastery (Claw), Weapon Mastery (Claw) |
(Str: 28 Dex: 10 Con: 21 Int: 11 Wis: 11 Cha: 13)
With wingspans of over 30 feet, Great Eagles are something of the largest creatures to soar the skies. Possessive in the extreme, they are known to attack lone furres and humans on the ground, diving down from extreme heights and carrying them back to their nests, where the victims are faced with chicks larger than they are. Great Eagles can be ridden by up to three people, and two more can be carried in their claws. Their snatch ability can be used on any creature of size medium or smaller. Great Eagles gain levels in Fighter, and have a +8 natural armor bonus. They gain a +1 bonus to Strength and Constitution every 4 levels, and have the Snatch abilities.
Stats for a level 15 Great Eagle |
|
Hp: |
255 |
Attacks: |
3/rd @ 1d30+18 (1d8+18) |
AC/MR: |
23/30 |
Special |
Snatch, Lesser Weapon Mastery (Talon), Weapon Mastery (Talon) |
(Str: 15 Dex: 19 Con: 19 Int: 15 Wis: 15 Cha: 9)
These massive insects roam the desert wastes, bringing down full size animals at the occasional oasis. Their venom is highly prized by nomadic desert clans, and they are quite good roasted with certain herbs. A giant scorpion generally opens up with it’s stinger, and then claws the weakened foe to death. Alternatively, it simply stings as many people as possible. The same person can only be affected by one scorpion sting at a time. Giant Scorpions gain levels in Fighter, and possess a +10 natural armor bonus. They gain a +1 bonus to Strength, Dexterity, and Constitution every 4 levels, and have the Rend and Frenzy abilities. Giant scorpions cannot be summoned with less than 17 levels.
Stats for a level 19 Giant Scorpion |
|
Hp: |
323 |
Attacks: |
4/rd @ 1d30+17 (5d4+17) |
AC/MR: |
23/31 |
Special |
Rend, Frenzy, Lesser Weapon Mastery (Claw), Weapon Mastery (Claw, Greater Weapon Mastery (Claw), Poison damage 1d10 Con, BCR = 1/2 scorpions Constitution score to resist. |
(Str: 21 Dex: 23 Con: 16 Int: 5 Wis: 15 Cha: 12)
Wyverns are distant cousins of dragonkind. They are feral in nature and intelligence, and do not possess the magical power of their older kin. Wyverns have two powerful claws and two huge, leathery wings on a scaled, serpentine body (+1 natural AC, +1 every four levels), and are surmounted by a large dragon head. They are fully capable of flight, and use their large, powerful bodies in a divebomb attack, streaking out of the sky and falling upon their prey with the force of a comet. In addition, a long, stinger-tipped tail protrudes from the rear of the beast like that of a scorpion, and the wyvern wields it like the sting of a wasp, hovering above its enemies and stinging them to death with the corrosive poisons held within. Wyverns are fearfully aggressive, and will not hesitate to attack any target it perceives as weaker than itself. Wyverns gain levels in Fighter, and may not be summoned with fewer than 11 levels.
Stinger Poison
The long, whiplike sting of the wyvern contains a corrosive poison, similar to that of a scorpion or a wasp. The wyvern injects this poison with a forceful stab of the tail, and the victim must roll 1d20+CON vs. 15(+1 every four levels over 16) or suffer an additional 3d6 damage this round and every round, rerolling this save at the beginning of their turn to see whether the poison has run its course. If a roll is successful, no further damage is dealt.
Stats for a level 24 Wyvern |
|
Hp: |
312 |
Attacks: |
4/rd @ 1d30+14 (4d6+12 Claws) and 1/rd @ 1d30+17 (2d8+12 Tail, plus poison) |
AC/MR: |
29/26 |
| Feats: | Resist Magic, Weapon Mastery (Tail), Lightning Reflexes, Keen Edge |
(Str: 30 Dex: 15 Con: 27 Int: 3 Wis: 11 Cha: 17)
Whole villages and towns whisper in terror decades after an assault by a gigantic worm. Stories of townsfurres being swallows whole, disappearing with one final shriek; ruined houses stand collapsed as a testament to the awesome power of one of these enormous beasts. Fortunately for the entire world, Gigantic Worms are few in number, and spend most of their time hibernating, coming awake only long enough to feed once, and then returning to slumber for several years afterward. They are stupid animals, driven only by the blindest instincts of feral beasts, and cannot use tactics against their foes except to crush them with huge bodies or swallow them completely with the monstrous, gaping, tooth-lined maws, comfortable in the fact that their sheer size will protect them (+12 natural AC, +1 every five levels, -10 for size). Gigantic Worms gain levels in Fighter, and can never be summoned with less than 24 levels.
Swallow
A gigantic worm may opt to sacrifice all of its attacks but one in the attempt to swallow an ogre-sized target or smaller in one fell swoop using a normal to-hit roll. A swallowed target is not dead, but will immediately start to take damage from the powerful digestive acids of the worm’s gullet – 8d8+8 per round until the target or the worm is dead – and can only attack the inside of the monster with half of its total attacks or preps. This damage cannot be regenerated, because it is acid damage. Dead characters can be recovered from the body of a dead worm, but count as having been dead for one full day for the purposes of resurrection. This ability can only be used on one creature at a time - the giant worm has many stomachs, but only the first one contains acids powerful enough to finish killing its prey.
Stats for a level 30 Gigantic Worm |
|
Hp: |
540 |
Attacks: |
5/rd @ 1d30+25 (6d7+17) OR 1/rd @ 1d30+22 (Swallow) |
AC/MR: |
26/27 |
| Feats: | Resist Magic, Power Style, Weapon Mastery (Body Slam), Keen Edge, Melee Master |
Frenzy: Frenzy is the animal creature’s version of dual wielding. They use the same table and penalties, and in turn get one extra attack with their natural weapons.
Rend: Rend represents the animal’s ability to deal additional damage as it’s claws or teeth remove themselves. This is expressed by bonus damage equal to one third the animals level being dealt on each additional hit after the first, doubling each time. For example, a level 15 wolf landing 3 hits would deal an extra 15 damage (+5 for the first, +10 for the second, totaling +15).
Grab: When a creature with the Grab ability lands three or more successful hits in the same round, the target immediately makes a strength check versus the attacker. If successful, there is no detrimental effect to the victim. If they fail, however, they are considered to be fully immobilized (No Dex bonus to AC) for the creature grabbing them (and only that creature) the next round. Additionally, all attacks are made at +4 severity.
Pounce: Useable when the animal successfully sneaks an opponent, the creature gets an extra three attacks, instead of just one. However, they suffer a penalty equal to the opponents wisdom mod on all of their attacks that round.
Snatch: This represents a monster’s ability to fly down and carry off another creature, and requires a strength check versus the target. Each round, the victim may make another strength check to break free from the monster’s hold. After a bit, however, they will probably be high enough that this will be an extremely bad idea. The flying creature can opt to drop a target, in which case they must start making dexterity checks versus the eagle or suffer a fall usually described as ‘fatal’.