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SUMMMON ALLY ANIMAL STAT TABLES

FEATS THAT MODIFY SUMMONS


Augment Summons: Summoned creatures gain a +4 enhancement bonus to Strength and Constitution.

Greenbound Summons: Summoned creatures gain the greenbound template.


These template qualities have not been added to the tables.
Spell-Like Abilities: At will—entangle, pass without trace, speak with plants; 1/day—wall of thorns. Caster level equals greenbound creature’s
character level; save DC 10 + spell level + greenbound creature’s Charisma modifier.
Special Qualities: Grapple Bonus (Ex): The thorny hooks on a greenbound creature’s hands and feet grant it a +4 bonus on grapple checks.
Skills: *A greenbound creature gains a +16 racial bonus on Hide and Move Silently checks made in forested areas.
Type: The greenbound creatures become plants (augmented animals)

Two other feats modify summons but do not warrant columns in the tables.

Beckon the Frozen: Summoned critters gain the cold subtype (immunity to cold, 50% extra damage from fire) and all of their natural attacks deal
an extra 1d6 cold damage.

Ashbound: Doubles the duration of summon ally spells. Summoned critters gain a +3 luck bonus to all attack rolls.

Notes on skills: All skills shown are for base creature only. Boosted creatures gain bonuses to physical skills as shown in this table.

Skill Augmen Greenbound Aug/Green


t
Balance +0 +1 +1
Climb +2 +3 +5
Hide +0 +1 +1
Jump +2 +3 +5
Move +0 +1 +1
Silently
Swim +2 +3 +5
SUMMON ALLY ANIMAL CHOICES

APE
Large Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 4d8+11 (29hp) 4d8+19 (37hp) 4d8+19 (37hp) 4d8+27 (45hp)
Initiative +2 +3
Speed 30’, climb 30’
AC 14 (-1siz, +2dex, +3nat) 21 (-1siz, +3dex, +9nat)
BAB/Grapple +3/+12 +3/+14 +3/+15 +3/+17
Attack Claw +7 (1d6+5) Claw +9 (1d6+7) Claw +10 (1d6+8) or Claw +12 (1d6+10) or
Slam +10 (1d8+8) Slam +12 (1d8+10)
Full attack 2 claws +7 (1d6+5) and 2 claws +9 (1d6+7) and 2 claws +10 (1d6+8) and 2 claws +12 (1d6+10) and
Bite +2 (1d6+2) Bite +4 (1d6+3) Bite +5 (1d6+4); or Bite +7 (1d6+5); or
Slam +10 (1d8+8) Slam +12 (1d8+10)
Space/Reach 10’/10’
Special Attacks - Spell-like abilities
Special Qualities Low-light vision, scent DR 10/magic and slashing,
Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +6 Ref +6 Will +2 Fort +8 Ref +6 Will +2 Fort +8 Ref +7 Will +2 Fort +10 Ref +7 Will +2
Abilities S 21 D 15 C 14 S 25 D 15 C 18 S 27 D 17 C 18 S 31 D 17 C 22
I 2 W 12 Ch 7 I 2 W 12 Ch 7 I 2 W 12 Ch 11 I 2 W 12 Ch 11

Feats: Alertness, Toughness


Skills: Climb +14, Listen +6, Spot +6

BLACK BEAR
Medium Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 3d8+6 (19hp) 3d8+12 (25hp) 3d8+12 (25hp) 3d8+18 (31hp)
Initiative +1 +2
Speed 40’
AC 13 (+1dex, +2nat) 20 (+2dex, +8nat)
BAB/Grapple +2/+6 +2/+8 +2/+9 +2/+11
Attack Claw +6 (1d4+4) Claw +8 (1d4+6) Claw +9 (1d4+7) or Claw +11 (1d4+9) or
Slam +9 (1d6+7) Slam +11 (1d6+9)
Full attack 2 claws +6 (1d4+4) and 2 claws +8 (1d4+6) and 2 claws +9 (1d4+7) and 2 claws +11 (1d4+9) and
Bite +1 (1d6+2) Bite +3 (1d6+3) Bite +4 (1d6+3); or Bite +7 (1d6+4); or
Slam +9 (1d6+7) Slam +11 (1d6+9)
Space/Reach 5’/5’
Special Attacks - Spell-like abilities
Special Qualities Low-light vision, scent DR 10/magic and slashing,
Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +5 Ref +4 Will +2 Fort +7 Ref +4 Will +2 Fort +7 Ref +5 Will +2 Fort +9 Ref +5 Will +2
Abilities S 19 D 13 C 15 S 23 D 13 C 19 S 25 D 15 C 19 S 29 D 15 C 23
I 2 W 12 Ch 6 I 2 W 12 Ch 6 I 2 W 12 Ch 10 I 2 W 12 Ch 10

Feats: Endurance, Run


Skills: Climb +4, Listen +4, Spot +4, Swim +8
BROWN BEAR
Large Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 6d8+24 (51hp) 6d8+36 (63hp) 6d8+36 (63hp) 6d8+48 (75hp)
Initiative +1 +2
Speed 40’
AC 15 (-1siz, +1dex, +5nat) 22 (-1siz, +2dex, +11nat)
BAB/Grapple +4/+16 +4/+18 +4/+19 +4/+21
Attack Claw +11 (1d8+8) Claw +13 (1d8+10) Claw +14 (1d8+11) or Claw +16 (1d8+13) or
Slam +14 (1d8+11) Slam +16 (1d8+13)
Full attack 2 claws +11 (1d8+8) and 2 claws +13 (1d8+10) and 2 claws +14 (1d8+11) and 2 claws +16 (1d8+13) and
Bite +6 (2d6+4) Bite +8 (2d6+5) Bite +9 (2d6+5); or Bite +11 (2d6+6); or
Slam +14 (1d8+11) Slam +16 (1d8+13)
Space/Reach 10’/5’
Special Attacks Improved grab Spell-like abilities
Special Qualities Low-light vision, scent DR 10/magic and slashing,
Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +9 Ref +6 Will +3 Fort +11 Ref +6 Will +3 Fort +11 Ref +7 Will +3 Fort +13 Ref +7 Will +4
Abilities S 27 D 13 C 19 S 31 D 13 C 23 S 33 D 15 C 23 S 37 D 15 C 27
I 2 W 12 Ch 6 I 2 W 12 Ch 6 I 2 W 12 Ch 10 I 2 W 12 Ch 10

Feats: Endurance, Run, Track


Skills: Listen +4, Spot +7, Swim +12

Improved Grab (Ex): To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without
provoking an attack of opportunity.

CONSTRICTOR SNAKE
Medium Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 3d8+6 (19hp) 3d8+12 (25hp) 3d8+12 (25hp) 3d8+18 (31hp)
Initiative +3 +4
Speed 20’, climb 20’, swim 20’
AC 15 (+3dex, +2nat) 22 (+4dex, +8nat)
BAB/Grapple +2/+5 +2/+7 +2/+8 +2/+10
Attack Bite +5 (1d3+4) Bite +7 (1d3+7) Bite +8 (1d3+9) or Bite +10 (1d3+12) or
Slam +8 (1d6+6) Slam +10 (1d6+8)
Full attack Bite +5 (1d3+4) Bite +7 (1d3+7) Bite +8 (1d3+9) or Bite +10 (1d3+12) or
Slam +8 (1d6+6) Slam +10 (1d6+8)
Space/Reach 5’/5’
Special Attacks Constrict 1d3+4, improved grab Constrict 1d3+7 Spell-like abilities, constrict 1d3+9 Constrict 1d3+12
Special Qualities Scent DR 10/magic and slashing,
Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +4 Ref +6 Will +2 Fort +6 Ref +6 Will +2 Fort +6 Ref +7 Will +2 Fort +12 Ref +7 Will +2
Abilities S 17 D 17 C 13 S 21 D 17 C 17 S 23 D 19 C 17 S 27 D 19 C 21
I 1 W 12 Ch 2 I 1 W 12 Ch 2 I 1 W 12 Ch 6 I 1 W 12 Ch 6

Feats: Alertness, Toughness


Skills: Balance +11, Climb +14, Hide +10, Listen +7, Spot +7, Swim +11

Constrict (Ex): On a successful grapple check, a constrictor snake deals the damage shown above.
Improved Grab (Ex): To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without
provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
CROCODILE
Medium Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 3d8+9 (22hp) 3d8+15 (28hp) 3d8+15 (28hp) 3d8+21 (34hp)
Initiative +1 +2
Speed 20’, swim 30’
AC 15 (+1dex, +4nat) 22 (+2dex, +10nat)
BAB/Grapple +2/+6 +2/+8 +2/+9 +2/+11
Attack Bite +6 (1d8+6) or Bite +8 (1d8+9) or Bite +9 (1d8+10) or Bite +11 (1d8+13) or
Tail slap +6 (1d12+6) Tail slap +8 (1d12+9) Tail slap +9 (1d12+10) or Tail slap +11 (1d12+13) or
Slam +9 (1d6+7) Slam +11 (1d6+9)
Full attack Bite +6 (1d8+6) or Bite +8 (1d8+9) or Bite +9 (1d8+10) or Bite +11 (1d8+13) or
Tail slap +6 (1d12+6) Tail slap +8 (1d12+9) Tail slap +9 (1d12+10) or Tail slap +11 (1d12+13) or
Slam +9 (1d6+7) Slam +11 (1d6+9)
Space/Reach 5’/5’
Special Attacks Improved grab Spell-like abilities
Special Qualities Hold breath, low-light vision DR 10/magic and slashing,
Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +6 Ref +4 Will +2 Fort +8 Ref +4 Will +2 Fort +8 Ref +5 Will +2 Fort +10 Ref +5 Will +2
Abilities S 19 D 12 C 17 S 23 D 12 C 21 S 25 D 14 C 21 S 29 D 14 C 25
I 1 W 12 Ch 2 I 1 W 12 Ch 2 I 1 W 12 Ch 6 I 1 W 12 Ch 6

Feats: Alertness, Skill Focus (Hide)


Skills: Hide +7, Listen +4, Spot +4, Swim +12

Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without
provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep
water, attempting to pin it to the bottom.
Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.

DEINONYCHUS
Large Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 4d8+16 (34hp) 4d8+24 (42hp) 4d8+24 (42hp) 4d8+32 (50hp)
Initiative +2 +3
Speed 60’
AC 16 (-1siz, +2dex, +5nat) 23 (-1siz, +3dex, +11nat)
BAB/Grapple +3/+11 +3/+13 +3/+14 +3/+16
Attack Talons +6 (2d6+4) Talons +8 (2d6+6) Talons +9 (2d6+7) or Talons +11 (2d6+9) or
Slam +9 (1d8+7) Slam +11 (1d8+9)
Full attack Talons +6 (2d6+4) and Talons +8 (2d6+6) and Talons +9 (2d6+7) and Talons +11 (2d6+9) and
2 foreclaws +1 (1d3+2) and 2 foreclaws +3 (1d3+3) and 2 foreclaws +4 (1d3+3) and 2 foreclaws +6 (1d3+4) and
Bite +1 (2d4+2) Bite +3 (2d4+3) Bite +4 (2d4+3); or Bite +6 (2d4+4); or
Slam +9 (1d8+7) Slam +11 (1d8+9)
Space/Reach 10’/5’
Special Attacks Pounce Spell-like abilities
Special Qualities Low-light vision, scent DR 10/magic and slashing,
Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +8 Ref +6 Will +2 Fort +10 Ref +6 Will +2 Fort +10 Ref +7 Will +2 Fort +12 Ref +7 Will +2
Abilities S 19 D 15 C 19 S 23 D 15 C 23 S 25 D 17 C 23 S 29 D 17 C 27
I 2 W 12 Ch 10 I 2 W 12 Ch 10 I 2 W 12 Ch 14 I 2 W 12 Ch 14

Feats: Run, Track


Skills: Hide +8, Jump +26, Listen +10, Spot +10, Survival +10
DIRE APE
Large Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 5d8+13 (35hp) 5d8+23 (45hp) 5d8+23 (45hp) 5d8+33 (55hp)
Initiative +2 +3
Speed 30’, climb 15’
AC 15 (-1siz, +2dex, +4nat) 22 (-1siz, +3dex, +10nat)
BAB/Grapple +3/+13 +3/+15 +3/+16 +3/+18
Attack Claw +8 (1d6+6) Claw +10 (1d6+8) Claws +11 (1d6+9) or Claws +13 (1d6+11) or
Slam +11 (1d8+9) Slam +13 (1d8+11)
Full attack 2 claws +8 (1d6+6) and 2 claws +10 (1d6+8) and 2 claws +11 (1d6+9) and 2 claws +13 (1d6+11) and
Bite +3 (1d8+3) Bite +5 (1d8+4) Bite +6 (1d8+4); or Bite +8 (1d8+5); or
Slam +11 (1d8+9) Slam +13 (1d8+11)
Space/Reach 10’/10’
Special Attacks Rend 2d6+12 Rend 2d6+16 Spell-like abilities, rend 2d6+18 Rend 2d6+22
Special Qualities Low-light vision, scent DR 10/magic and slashing,
Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +6 Ref +6 Will +5 Fort +8 Ref +6 Will +5 Fort +8 Ref +7 Will +5 Fort +10 Ref +7 Will +5
Abilities S 22 D 15 C 14 S 26 D 15 C 18 S 28 D 17 C 18 S 32 D 17 C 22
I 2 W 12 Ch 7 I 2 W 12 Ch 7 I 2 W 12 Ch 11 I 2 W 12 Ch 11

Feats: Alertness, Toughness


Skills: Climb +14, Listen +5, Move Silently +4, Spot +6

Rend (Ex): A dire ape that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals the given
damage.

DIRE BADGER
Medium Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 3d8+15 (28hp) 3d8+21 (34hp) 3d8+21 (34hp) 3d8+27 (40hp)
Initiative +3 +4
Speed 30’, burrow 10’
AC 16 (+3dex, +3nat) 23 (+4dex, +9nat)
BAB/Grapple +2/+4 +2/+6 +2/+7 +2/+9
Attack Claw +4 (1d4+2) Claw +6 (1d4+4) Claw +7 (1d4+5) or Claw +9 (1d4+7) or
Slam +7 (1d6+5) Slam +9 (1d6+7)
Full attack 2 claws +4 (1d4+2) and 2 claws +6 (1d4+4) and 2 claws +7 (1d4+5) and 2 claws +9 (1d4+7) and
Bite -1 (1d6+1) Bite +1 (1d6+2) Bite +2 (1d6+2); or Bite +4 (1d6+3); or
Slam +7 (1d6+5) Slam +9 (1d6+7)
Space/Reach 5’/5’
Special Attacks Rage Spell-like abilities
Special Qualities Low-light vision, scent DR 10/magic and slashing,
Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +7 Ref +6 Will +4 Fort +9 Ref +6 Will +4 Fort +9 Ref +7 Will +4 Fort +11 Ref +7 Will +4
Abilities S 14 D 17 C 19 S 18 D 17 C 23 S 20 D 19 C 23 S 24 D 19 C 27
I 2 W 12 Ch 10 I 2 W 12 Ch 10 I 2 W 12 Ch 14 I 2 W 12 Ch 14

Feats: Alertness, Toughness, Track


Skills: Listen +6, Spot +6
Rage (Ex): A dire badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent
is dead. It gains +4 Strength, +4 Constitution, and –2 AC. The creature cannot end its rage voluntarily.
DIRE BAT
Large Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 4d8+12 (30hp) 4d8+20 (38hp) 4d8+20 (38hp) 4d8+28 (46hp)
Initiative +6 +7
Speed 20’, fly 40’ (good)
AC 20 (-1siz, +6dex, +5nat) 27 (-1siz, +7dex, +11nat)
BAB/Grapple +3/+10 +3/+12 +3/+13 +3/+15
Attack Bite +5 (1d8+4) Bite +7 (1d8+7) Bite +8 (1d8+9) or Bite +10 (1d8+12) or
Slam +8 (1d8+6) Slam +10 (1d8+8)
Full attack Bite +5 (1d8+4) Bite +7 (1d8+7) Bite +8 (1d8+9) or Bite +10 (1d8+12) or
Slam +8 (1d8+6) Slam +10 (1d8+8)
Space/Reach 10’/5’
Special Attacks - Spell-like abilities
Special Qualities Blindsense 40’ DR 10/magic and slashing,
Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +7 Ref +10 Will +6 Fort +9 Ref +10 Will +6 Fort +9 Ref +11 Will +6 Fort +11 Ref +11 Will +6
Abilities S 17 D 22 C 17 S 21 D 22 C 21 S 23 D 24 C 21 S 27 D 24 I 25
I 2 W 14 Ch 6 I 2 W 14 Ch 6 I 2 W 14 Ch 10 I 2 W 14 Ch 10

Feats: Alertness, Stealthy


Skills: Hide +4, Listen +12, Move Silently +11, Spot 8
Blindsense (Ex): A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can
actually see them.

DIRE BEAR
Large Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 12d8+51 (105hp) 12d8+75 (129hp) 12d8+75 (129hp) 12d8+99 (153hp)
Initiative +1 +2
Speed 40’
AC 17 (-1siz, +1dex, +7nat) 24 (-1siz, +2dex, +13nat)
BAB/Grapple +9/+23 +9/+25 +9/+26 +9/+28
Attack Claw +19 (2d4+10) Claw +21 (2d4+12) Claw +22 (2d4+13) or Claw +24 (2d4+15) or
Slam +22 (1d8+13) Slam +24 (1d8+15)
Full attack 2 claws +19 (2d4+10) and 2 claws +21 (2d4+12) and 2 claws +22 (2d4+13) and 2 claws +24 (2d4+15) and
Bite +13 (2d8+5) Bite +16 (2d8+6) Bite +17 (2d8+6); or Bite +19 (2d8+7); or
Slam +22 (1d8+13) Slam +24 (1d8+15)
Space/Reach 10’/5’
Special Attacks Improved grab Spell-like abilities
Special Qualities Low-light vision, scent DR 10/magic and slashing,
Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +12 Ref +9 Will +9 Fort +14 Ref +9 Will +9 Fort +14 Ref +10 Will +9 Fort +16 Ref +10 Will +9
Abilities S 31 D 13 C 19 S 35 D 13 C 23 S 37 D 15 C 23 S 41 D 15 C 27
I 2 W 12 Ch 10 I 2 W 12 Ch 10 I 2 W 12 Ch 14 I 2 W 12 Ch 14

Feats: Alertness, Endurance, Run, Toughness, Weapon Focus (claw)


Skills: Listen +10, Spot +10, Swim +13
DIRE BOAR
Large Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 7d8+21 (52hp) 7d8+35 (66hp) 7d8+35 (66hp) 7d8+49 (80hp)
Initiative +0 +1
Speed 40’
AC 15 (-1siz, +6nat) 22 (-1siz, +1dex, +12nat)
BAB/Grapple +5/+17 +5/+19 +5/+20 +5/+22
Attack Gore +12 (1d8+12) Gore +14 (1d8+15) Gore +15 (1d8+16) or Gore +17 (1d8+19) or
Slam +15 (1d8+11) Slam +17 (1d8+13)
Full attack Gore +12 (1d8+12) Gore +14 (1d8+15) Gore +15 (1d8+16) or Gore +17 (1d8+19) or
Slam +15 (1d8+11) Slam +17 (1d8+13)
Space/Reach 10’/5’
Special Attacks Ferocity Spell-like abilities
Special Qualities Low-light vision, scent DR 10/magic and slashing,
Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +8 Ref +5 Will +8 Fort +10 Ref +5 Will +8 Fort +10 Ref +6 Will +8 Fort +12 Ref +6 Will +8
Abilities S 27 D 10 C 17 S 31 D 10 C 21 S 33 D 12 C 21 S 37 D 12 C 25
I 2 W 13 Ch 8 I 2 W 13 Ch 8 I 2 W 13 Ch 12 I 2 W 13 Ch 12

Feats: Alertness, Endurance, Iron Will


Skills: Listen +8, Spot +8
Ferocity (Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

DIRE LION
Large Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 8d8+24 (60hp) 8d8+40 (76hp) 8d8+40 (76hp) 8d8+56 (92hp)
Initiative +2 +3
Speed 40’
AC 15 (-1siz, +2dex, +4nat) 22 (-1siz, +3dex, +10nat)
BAB/Grapple +6/+17 +6/+19 +6/+20
Attack Claw +13 (1d6+7) Claw +15 (1d6+9) Claw +16 (1d6+10) or Claw +18 (1d6+12) or
Slam +15 (1d8+10) Slam +17 (1d8+12)
Full attack 2 claws +13 (1d6+7) and 2 claws +15 (1d6+9) and 2 claws +16 (1d6+10) and 2 claws +18 (1d6+12) and
bite +7 (1d8+3) Bite +9 (1d6+4) Bite +10 (1d6+5); or Bite +12 (1d6+6); and
Slam +15 (1d8+10) Slam +17 (1d8+12)
Space/Reach 10’/5’
Special Attacks Improved grab, pounce, rake 1d6+3 Rake 1d6+4 Spell-like abilities, rake 1d6+5 Rake 1d6+6
Special Qualities Low-light vision, scent DR 10/magic and slashing,
Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +9 Ref +8 Will +7 Fort +11 Ref +8 Will +7 Fort +11 Ref +9 Will +7 Fort +13 Ref +9 Will +7
Abilities S 25 D 15 C 17 S 29 D 15 C 21 S 31 D 17 C 21 S 35 D 17 C 25
I 2 W 12 Ch 10 I 2 W 12 Ch 10 I 2 W 12 Ch 14 I 2 W 12 Ch 14

Feats: Alertness, Run, Weapon Focus (claw)


Skills: Hide +2, Listen +7, Move Silently +5, Spot +7
Improved Grab (Ex): To use this ability, a dire lion must hit with its bite attack. It can then attempt to start a grapple as a free action without
provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a dire lion charges, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +12 (+14/+15/+17) melee, damage is shown above.
DIRE RAT
Small Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 1d8+1 (5hp) 1d8+3 (7hp) 1d8+3 (7hp) 1d8+5 (9hp)
Initiative +3 +4
Speed 40’, climb 20’
AC 15 (+1siz, +3dex, +1nat) 22 (+1siz, +4dex, +7nat)
BAB/Grapple +0/-4 +0/-2 +0/-1
Attack Bite +4 (1d4 plus disease) Bite +4 (1d4+2 plus poison) Bite +5 (1d4+3 plus poison) or Bite +5 (1d4+5 plus poison) or
Slam +5 (1d4+3) Slam +5 (1d4+5)
Full attack Bite +4 (1d4 plus disease) Bite +4 (1d4+2 plus poison) Bite +5 (1d4+3 plus poison) or Bite +5 (1d4+5 plus poison) or
Slam +5 (1d4+3) Slam +5 (1d4+5)
Space/Reach 5’/5’
Special Attacks Disease Spell-like abilities
Special Qualities Low-light vision, scent DR 10/magic and slashing,
Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +3 Ref +5 Will +3 Fort +5 Ref +5 Will +3 Fort +5 Ref +6 Will +3 Fort +7 Ref +6 Will +3
Abilities S 10 D 17 C 12 S 14 D 17 C 16 S 16 D 19 C 16 S 20 D 19 C 20
I 1 W 12 Ch 4 I 1 W 12 Ch 4 I 1 W 12 Ch 8 I 1 W 12 Ch 8

Feats: Alertness, Weapon Finesse


Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11
Disease (Ex): Filth fever—bite, Fortitude DC 11 (13/13/15), incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-
based.

DIRE TIGER
Large Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 16d8+48 (120hp) 16d8+80 (152hp) 16d8+80 (152hp) 16d8+112 (184hp)
Initiative +2 +3
Speed 40’
AC 17 (-1siz, +2dex, +6nat) 24 (-1siz, +3dex, +12nat)
BAB/Grapple +12/+24 +12/+26 +12/+27 +12/+29
Attack Claw +20 (2d4+8) Claw +22 (2d4+10) Claw +23 (2d4+11) or Claw +25 (2d4+13) or
Slam +22 (1d8+11) Slam +24 (1d8+13)
Full attack 2 claws +20 (2d4+8) and 2 claws +22 (2d4+10) and 2 claws +23 (2d4+11) and 2 claws +25 (2d4+13) and
bite +14 (2d6+4) Bite +16 (2d6+5) Bite +17 (2d6+5); or Bite +19 (2d6+6); or
Slam +22 (1d8+11) Slam +24 (1d8+13)
Space/Reach 10’/5’
Special Attacks Improved grab, pounce, rake 2d4+4 Rake 2d4+5 Spell-like abilities, rake 2d4+5 Rake 2d4+6
Special Qualities Low-light vision, scent DR 10/magic and slashing,
Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +13 Ref +12 Will +11 Fort +15 Ref +12 Will +11 Fort +15 Ref +13 Will +11 Fort +17 Ref +13 Will +11
Abilities S 27 D 15 C 17 S 31 D 15 C 21 S 33 D 17 C 21 S 37 D 17 C 25
I 2 W 12 Ch 10 I 2 W 12 Ch 10 I 2 W 12 Ch 14 I 2 W 12 Ch 14

Feats: Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon Focus (claw)
Skills: Hide +7, Jump +14, Listen +6, Move Silently +11, Spot +7, Swim +10
Improved Grab (Ex): To use this ability, a dire tiger must hit with its bite attack. It can then attempt to start a grapple as a free action without
provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a dire tiger charges, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +18 (+20/+21/+23) melee, damage shown above.
DIRE WEASEL
Medium Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 3d8 (13hp) 3d8+3 (16hp) 3d8+3 (16hp) 3d8+12 (22hp)
Initiative +4 +5
Speed 40’
AC 16 (+4dex, +2nat) 23 (+5dex, +8nat)
BAB/Grapple +2/+4 +2/+6 +2/+7 +2/+9
Attack Bite +6 (1d6+3) Bite +6 (1d6+6) Bite +7 (1d6+7) Bite +9 (1d6+10)
Full attack Bite +6 (1d6+3) Bite +6 (1d6+6) Bite +7 (1d6+7) Bite +9 (1d6+10)
Space/Reach 5’/5’
Special Attacks Attach, blood drain Spell-like abilities
Special Qualities Low-light vision, scent DR 10/magic and slashing,
Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +3 Ref +7 Will +4 Fort +5 Ref +7 Will +4 Fort +5 Ref +8 Will +4 Fort +7 Ref +8 Will +4
Abilities S 14 D 19 C 10 S 18 D 19 C 14 S 20 D 21 C 14 S 24 D 21 C 18
I 2 W 12 Ch 11 I 2 W 12 Ch 11 I 2 W 12 Ch 15 I 2 W 12 Ch 15

Feats: Alertness, Stealthy, Weapon Finesse


Skills: Hide +8, Listen +3, Move Silently +8, Spot +5
Attach (Ex): A dire weasel that hits with its bite attack latches onto the opponent’s body with its powerful jaws. An attached dire weasel loses its
Dexterity bonus to AC and thus has an AC of 12.
An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must
achieve a pin against the creature.
Blood Drain (Ex): A dire weasel drains blood for 1d4 points of Constitution damage each round it remains attached.

DIRE WOLF
Large Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 6d8+18 (45hp) 6d8+30 (57hp) 6d8+30 (57hp) 6d8+42 (69hp)
Initiative +2 +3
Speed 50’
AC 14 (-1siz, +2dex, +3nat) 21 (-1siz, +3dex, +9nat)
BAB/Grapple +4/+15 +4/+17 +4/+18 +4/+20
Attack Bite +11 (1d8+10) Bite +13 (1d8+13) Bite +14 (1d8+15) or Bite +16 (1d8+18) or
Slam +13 (1d8+10) Slam +15 (1d8+12)
Full attack Bite +11 (1d8+10) Bite +13 (1d8+13) Bite +14 (1d8+15) or Bite +16 (1d8+18) or
Slam +13 (1d8+10) Slam +15 (1d8+12)
Space/Reach 10’/5’
Special Attacks Trip Spell-like abilities
Special Qualities Low-light vision, scent DR 10/magic and slashing,
Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +8 Ref +7 Will +6 Fort +10 Ref +7 Will +6 Fort +10 Ref +8 Will +6 Fort +12 Ref +8 Will +6
Abilities S 25 D 15 C 17 S 29 D 15 C 21 S 31 D 17 C 21 S 35 D 17 C 25
I 2 W 12 Ch 10 I 2 W 12 Ch 10 I 2 W 12 Ch 14 I 2 W 12 Ch 14

Feats: Alertness, Run, Track, Weapon Focus (bite)


Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2
Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 [+13/+14/+16]check modifier) as a free action without making
a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.
DIRE WOLVERINE
Large Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 5d8+23 (45hp) 5d8+33 (55hp) 5d8+33 (55hp) 5d8+43 (65hp)
Initiative +3 +4
Speed 30’, climb 10’
AC 16 (-1siz, +3dex, +4nat) 23 (-1siz, +4dex, +10nat)
BAB/Grapple +3/+13 +3/+15 +3/+16 +3/+18
Attack Claw +8 (1d6+6) Claw +10 (1d6+8) Claw +11 (1d6+9) or Claw +13 (1d6+11) or
Slam +11 (1d8+9) Slam +13 (1d8+11)
Full attack 2 claws +8 (1d6+6) and 2 claws +10 (1d6+8) and 2 claws +11 (1d6+9) and 2 claws +13 (1d6+11) and
Bite +3 (1d8+3) Bite +5 (1d8+4) Bite +6 (1d8+4); or Bite +8 (1d8+5); or
Slam +11 (1d8+9) Slam +13 (1d8+11)
Space/Reach 10’/5’
Special Attacks Rage Spell-like abilities
Special Qualities Low-light vision, scent DR 10/magic and slashing,
Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +8 Ref +7 Will +5 Fort +10 Ref +7 Will +5 Fort +10 Ref +8 Will +5 Fort +12 Ref +8 Will +5
Abilities S 22 D 17 C 19 S 26 D 17 C 23 S 28 D 19 C 23 S 32 D 19 C 27
I 2 W 12 Ch 10 I 2 W 12 Ch 10 I 2 W 12 Ch 14 I 2 W 12 Ch 14

Feats: Alertness, Toughness, Track


Skills: Climb +14, Listen +7, Spot +7

Rage (Ex): A dire wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its
opponent is dead. An enraged dire wolverine gains +4 Strength, +4 Constitution, and –2 AC. The creature cannot end its rage voluntarily.

EAGLE
Small Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 1d8+1 (5hp) 1d8+3 (7hp) 1d8+3 (7hp) 1d8+5 (9hp)
Initiative +2 +3
Speed 10’, fly 80’ (average)
AC 14 (+1siz, +2dex, +1nat) 21 (+1siz, +3dex, +7nat)
BAB/Grapple +0/-4 +0/-2 +0/-1 +0/+1
Attack Talons +3 (1d4) Talons +3 (1d4+2) Talons +3 (1d4+3) or Talons +5 (1d4+5) or
Slam +3 (1d4+3) Slam +5 (1d4+5)
Full attack 2 talons +3 (1d4) and 2 talons +3 (1d4+2) and 2 talons +3 (1d4+3) and 2 talons +5 (1d4+5) and
Bite -2 (1d4) Bite -2 (1d4+1) Bite -2 (1d4+1); or Bite +0 (1d4+2); or
Slam +3 (1d4+3) Slam +5 (1d4+5)
Space/Reach 5’/5’
Special Attacks - Spell-like abilities
Special Qualities Low-light vision DR 10/magic and slashing,
Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +3 Ref +4 Will +2 Fort +5 Ref +4 Will +2 Fort +5 Ref +5 Will +2 Fort +7 Ref +5 Will +2
Abilities S 10 D 15 C 12 S 14 D 15 C 16 S 16 D 17 C 16 S 20 D 17 C 20
I 2 W 14 Ch 6 I 2 W 14 Ch 6 I 2 W 14 Ch 10 I 2 W 14 Ch 10

Feats: Weapon Finesse


Skills: Listen +2, Spot +14
ELEPHANT
Huge Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 11d8+55 (104hp) 11d8+77 (126hp) 11d8+77 (126hp) 11d8+99 (148hp)
Initiative +0 +1
Speed 40’
AC 15 (-2siz, +7nat) 22 (-2siz, +1dex, +13nat)
BAB/Grapple +8/+26 +8/+28 +8/+29 +8/+31
Attack Gore +16 (2d8+15) Gore +18 (2d8+18) Gore +19 (2d8+19) or Gore +21 (2d8+22) or
Slam +19 (2d6+13) Slam +21 (2d6+15)
Full attack Slam +16 (2d6+10) and Slam +18 (2d6+12) and Slam +19 (2d6+13) and Slam +21 (2d6+15) and
2 stamps +11 (2d6+5); or 2 stamps +13 (2d6+6); 2 stamps +14 (2d6+6); or 2 stamps +16 (2d6+7); or
Gore +16 (2d8+15) or Gore +19 (2d8+19); or Gore +21 (2d8+22); or
Gore +18 (2d8+18) Slam +19 (2d6+13) Slam +21 (2d6+15)
Space/Reach 15’/10’
Special Attacks Trample 2d8+15 Trample 2d8+18 Spell-like abilities, Trample 2d8+19 Trample 2d8+22
Special Qualities Low-light vision, scent DR 10/magic and slashing,
Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +12 Ref +7 Will +6 Fort +14 Ref +7 Will +6 Fort +14 Ref +8 Will +6 Fort +16 Ref +8 Will +6
Abilities S 30 D 10 C 21 S 34 D 10 C 25 S 36 D 12 C 25 S 40 D 12 C 29
I 2 W 13 Ch 7 I 2 W 13 Ch 7 I 2 W 13 Ch 11 I 2 W 13 Ch 11

Feats: Alertness, Endurance, Iron Will, Skill Focus (Listen)


Skills: Listen +12, Spot +10
Trample (Ex): Reflex half DC 25 (27/28/30). The save DC is Strength-based.

GIANT CONSTRICTOR SNAKE


Huge Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 11d8+14 (63hp) 11d8+36 (85hp) 11d8+36 (85hp) 11d8+58 (107hp)
Initiative +3 +4
Speed 20’, climb 20’, swim 20’
AC 15 (-2siz, +3dex, +4nat) 22 (-2siz, +4dex, +10nat)
BAB/Grapple +8/+23 +8/+25 +8/+26 +8/+28
Attack Bite +13 (1d8+10) Bite +15 (1d8+13) Bite +16 (1d8+15) or Bite +18 (1d8+18) or
Slam +16 (2d6+10) Slam +18 (2d6+12)
Full attack Bite +13 (1d8+10) Bite +15 (1d8+13) Bite +16 (1d8+15) or Bite +18 (1d8+18) or
Slam +16 (2d6+10) Slam +18 (2d6+12)
Space/Reach 15’/10’
Special Attacks Constrict 1d8+10, improved Constrict 1d8+13 Spell-like abilities, constrict Constrict 1d8+18
grab 1d8+15
Special Scent DR 10/magic and slashing,
Qualities Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +8 Ref +10 Will +4 Fort +10 Ref +10 Will +4 Fort +10 Ref +11 Will +4 Fort +12 Ref +11 Will +4
Abilities S 25 D 17 C 13 S 29 D 17 C 17 S 31 D 19 C 17 S 35 D 19 C 21
I 1 W 12 Ch 2 I 1 W 12 Ch 2 I 1 W 12 Ch 6 I 1 W 12 Ch 6

Feats: Alertness, Endurance, Skill Focus (Hide), Toughness


Skills: Balance +11, Climb +17, Hide +10, Listen +9, Spot +9, Swim +16
Constrict (Ex): On a successful grapple check, a constrictor snake deals the damage shown above.
Improved Grab (Ex): To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without
provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
GIANT CROCODILE
Huge Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 7d8+28 (59hp) 7d8+42 (71hp) 7d8+42 (71hp) 7d8+56 (85hp)
Initiative +1 +2
Speed 20’, swim 30’
AC 16 (-2siz, +1dex, +7nat) 23 (-2siz, +2dex, +13nat)
BAB/Grapple +5/+21 +5/+23 +5/+24 +5/+26
Attack Bite +11 (2d8+12) or Bite +13 (2d8+15) or Bite +14 (2d8+16) or Bite +16 (2d8+21) or
Tail slap +11 (1d12+12) Tail slap +13 (1d12+15) Tail slap +14 (1d12+16) or Tail slap +16 (1d12+21) or
Slam +14 (2d6+11) Slam +16 (2d6+14)
Full attack Bite +11 (2d8+12) or Bite +13 (2d8+15) or Bite +14 (2d8+16) or Bite +16 (2d8+21) or
Tail slap +11 (1d12+12) Tail slap +13 (1d12+15) Tail slap +14 (1d12+16) or Tail slap +16 (1d12+21) or
Slam +14 (2d6+11) Slam +16 (2d6+14)
Space/Reach 15’/10’
Special Attacks Improved grab Spell-like abilities
Special Qualities Hold breath, low-light vision DR 10/magic and slashing,
Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +9 Ref +6 Will +3 Fort +11 Ref +6 Will +3 Fort +11 Ref +7 Will +3 Fort +13 Ref +7 Will +3
Abilities S 27 D 12 C 19 S 31 D 12 C 23 S 33 D 14 C 23 S 37 D 14 C 27
I 1 W 12 Ch 2 I 1 W 12 Ch 2 I 1 W 12 Ch 6 I 1 W 12 Ch 6

Feats: Alertness, Endurance, Skill Focus (Hide)


Skills: Hide +1, Listen +5, Spot +5, Swim +16

Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without
provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep
water, attempting to pin it to the bottom.
Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.

LARGE VIPER SNAKE


Large Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 3d8 (13hp) 3d8+6 (19hp) 3d8+6 (19hp) 3d8+12 (25hp)
Initiative +7 +8
Speed 20’, climb 20’, swim 20’
AC 15 (-1siz, +3dex, +3nat) 22 (-1siz, +4dex, +9nat)
BAB/Grapple +2/+6 +2/+8 +2/+9
Attack Bite +4 (1d4 plus poison) Bite +6 (1d4+2 plus poison) Bite +7 (1d4+3 plus poison) or Bite +9 (1d4+5 plus poison) or
Slam +7 (1d8+3) Slam +9 (1d8+5)
Full attack Bite +4 (1d4 plus poison) Bite +6 (1d4+2 plus poison) Bite +7 (1d4+3 plus poison) or Bite +9 (1d4+5 plus poison) or
Slam +7 (1d8+3) Slam +9 (1d8+5)
Space/Reach 10’/5’
Special Attacks Poison Spell-like abilities
Special Qualities Scent DR 10/magic and slashing,
Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +3 Ref +6 Will +2 Fort +5 Ref +6 Will +2 Fort +5 Ref +7 Will +2 Fort +7 Ref +7 Will +2
Abilities S 10 D 17 C 11 S 14 D 17 C 15 S 16 D 19 C 15 S 20 D 19 C 19
I 1 W 12 Ch 2 I 1 W 12 Ch 2 I 1 W 12 Ch 6 I 1 W 12 Ch 6

Feats: Improved Initiative, Weapon Finesse


Skills: Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8
Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. The save DCs are 11/13/13/15. The save DCs are
Constitution-based.
LION
Large Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 5d8+10 (32hp) 5d8+20 (42hp) 5d8+20 (42hp) 5d8+30 (52hp)
Initiative +3 +4
Speed 40’
AC 15 (-1siz, +3dex, +3nat) 22 (-1siz, +4dex, +9nat)
BAB/Grapple +3/+12 +3/+14 +3/+15 +3/+17
Attack Claw +7 (1d4+5) Claw +9 (1d4+7) Claw +10 (1d4+8) or Claw +12 (1d4+10) or
Slam +10 (1d8+8) Slam +12 (1d8+10)
Full attack 2 claws +7 (1d4+5) and 2 claws +9 (1d4+7) and 2 claws +10 (1d4+8) and 2 claws +12 (1d4+10) and
Bite +2 (1d8+2) Bite +4 (1d8+3) Bite +5 (1d8+4); or Bite +7 (1d4+5); or
Slam +10 (1d8+8) Slam +12 (1d8+10)
Space/Reach 10’/5’
Special Attacks Pounce, improved grab, rake 1d4+2 Rake 1d4+3 Spell-like abilities, rake 1d4+4 Rake 1d4+5
Special Qualities Low-light vision, scent DR 10/magic and slashing,
Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +6 Ref +7 Will +2 Fort +8 Ref +7 Will +2 Fort +8 Ref +8 Will +2 Fort +10 Ref +8 Will +2
Abilities S 21 D 17 C 15 S 25 D 17 C 19 S 27 D 19 C 19 S 31 D 19 C 23
I 2 W 12 Ch 6 I 2 W 12 Ch 6 I 2 W 12 Ch 10 I 2 W 12 Ch 10

Feats: Alertness, Run


Skills: Balance +7, Hide +3, Listen +5, Move Silently +11, Spot +5
Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (Ex): To use this ability, a lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an
attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Rake (Ex): Attack bonus is same as claw. Damage given above.

MEGARAPTOR
Huge Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 8d8+43 (79hp) 8d8+59 (95hp) 8d8+59 (95hp) 8d8+75 (111hp)
Initiative +2 +3
Speed 60’
AC 16 (-2siz, +2dex, +6nat) 23 (-2siz, +3dex, +12nat)
BAB/Grapple +6/+19 +6/+21 +6/+22 +6/+24
Attack Talons +9 (2d8+5) Talons +11 (2d8+7) Talons +12 (2d8+8) or Talons +14 (2d8+10) or
Slam +12 (2d6+8) Slam +14 (2d6+10)
Full attack Talons +9 (2d8+5) and Talons +11 (2d8+7) and Talons +12 (2d8+8) and Talons +14 (2d8+10) and
2 foreclaws +4 (1d4+2) and 2 foreclaws +6 (1d4+3) and 2 foreclaws +7 (1d4+4) and 2 foreclaws +9 (1d4+5) and
bite +4 (2d6+2) Bite +6 (2d6+3) Bite +7 (2d6+4); or Bite +9 (2d6+5); or
Slam +12 (2d6+8) Slam +14 (2d6+10)
Space/Reach 15’/10’
Special Attacks Pounce Spell-like abilities
Special Qualities Low-light vision, scent DR 10/magic and slashing,
Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +10 Ref +8 Will +4 Fort +12 Ref +8 Will +4 Fort +12 Ref +9 Will +4 Fort +14 Ref +9 Will +4
Abilities S 21 D 15 C 21 S 25 D 15 C 25 S 27 D 17 C 25 S 31 D 17 C 29
I 2 W 15 Ch 10 I 2 W 15 Ch 10 I 2 W 15 Ch 14 I 2 W 15 Ch 14

Feats: Run, Toughness, Track


Skills: Hide +5, Jump +27, Listen +12, Spot +12, Survival +12
MONKEY
Tiny Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 1d8 (4hp) 1d8+2 (6hp) 1d8+2 (6hp) 1d8+4 (8hp)
Initiative +2 +3
Speed 30’, climb 30’
AC 14 (+2siz, +2dex) 21 (+2siz, +3dex, +6nat)
BAB/Grapple +0/-12 +0/-10 +0/-9
Attack Bite +4 (1d3-4) Bite +4 (1d3-2) Bite +5 (1d3-1) or Bite +5 (1d3+1) or
Slam +5 (1d3-1) Slam +5 (1d3+1)
Full attack Bite +4 (1d3-4) Bite +4 (1d3-2) Bite +5 (1d3-1) or Bite +5 (1d3+1) or
Slam +5 (1d3-1) Slam +5 (1d3+1)
Space/Reach 2.5’/0’
Special Attacks - Spell-like abilities
Special Qualities Low-light vision DR 10/magic and slashing,
Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +2 Ref +4 Will +1 Fort +4 Ref +4 Will +1 Fort +4 Ref +5 Will +1 Fort +6 Ref +5 Will +1
Abilities S 3 D 15 C 10 S 7 D 15 C 14 S 9 D 17 C 14 S 13 D 17 C 18
I 2 W 12 Ch 5 I 2 W 12 Ch 5 I 2 W 12 Ch 9 I 2 W 12 Ch 9

Feats: Weapon Finesse


Skills: Balance +10, Climb +10, Hide +10, Listen +3, Spot +3

OWL
Tiny Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 1d8 (4hp) 1d8+2 (6hp) 1d8+2 (6hp) 1d8+4 (8hp)
Initiative +3 +4
Speed 10’, fly 40’ (average)
AC 17 (+2siz, +3dex, +2nat) 24 (+2siz, +4dex, +8nat)
BAB/Grapple +0/-11 +0/-9 +0/-8 +0/-6
Attack Talons +5 (1d4-3) Talons +5 (1d4-1) Talons +6 (1d4) or Talons +6 (1d4+2) or
Slam +6 (1d3) Slam +6 (1d3+2)
Full attack Talons +5 (1d4-3) Talons +5 (1d4-1) Talons +6 (1d4) or Talons +6 (1d4+2) or
Slam +6 (1d3) Slam +6 (1d3+2)
Space/Reach 2.5’/0’
Special Attacks - Spell-like abilities
Special Qualities Low-light vision DR 10/magic and slashing,
Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +2 Ref +5 Will +2 Fort +4 Ref +5 Will +2 Fort +4 Ref +6 Will +2 Fort +6 Ref +6 Will +2
Abilities S 4 D 17 C 10 S 8 D 17 C 14 S 10 D 19 C 14 S 14 D 19 C 18
I 2 W 14 Ch 4 I 2 W 14 Ch 4 I 2 W 14 Ch 8 I 2 W 14 Ch 8

Feats: Weapon Finesse


Skills: Listen +14, Move Silently +17, Spot +6
POLAR BEAR
Large Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 8d8+32 (68hp) 8d8+48 (84hp) 8d8+48 (84hp) 8d8+64 (100hp)
Initiative +1 +1 +2 +2
Speed 40’, swim 30’
AC 15 (-1siz, +1dex, +5nat) 15 22 (-1siz, +2dex, +11nat) 22
BAB/Grapple +6/+18 +8/+20 +9/+21 +11/+23
Attack Claw +13 (1d8+8) Claw +15 (1d8+10) Claw +16 (1d8+11) Claw +18 (1d8+13)
Or slam +16 (1d8+11) Or slam +18 (1d8+13)
Full attack 2 claws +13 (1d8+8) and 2 claws +15 (1d8+10) and 2 claws +16 (1d8+11) and 2 claws +18 (1d8+13) and
bite +8 (2d6+4) bite +10 (2d6+5) bite +11 (2d6+5); or bite +13 (2d6+6); or
slam +18 (1d8+11) slam +18 (1d8+13)
Space/Reach 10’/5’
Special Attacks Improved grab Spell like abilities
Special Qualities Low-light vision, scent DR 10/magic, fast heal 3,
Resistances cold 10, elec 10
Tremorsense 60’,
Plant traits
Saves Fort +10 Ref +7 Will +3 Fort +12 Ref +7 Will +3 Fort +12 Ref +8 Will +3 Fort +14 Ref +8 Will +3
Abilities S 27 D 13 C 19 S 31 D 13 C 23 S 33 D 15 C 23 S 37 D 15 C 27
I 2 W 12 Ch 6 I 2 W 12 Ch 6 I 2 W 12 Ch 10 I 2 W 12 Ch 10

Feats: Endurance, Run, Track


Skills: Hide -2, Listen +5, Spot +7, Swim +16

RHINOCEROS
Large Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 8d8+40 (76hp) 8d8+56 (92hp) 8d8+56 (92hp) 8d8+72 (108hp)
Initiative +0 +1
Speed 30’
AC 16 (-1siz, +7nat) 23 (-1siz, +1dex, +13nat)
BAB/Grapple +6/+18 +6/+20 +6/+21 +6/+23
Attack Gore +13 (2d6+12) Gore +15 (2d6+15) Gore +16 (2d6+16) or Gore +18 (2d6+19) or
Slam +16 (1d8+11) Slam +18 (1d8+13)
Full attack Gore +13 (2d6+12) Gore +15 (2d6+15) Gore +16 (2d6+16) or Gore +18 (2d6+19) or
Slam +16 (1d8+11) Slam +18 (1d8+13)
Space/Reach 10’/5’
Special Attacks Powerful charge 4d6+24 Powerful charge 4d6+30 Spell-like abilities, powerful charge 4d6+32 Powerful charge 4d6+38
Special Qualities Low-light vision DR 10/magic and slashing,
Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +11 Ref +6 Will +3 Fort +13 Ref +6 Will +3 Fort +13 Ref +7 Will +3 Fort +15 Ref +7 Will +3
Abilities S 26 D 10 C 21 S 30 D 10 C 25 S 32 D 12 C 25 S 36 D 12 C 29
I 2 W 13 Ch 2 I 2 W 13 Ch 2 I 2 W 13 Ch 6 I 2 W 13 Ch 6

Feats: Alertness, Endurance, Improved Natural Attack (gore)


Skills: Listen +14, Spot +3
Powerful Charge (Ex): A rhinoceros deals the damage shown above when it makes a charge.
ROC
Gargantuan Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 18d8+126 (207hp) 18d8+162 (243hp) 18d8+162 (243hp) 18d8+198 (279hp)
Initiative +2 +3
Speed 20’, fly 80’ (average)
AC 17 (-4siz, +2dex, +9nat) 24 (-4siz, +3dex, +15nat)
BAB/Grapple +13/+37 +13/+39 +13/+40 +13/+42
Attack Talon +21 (2d6+12) Talons +23 (2d6+14) Talons +24 (2d6+15) or Talons +26 (2d6+17) or
Slam +24 (2d8+15) Slam +26 (2d8+17)
Full attack 2 talons +21 (2d6+12) and 2 talons +23 (2d6+14) and 2 talons +24 (2d6+15) and 2 talons +26 (2d6+17) and
bite +19 (2d8+6) Bite +21 (2d8+7) Bite +22 (2d8+7); or Bite +24 (2d8+8); or
Slam +24 (2d8+15) Slam +26 (2d8+17)
Space/Reach 20’/15’
Special Attacks - Spell-like abilities
Special Qualities Low-light vision DR 10/magic and slashing,
Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +18 Ref +13 Will +9 Fort +20 Ref +13 Will +9 Fort +20 Ref +14 Will +9 Fort +22 Ref +14 Will +9
Abilities S 34 D 15 C 24 S 38 D 15 C 28 S 40 D 17 C 28 S 44 D 17 C 32
I 2 W 13 Ch 11 I 2 W 13 Ch 11 I 2 W 13 Ch 15 I 2 W 13 Ch 15

Feats: Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack, Snatch, Wingover
Skills: Hide -3, Listen +10, Spot +14

TIGER
Large Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 6d8+18 (45hp) 6d8+30 (57hp) 6d8+30 (57hp) 6d8+42 (69hp)
Initiative +2 +3
Speed 40’
AC 14 (-1siz, +2dex, +3nat) 21 (-1siz, +3dex, +9nat)
BAB/Grapple +4/+14 +4/+16 +4/+17 +4/+19
Attack Claw +9 (1d8+6) Claw +11 (1d8+8) Claw +12 (1d8+9) or Claw +14 (1d8+11) or
Slam +12 (1d8+9) Slam +14 (1d8+11)
Full attack 2 claws +9 (1d8+6) and 2 claws +11 (1d8+8) and 2 claws +12 (1d8+9) and 2 claws +14 (1d8+11) and
Bite +4 (2d6+3) Bite +6 (2d6+4) Bite +7 (2d6+4); or Bite +9 (2d6+5); or
Slam +12 (1d8+9) Slam +14 (1d8+11)
Space/Reach 10’/5’
Special Attacks Improved grab, pounce, rake 1d8+3 Rake 1d8+4 Spell-like abilities, rake 1d8+4 Rake 1d8+5
Special Qualities Low-light vision, scent DR 10/magic and slashing,
Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +8 Ref +7 Will +3 Fort +10 Ref +7 Will +3 Fort +10 Ref +8 Will +3 Fort +12 Ref +8 Will +3
Abilities S 23 D 15 C 17 S 27 D 15 C 21 S 29 D 17 C 21 S 33 D 17 C 25
I 2 W 12 Ch 6 I 2 W 12 Ch 6 I 2 W 12 Ch 10 I 2 W 12 Ch 10

Feats: Alertness, Improved Natural Attack (bite), Improved Natural Attack (claw)
Skills: Balance +6, Hide +3, Listen +3, Move Silently +9, Spot +3, Swim +11
Improved Grab (Ex): To use this ability, a tiger must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without
provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a tiger charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus as claw attack. Damage given above.
TRICERATOPS
Huge Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 16d8+124 (196hp) 16d8+156 (228hp) 16d8+156 (228hp) 16d8+188 (260hp)
Initiative -1 +0
Speed 30’
AC 18 (-2siz, -1dex, +11nat) 25 (-2siz, +17nat)
BAB/Grapple +12/+30 +12/+32 +12/+33 +12/+35
Attack Gore +20 (2d8+15) Gore +22 (2d8+18) Gore +23 (2d8+19) or Gore +25 (2d8+22) or
Slam +23 (2d6+13) Slam +25 (2d6+15)
Full attack Gore +20 (2d8+15) Gore +22 (2d8+18) Gore +23 (2d8+19) or Gore +25 (2d8+22) or
Slam +23 (2d6+13) Slam +25 (2d6+15)
Space/Reach 15’/10’
Special Attacks Powerful charge, trample Trample 2d12+18 Spell-like abilities, trample Trample 2d12+22
2d12+15 2d12+19
Special Low-light vision, scent DR 10/magic and slashing,
Qualities Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +19 Ref +9 Will +6 Fort +21 Ref +9 Will Fort +21 Ref +10 Will +6 Fort +23 Ref +10 Will +6
+6
Abilities S 30 D 9 C 25 S 34 D 9 C 29 S 36 D 11 C 29 S 40 D 11 C 33
I 1 W 12 Ch 7 I 1 W 12 Ch 7 I 1 W 12 Ch 11 I 1 W 12 Ch 11

Feats: Alertness, Great Fortitude, Toughness (x4)


Skills: Listen +13, Spot +12
Powerful Charge (Ex): When a triceratops charges, its gore attack deals 4d8+20 (4d8+24/4d8+26/4d8+30) points of damage.

TYRANNOSAURUS
Huge Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 18d8+99 (180hp) 18d8+135 (216hp) 18d8+135 (216hp) 18d8+171 (252hp)
Initiative +1 +2
Speed 40’
AC 14 (-2siz, +1dex, +5nat) 21 (-2siz, +2dex, +11nat)
BAB/Grapple +13/+30 +13/+32 +13/+33 +13/+35
Attack Bite +20 (3d6+13) Bite +22 (3d6+16) Bite +23 (3d6+18) or Bite +25 (3d6+21) or
Slam +23 (2d6+12) Slam +25 (2d6+14)
Full attack Bite +20 (3d6+13) Bite +22 (3d6+16) Bite +23 (3d6+18) or Bite +25 (3d6+21) or
Slam +23 (2d6+12) Slam +25 (2d6+14)
Space/Reach 15’/10’
Special Attacks Improved grab, swallow whole Spell-like abilities
Special Qualities Low-light vision, scent DR 10/magic and slashing,
Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +16 Ref +12 Will +8 Fort +18 Ref +12 Will +8 Fort +18 Ref +13 Will +8 Fort +20 Ref +13 Will +8
Abilities S 28 D 12 C 21 S 32 D 12 C 25 S 34 D 14 C 25 S 38 D 14 C 29
I 2 W 15 Ch 10 I 2 W 15 Ch 10 I 2 W 15 Ch 14 I 2 W 15 Ch 14

Feats: Alertness, Improved Natural Attack (bite), Run, Toughness (x3), Track
Skills: Hide -2, Listen +14, Spot +14
Improved Grab (Ex): To use this ability, a tyrannosaurus must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start
a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe
the following round.
Swallow Whole (Ex): A tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check.
The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the tyrannosaurus’s gizzard. A
swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the
creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Huge tyrannosaurus’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
WOLF
Medium Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 2d8+4 (13hp) 2d8+8 (17hp) 2d8+8 (17hp) 2d8+12 (21hp)
Initiative +2 +3
Speed 50’
AC 14 (+2dex, +2nat) 21 (+3dex, +8nat)
BAB/Grapple +1/+2 +1/+4 +1/+5 +1/+7
Attack Bite +3 (1d6+1) Bite +5 (1d6+3) Bite +6 (1d6+4) or Bite +8 (1d6+6) or
Slam +6 (1d6+4) Slam +8 (1d6+6)
Full attack Bite +3 (1d6+1) Bite +3 (1d6+3) Bite +6 (1d6+4) or Bite +8 (1d6+6) or
Slam +6 (1d6+4) Slam +8 (1d6+6)
Space/Reach 5’/5’
Special Attacks Trip Spell-like abilities
Special Qualities Low-light vision, scent DR 10/magic and slashing,
Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +5 Ref +5 Will +1 Fort +7 Ref +5 Will +1 Fort +7 Ref +6 Will +1 Fort +9 Ref +6 Will +1
Abilities S 13 D 15 C 15 S 17 D 15 C 19 S 19 D 17 C 19 S 23 D 17 C 23
I 2 W 12 Ch 6 I 2 W 12 Ch 6 I 2 W 12 Ch 10 I 2 W 12 Ch 10

Feats: Track, Weapon Focus (bite)


Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1
Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1[+3/+4/+6] check modifier) as a free action without making a touch
attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

WOLVERINE
Medium Animal

Base Augment Greenbound Augment/Greenbound


Hit Dice 3d8+15 (28hp) 3d8+21 (34hp) 3d8+21 (34hp) 3d8+27 (40hp)
Initiative +2 +3
Speed 30’, burrow 10’, climb
10’
AC 14 (+2dex, +2nat) 21 (+3dex, +8nat)
BAB/Grapple +2/+4 +2/+6 +2/+7 +2/+9
Attack Claw +4 (1d4+2) Claw +6 (1d4+4) Claw +7 (1d4+5) or Claw +9 (1d4+7) or
Slam +7 (1d6+5) Slam +9 (1d6+7)
Full attack 2 claws +4 (1d4+2) and 2 claws +6 (1d4+4) and 2 claws +7 (1d4+5) and 2 claws +9 (1d4+7) and
Bite -1 (1d6+1) Bite +1 (1d6+2) Bite +2 (1d6+2); or Bite +4 (1d6+3); or
Slam +7 (1d6+5) Slam +9 (1d6+7)
Space/Reach 5’/5’
Special Attacks Rage Spell-like abilities
Special Qualities Low-light vision, scent DR 10/magic and slashing,
Fast heal 3, tremorsense 60’,
Resist cold 10, elec 10,
Plant traits
Saves Fort +7 Ref +5 Will +2 Fort +9 Ref +5 Will +2 Fort +9 Ref +6 Will +2 Fort +11 Ref +6 Will +2
Abilities S 14 D 15 C 19 S 18 D 15 C 23 S 20 D 17 C 23 S 24 D 17 C 27
I 2 W 12 Ch 10 I 2 W 12 Ch 10 I 2 W 12 Ch 10 I 2 W 12 Ch 14

Feats: Alertness, Toughness, Track


Skills: Climb +10, Listen +6, Spot +6

Rage (Ex): A wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent
is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily.

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