Neutral Small Animal (mammal)
FREQUENCY: Common
NO. APPEARING: 1 or 2-12
SURPRISE: 17% — Others +17%
SENSES: night vision, exceptional hearing, scent
ARMOR CLASS: 6
MOVE: 5" — climb 5" (trees)
HIT DICE: 1d5 (hp 2)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 20*
MELEE: claws (1d2) and bite (1)
SPECIAL ATTACKS: grab, rake (1d2) - Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal (1)
MORALE: +0%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: I (XP 5 + 1 per hp)
Neutral Small Animal (mammal)
FREQUENCY: Uncommon
NO. APPEARING: 1 (2-5)
SURPRISE: 17% — Others +17%
SENSES: night vision, exceptional hearing, scent
ARMOR CLASS: 5
MOVE: 18" — climb 18" (trees)
HIT DICE: 1 (hp 4)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 19
MELEE: 2 claws (1d2 each) and bite (1d2)
SPECIAL ATTACKS: grab, rake (1d2/1d2) - Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal (1)
MORALE: +5%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: I (XP 10 + 1 per hp)
Domestic and wild cats are closely related and most species can interbreed. Domestic cats are found nearly everywhere in temperate to tropical climes; some have "gone wild." Wild cats are found from subarctic to tropical regions. The smaller domestic variety has only 1 effective attack with forepaw claws, while the larger wild cat has 2 such attacks.
Both gain rear claw rakes if forepaw claw attacks succeed in hitting the opponent. From a domestic cat, rear claw rakes inflict 1-2 points of damage and from a wild cat 1-2/1-2 points of damage.
Both sorts of felines surprise prey on 3 in 6. Both are surprised only on a 1 in 6. Both species are agile climbers and can move up and along tree limbs at half their normal movement rate. Domestic cats will not normally attack medium or large creatures.
Neutral Man-sized Animal (mammal)
FREQUENCY: Rare
NO. APPEARING: 1-4
SURPRISE: 33% — Others +17%
SENSES: night vision
ARMOR CLASS: 5
MOVE: 15" — sprint 45"
HIT DICE: 3 (hp 13)
% IN LAIR: 15%
TREASURE TYPE: nil
THAC0: 16
MELEE: 2 claws (1d2 each) and bite (2d4)
SPECIAL ATTACKS: rake (1d2 each), pounce (20-ft) — Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal (1)
MORALE: +15%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: III (XP 65 + 3 per hp)
The cheetah is found on tropical plains and grasslands. It is the only cat with nonretractable claws, and, if taken young, is the only large cat that can be trained and domesticated to a trustworthy level at all times. (Lion-lovers claim that cheetahs are no more faithful than lions. The debate is unresolved.) As with all cats, cheetahs are carnivores who actively stalk and kill game to survive.
Because of their camouflage coloration and hunting skill, they surprise on 3 in 6.
These felines can burst into triple speed, a 45" "sprint" for 3 rounds. They must rest 3 turns before again sprinting.
Cheetahs can spring 10 feet upwards or forward as much as 20 feet. If both forepaws hit during an attack, the cheetah gains 2 additional raking attacks with its rear claws.
If found in its lair, and only 1 or 2 animals are indicated, there will also be 1-4 cubs there. These young have no effective attack. Naturally, parent animals will give their lives in defense of the young. Parent animals defending their young attack at +2 to hit and to damage.
Neutral Man-sized Animal (mammal)
FREQUENCY: Uncommon
NO. APPEARING: 1-2
SURPRISE: 33% — Others +17%
SENSES: night vision
ARMOR CLASS: 6
MOVE: 12" — climb 12" (trees)
HIT DICE: 3 + 2 (hp 19)
% IN LAIR: 5%
TREASURE TYPE: nil
THAC0: 16
MELEE: 2 claws (1d3 each) and bite (1d6)
SPECIAL ATTACKS: rake (1d4 each), pounce (25-ft) - Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- (2-4)
MORALE: +17%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: III (XP 150 + 4 per hp)
These carnivores live in tropical woodlands and jungles.
They hunt by laying in wait and leaping upon their prey, surprising on a 1-3.
Leopards can spring 20-ft upwards or ahead 25-ft. If they score hits with both forepaws during a melee round, the leopard gains 2 additional attacks that round, each attack at 1-4 hit points damage.
If found in their lair, there is a 25% chance that there will be 1-3 cubs there. These young will have no effective attack.
Neutral Large Animal (mammal) (6-8-ft long)
FREQUENCY: Uncommon
NO. APPEARING: 2-12
SURPRISE: 17%
SENSES: night vision, exceptional hearing, scent
ARMOR CLASS: 5 (AC 6 female)
MOVE: 12"
HIT DICE: 5 + 2 (hp 32)
% IN LAIR: 25%
TREASURE TYPE: nil
THAC0: 15
MELEE: 2 claws (1d4 each) and bite (1d10)
SPECIAL ATTACKS: rake (1d6+1 each), pounce (30-ft) - Hits As: +1
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- (2-4)
MORALE: +27%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LEVEL: V (XP 492 or 300 + 6 per hp)
Neutral Man-sized Animal (mammal)
FREQUENCY: Uncommon
NO. APPEARING: 1-2
SURPRISE: 17% — Others +17%
SENSES: night vision, exceptional hearing, scent
ARMOR CLASS: 6
MOVE: 15" — climb 15" (trees)
HIT DICE: 3 + 1 (hp 13)
% IN LAIR: 10%
TREASURE TYPE: nil
THAC0: 16
MELEE: 2 claws (1d3 each) and bite (1d6)
SPECIAL ATTACKS: rake (1d4 each), pounce - Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- (2-4)
MORALE: +16%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: III (XP 150 + 4 per hp)
Neutral Large Animal (mammal, [pleistocene]) (7-14-ft)
FREQUENCY: Rare
NO. APPEARING: 2-8
SURPRISE: 17%
SENSES: night vision, exceptional hearing, scent
ARMOR CLASS: 5
MOVE: 12"
HIT DICE: 6 + 2 (hp 39)
% IN LAIR: 25%
TREASURE TYPE: nil
THAC0: 13
MELEE: 2 claws (1d4 each) and bite (1d12)
SPECIAL ATTACKS: rake (2d4 each), pounce (30-ft) - Hits As: +2
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- (2-4)
MORALE: +32%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LEVEL: V (XP 534 or 300 + 6 per hp)
Lion. Lions generally inhabit warmer climates - warm temperate to tropical. They will thrive in any region, from desert to jungle, swamp to savannah. Lions hunt in packs (prides), the males seldom doing any actual stalking/killing of prey. The lioness is the real huntress.
All these creatures can spring up to 30-ft. Males, however, are ferocious fighters, and will actively defend their group territory. Male lions have armor class 5 forequarters and armor class 6 hindquarters, lionesses have the latter armor class.
A typical pride consists of 1-3 males and 1-9 females. If found in their lair there will be 1-10 cubs from 30% to 60% grown which will not fight. There will be 1-4 lionesses with these cubs which will immediately attack.
Lions do not climb trees well and they dislike swimming.
If a lion scores two paw hits during melee it gains the advantage of raking with its two rear claws that turn, each rake causing 2-7 points of damage.
Mountain Lion. This creature is not actually a true lion, but a species of great cat. They inhabit forests and deserts as well as mountains. They are somewhat cautious, but they are fierce fighters if threatened or cornered.
They can spring upwards 15-ft or ahead at least 20-ft to attack.
Their rear claws each rake for 1-4 hit points damage.
Spotted Lion. Also known as cave lions, spotted lions are larger, spotted specimens of the common lion. They roam the plains of the pleistocene epoch, with but few being found elsewhere. Their hunting traits and group closely resemble those of their smaller, more modern kin.
Neutral Man-sized Monster (animal, mammal)
FREQUENCY: Rare
NO. APPEARING: 1-4
SURPRISE: 33% — Others automatic (+50%)
SENSES: night vision
ARMOR CLASS: 6
MOVE: 12" — climb 30-ft. — swim 60-ft.
HIT DICE: 2 + 2 (hp 13)
% IN LAIR: 5%
TREASURE TYPE: nil
THAC0: 16
MELEE: 2 claws (1d2 each) and bite (1d4)
SPECIAL ATTACKS: rake (1d3 each), pounce (15-ft) - Hits As: normal
SPECIAL DEFENSES: camouflage (90%), detect snares and pits (75%)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very (11-12)
MORALE: +12%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LANGUAGES: Giant Lynx
LEVEL: II
These forest cats prefer cold regions. They are aggressive and compete well with other predators because of their intelligence.
If found in their lair there is a 25% chance that there will be 1-4 kittens there, 10% to 30% grown, with no effective attack.
Giant lynx climb very well, swim reasonably well, and they can leap 15-ft. If the lynx strikes with both forepaws, it will then get two additional attacks, raking with the rear claws, each causing 1-3 hit points of damage.
Giant lynx speak their own language. They have also learned to hide themselves in order to avoid detection (90% unlikely in normal circumstances) or surprise prey (surprise on 1-5). They are 75% accurate in detecting traps.
Neutral Large Animal (mammal) (6-7-ft long)
FREQUENCY: Uncommon
NO. APPEARING: 1-4
SURPRISE: 17%
SENSES: night vision, exceptional hearing, scent
ARMOR CLASS: 6
MOVE: 12" — climb 12" (trees)
HIT DICE: 5 + 5 (hp 28)
% IN LAIR: 5%
TREASURE TYPE: nil
THAC0: 13
MELEE: 2 claws (1d4+1 each) and bite (1d10)
SPECIAL ATTACKS: rake (2d4 each), pounce (up to 50-ft) - Hits As: +1
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- (2-4)
MORALE: +30%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LEVEL: V (XP 507 or 225 + 6 per hp)
Neutral Large Animal (mammal, pleistocene) (5-8-ft long)
FREQUENCY: Rare
NO. APPEARING: 1-2
SURPRISE: 17%
SENSES: night vision, exceptional hearing, scent
ARMOR CLASS: 6
MOVE: 12" — climb 12" (trees)
HIT DICE: 7 + 2 (hp 34)
% IN LAIR: 10%
TREASURE TYPE: nil
THAC0: 13 (11)
MELEE: 2 claws (1d4 each) and bite (2d6)
SPECIAL ATTACKS: attack bonus (+2), rake (2d4 each), pounce (up to 50-ft) - Hits As: +2
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal (1)
MORALE: +32%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LEVEL: V (XP 1,070 or 550 + 10 per hp)
Tigers range from subarctic to tropical areas, for they are highly adaptable and superb hunters. They often hunt in pairs or family groups.
They climb well, can leap 10-ft upwards and 30-ft to 50-ft ahead in attack.
If encountered in their lair there is a 25% chance that there will be 1-3 cubs there, these young having no effective attacks, and are from 30% to 60% mature.
When they score 2 forepaw hits in one melee round, tigers also get 2 additional rear claw attacks each at 2-8 hit points damage that round.
Sabre-Tooth Tiger: The most aggressive and fearsome predator of the Pleistocene epoch, these giants are seldom encountered elsewhere. They range only in warm regions but otherwise conform to the characteristics of normal tigers.
Their six inch long fangs inflict terrible wounds, and the size of these teeth, along with the power of the sabre-tooth tiger's jaws, give the creature a +2 on "to hit" dice.