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Giant Ferretby Jamie Baty
BA, RC 177
Hit Dice: 1d8+1 (5 hp)
Initiative: +3 (+3 Dex)
Speed: 50 ft. (10 squares), Climb 20 ft. (4 squares)
Armour Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: 0/-5
Attack: Bite +3 melee (1d8 -1)
Full Attack: Bite +3 melee (1d8 -1)
Space/Reach: 5 ft./0 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 8, Dex 16, Con 13, Int 2, Wis 12, Cha 5
Skills: Balance +11, Climb +11, Escape Artist +3, Hide +7, Listen +9, Move Silently +7, Spot +9
Feats: Alertness, Track (B), Weapon Finesse (B)
Environment: Any forests, underground
Organisation: Solitary, Pair, Pack (2-5), or Nest (5-20)
Challenge Rating: 1/4
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: -
Giant ferrets, like normal ferrets, are long, slender mammals with yellow-white fur and red eyes. But giant ferrets grow to be about 3ft in length, more than twice as long as normal ferrets. Giant ferrets hunt giant rats, and are slender, fast and strong enough to seek these creatures out in their underground lairs. They are often trained for this purpose.
The tempers of giant ferrets are highly unpredictable, and they have been known to attack humans, even their trainers. They will always attack rats upon sight.
Scent (Ex): This special quality allows a giant ferret to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Skills: Giant ferrets have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance checks. They have a +4 racial bonus to all Spot and Listen checks. Giant ferrets have a +8 bonus to all Climb checks. They use their Dexterity modifier for Climb checks. A giant ferret can always choose to take 10 on a Climb check, even if rushed or threatened.