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Giant Beaverby Jamie Baty
BMSII 13, 14, 16
Large Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +4 (+4 Dex)
Speed: 40 ft. (8 squares)
Armour Class: 14 (-1 size, +4 Dex, +1 natural), touch 13, flat-footed 10
Base Attack/Grapple: +4/+12
Attack: Bite +7 melee (4d6 +4)
Full Attack: Bite +7 melee (4d6 +4) and 2 claw +2 melee (1d8 +2)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Double damage against wood objects
Special Qualities: Darkvision 60ft., low-light vision
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 19, Dex 18, Con 17, Int 5, Wis 14, Cha 12
Skills: Diplomacy +3, Listen +6, Spot +6, Swim +5
Feats: Alertness, Endurance
Environment: Any land
Organisation: Solitary, Pair, or Colony (5-20)
Challenge Rating: 2
Alignment: Always neutral
Advancement: 5-8 HD (Large); 9-12 HD (Huge)
Level Adjustment: -
These creatures are the result of magical experimentation. It is believed that a ambitious wizard tried to take a normal beaver and give it the size and intelligence to allow it to help construct things at the behest of humans. The giant beaver that resulted was a magical creature that looks like an overgrown version of the regular beaver. Some scholars believe this creature is the ancestor of the Mugumba Mud-dwellers, however, this is a unsupported argument at best.
Giant beavers build great dams in order to create ponds in which to build their huge mud and wood "castles." They can be persuaded to build dams and other earthworks in exchange for jewellery, gold, or rare and exotic barks. In addition to their accumulated wealth, giant beaver pelts command a high price on the black market, ranging from 500-800 gp per pelt.
Not inclined to fight, these creatures will flee when met openly, and will fight only when cornered or trapped. Intruders into their lairs will be ferociously attacked by every giant beaver in the lair.
Double Damage Against Wood Objects (Ex): Giant beavers ignore the hardness of any wooden objects it attacks and it inflicts double damage to wooden objects (or creatures made of wood).