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Gerbil

by Jamie Baty

GAZ12 43
Diminutive Animal
Hit Dice: 1/4d8+1 (2 hp)
Initiative: +4 (+4 Dex)
Speed: 20 ft. (4 squares), climb 20ft
Armour Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple: 0/-16
Attack: Bite +8 melee (1d2 -4)
Full Attack: Bite +8 melee (1d2 -4)
Space/Reach: 1 ft. /0 ft.
Special Attacks: Double damage against organic objects
Special Qualities: Low-light vision
Saves: Fort +3, Ref +6, Will -1
Abilities: Str 3, Dex 18, Con 13, Int 2, Wis 8, Cha 4
Skills: Climb +12, Hide +16, Listen +15, Move Silently +5, Spot +3*
Feats: Alertness, Weapon Finesse (B)
Environment: Any land
Organisation: Solitary, Pair, Family (2-5), or Nest (5-20)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: 1/2 - 1 HD (Diminutive)
Level Adjustment: -

These small rodents are nocturnal and have excellent night vision. Their hearing is also very good and they are rarely surprised. Their sharp teeth can gnaw through wood and fabric with ease. They are good climbers.
In the Ethengar Khanates, these creatures are quite common among the nomads (and quite a nuisance as well), and are roasted on a spit over an open fire to be eaten if caught..

Combat
These creatures will flee from anything perceived as a threat. They can defend themselves with their bite.

Double Damage Against Organic Objects (Ex): A gerbil that makes a full attack against an organic object (wood, fabric, leather, etc...) deals double damage.

Skills: A gerbil has a +12 racial bonus to all Listen checks. A gerbil has a +8 racial bonus to Climb checks. A gerbil can always choose to take 10 on a Climb check, even if rushed or threatened. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *A gerbil has a +4 racial bonus to all Spot checks under nighttime conditions.