This small dwarf-sized bipedal lizard has mottled gray and brown flesh with a short dorsal fin that runs the length of its body, tapering off as it meets the tail. Its underbelly is yellow and its eyes are white. Its feet are webbed as are its tiny "hands."
Muckdweller CR 1/4
XP 100
N Small magical beast (reptilian)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +5
DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 5 (1d10)
Fort +2, Ref +4, Will +1
OFFENSE
Speed 10 ft., swim 30 ft.
Melee bite +4 (1d4-2)
Special Attacks blinding spray
STATISTICS
Str 6, Dex 14, Con 11, Int 9, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 9
Feats Weapon Finesse
Skills Acrobatics +6, Perception +5, Swim +14; Racial Modifiers +4 Acrobatics, +4 Swim. Muckdwellers use their Dexterity modifier for Swim checks.
SPECIAL ABILITIES
Blinding Spray (Ex)
By filling its mouth with muddy water, a muckdweller can fire a stream of muddy water in a 10-foot line. A creature hit must succeed on a DC 10 Reflex save or be blinded for 1d2 rounds. The save DC is Constitution-based. A muckdweller can take a move action to refill its mouth with muddy water so it can use its spray again.
ECOLOGY
Environment temperate marshes
Organization pack (3-7) or swarm (8-17)
Treasure standard
The muckdweller is a small, swamp-dwelling bipedal lizard that lives on a diet of carrion, fresh meat, plants, and insects. It has a long tail that allows it to swim rapidly through the water or maintain its balance when standing upright. Muckdwellers sometimes associate with lizardfolk.
Muckdwellers stand about 4 feet tall. They speak their own language of croaks and hisses, and a rare few speak Draconic.
The muckdweller attacks by squirting muddy water at its foes. When it successfully blinds an opponent, it darts in and bites with its sharp teeth.
Muckdweller CR 1/4
XP 100
N Small magical beast (reptilian)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +5
DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 5 (1d10)
Fort +2, Ref +4, Will +1
OFFENSE
Speed 10 ft., swim 30 ft.
Melee bite +4 (1d4-2)
Special Attacks blinding spray
STATISTICS
Str 6, Dex 14, Con 11, Int 9, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 9
Feats Weapon Finesse
Skills Acrobatics +6, Perception +5, Swim +14; Racial Modifiers +4 Acrobatics, +4 Swim. Muckdwellers use their Dexterity modifier for Swim checks.
SPECIAL ABILITIES
Blinding Spray (Ex)
By filling its mouth with muddy water, a muckdweller can fire a stream of muddy water in a 10-foot line. A creature hit must succeed on a DC 10 Reflex save or be blinded for 1d2 rounds. The save DC is Constitution-based. A muckdweller can take a move action to refill its mouth with muddy water so it can use its spray again.
ECOLOGY
Environment temperate marshes
Organization pack (3-7) or swarm (8-17)
Treasure standard
The muckdweller is a small, swamp-dwelling bipedal lizard that lives on a diet of carrion, fresh meat, plants, and insects. It has a long tail that allows it to swim rapidly through the water or maintain its balance when standing upright. Muckdwellers sometimes associate with lizardfolk.
Muckdwellers stand about 4 feet tall. They speak their own language of croaks and hisses, and a rare few speak Draconic.
The muckdweller attacks by squirting muddy water at its foes. When it successfully blinds an opponent, it darts in and bites with its sharp teeth.
This bald, long-bearded dwarf has dull gray skin, low arching brows, and eyes that seem to absorb rather than reflect the light.
Duergar CR 1/3
XP 135
Duergar warrior 1
LE Medium humanoid (dwarf)
Init –1; Senses darkvision 120 ft; Perception +1
DEFENSEAC 17, touch 9, flat-footed 17 (+6 armor, –1 Dex, +2 shield)
hp 7 (1d10+2)
Fort +4, Ref –1, Will +1; +2 vs. spells
Immune paralysis, phantasms, poison
Weaknesses light sensitivity
OFFENSESpeed 20 ft.
Melee warhammer +3 (1d8+1/×3)
Ranged light crossbow +0 (1d8/19–20)
Spell-Like Abilities (CL 3rd)
1/day—enlarge person (self only), invisibility (self only)
STATISTICSStr 12, Dex 9, Con 15, Int 10, Wis 13, Cha 4
Base Atk +1; CMB +2; CMD 11
Feats Weapon Focus (warhammer)
Skills Intimidate +1, Stealth –3; Racial Modifiers +2 Perception relating to stonework, +4 Stealth
Languages Common, Dwarven, Undercommon
SQ slow and steady, stability
Duergar CR 1/3
XP 135
Duergar warrior 1
LE Medium humanoid (dwarf)
Init –1; Senses darkvision 120 ft; Perception +1
DEFENSEAC 17, touch 9, flat-footed 17 (+6 armor, –1 Dex, +2 shield)
hp 7 (1d10+2)
Fort +4, Ref –1, Will +1; +2 vs. spells
Immune paralysis, phantasms, poison
Weaknesses light sensitivity
OFFENSESpeed 20 ft.
Melee warhammer +3 (1d8+1/×3)
Ranged light crossbow +0 (1d8/19–20)
Spell-Like Abilities (CL 3rd)
1/day—enlarge person (self only), invisibility (self only)
STATISTICSStr 12, Dex 9, Con 15, Int 10, Wis 13, Cha 4
Base Atk +1; CMB +2; CMD 11
Feats Weapon Focus (warhammer)
Skills Intimidate +1, Stealth –3; Racial Modifiers +2 Perception relating to stonework, +4 Stealth
Languages Common, Dwarven, Undercommon
SQ slow and steady, stability
Covered in a thick coat of wool, this placid animal has docile eyes as it forages contentedly.
Sheep CR 1/4
XP 100
N Medium animal
Init +1; Senses low-light vision; Perception +8
DEFENSE
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 11 (2d8+2)
Fort +4, Ref +4, Will +0
OFFENSE
Speed 30 ft.
Melee bite +1 (1d6)
STATISTICS
Str 10, Dex 13, Con 12, Int 1, Wis 11, Cha 4
Base Atk +1; CMB +1; CMD 12 (16 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +8
ECOLOGY
Environment temperate hills, mountains and plains
Organization flock (5–50 sheep plus 1 ram per 10 adults and (2–20 lambs)
Treasure none
The statistics here describe the common sheep. Sheep generally flee from danger and avoid combat if possible. If cornered, they attack by biting.
Sheep CR 1/4
XP 100
N Medium animal
Init +1; Senses low-light vision; Perception +8
DEFENSE
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 11 (2d8+2)
Fort +4, Ref +4, Will +0
OFFENSE
Speed 30 ft.
Melee bite +1 (1d6)
STATISTICS
Str 10, Dex 13, Con 12, Int 1, Wis 11, Cha 4
Base Atk +1; CMB +1; CMD 12 (16 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +8
ECOLOGY
Environment temperate hills, mountains and plains
Organization flock (5–50 sheep plus 1 ram per 10 adults and (2–20 lambs)
Treasure none
The statistics here describe the common sheep. Sheep generally flee from danger and avoid combat if possible. If cornered, they attack by biting.
CR 1/4
XP 100
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +1
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +4, Will +1
OFFENSE
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 2, Dex 15, Con 11, Int 2, Wis 13, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +10, Stealth +18, Swim +10; Racial Modifiers +4 Stealth
ECOLOGY
Environment any temperate
Organization solitary, pair, nest (3–12), or plague (13–100)
Treasure none
Fecund and secretive, rats are omnivorous rodents that particularly thrive in urban areas.
Otter
CR 1/4
XP 100
N Tiny animal
Init +3; Senses low-light vision; Perception +1
DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +1
OFFENSE
Speed 20 ft., swim 30 ft.
Melee bite +5 (1d3-4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 16, Con 10, Int 2, Wis 13, Cha 5
Base Atk +0; CMB +1; CMD 7 (11 vs. trip)
Feats Weapon Finesse
Skills Escape Artist +4, Swim +10
SPECIAL ABILITIES
Familiar
The master of an otter familiar gains a +3 bonus on Swim checks.
ECOLOGY
Environment any water
Organization solitary or family (2-16)
Treasure none
Otters are curious and playful, and enjoy investigating new objects, sliding down wet rocks, and other simple games.
CR 1/4
XP 100
N Tiny animal
Init +3; Senses low-light vision; Perception +1
DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +1
OFFENSE
Speed 20 ft., swim 30 ft.
Melee bite +5 (1d3-4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 16, Con 10, Int 2, Wis 13, Cha 5
Base Atk +0; CMB +1; CMD 7 (11 vs. trip)
Feats Weapon Finesse
Skills Escape Artist +4, Swim +10
SPECIAL ABILITIES
Familiar
The master of an otter familiar gains a +3 bonus on Swim checks.
ECOLOGY
Environment any water
Organization solitary or family (2-16)
Treasure none
Otters are curious and playful, and enjoy investigating new objects, sliding down wet rocks, and other simple games.