Trash Gryphonshttps://www.redbubble.com/people/tillery/works/36304776-trash-gryphons-collection?c=1039487-trash-gryphonsIt's unknown where Trash Gryphons come from. No one takes credit for their creation, and they seem to fill a niche that implies they may have evolved naturally. There are many species featuring different bird/mammal mixes, all of them living in or near civilized areas. In theory they may even be domesticable, though they would make difficult pests.
Pigeon Rat Tiny Magical Beast
Hit Dice: 1/2d10 (2 hp)
Initiative: +2
Speed: 15 ft. (3 squares), Climb 15 ft., Swim 15 ft., Fly 50 ft.
Armor Class: 14 (+2 Size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +1/-11
Attack: Bite +5 melee (1d3-4)
Full Attack: Bite +5 melee (1d3-4) and 2 Claws +0 melee (1d2-4)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Disease Carrier
Special Qualities: Darkvision 60 ft., low-light vision, scent, Immune to Disease
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 2, Dex 15, Con 10, Int 1, Wis 12, Cha 8
Skills: Balance +10, Climb +10, Hide +17, Listen +3, Move Silently +9, Spot +3, Swim +10
Feats: Stealthy (B), Weapon Finesse
Environment: Any except desert
Organization: Solitary or Pair
Challenge Rating: 1/4
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---
Pigeon Rats get little respect, and many consider them vermin of the sky.
Disease Carrier (Ex): When exposed to disease the Gryphon must make a Fortitude Save as usual. If it fails it still doesn't suffer the effects of the disease. It does now carry it as though infected though, so it can pass the disease as appropriate.
Skills: Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, and Climb checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Combat: Pigeon Rats are fearless, and will bite anything that gets close.
Sparrow Mouse Diminutive Magical Beast
Hit Dice: 1/4d10 (2 hp)
Initiative: +3
Speed: 15 ft. (3 squares), Climb 15 ft., Fly 20 ft.
Armor Class: 17 (+4 Size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple: +1/-16
Attack: Bite +8 melee (1d2-5)
Full Attack: Bite +8 melee (1d2-5)
Space/Reach: 1 ft./0 ft.
Special Attacks: Disease Carrier
Special Qualities: Darkvision 60 ft., low-light vision, scent, Immune to Disease
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 1, Dex 17, Con 10, Int 2, Wis 12, Cha 8
Skills: Balance +11, Climb +11, Hide +22, Listen +3, Move Silently +10, Spot +3, Swim +11
Feats: Stealthy (B), Weapon Finesse
Environment: Warm or Temperate Lands
Organization: Solitary, Pair or Flock (10-100)
Challenge Rating: 1/4
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---
Sparrow Mice don't fare much better than Pigeon Rats.
Disease Carrier (Ex): When exposed to disease the Gryphon must make a Fortitude Save as usual. If it fails it still doesn't suffer the effects of the disease. It does now carry it as though infected though, so it can pass the disease as appropriate.
Skills: Mice have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A mouse can always choose to take 10 on Climb checks, even if rushed or threatened. A mouse uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A mouse has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Combat: Sparrow Mice generally flee unless they're cornered.
Vulture Opossum Small Magical Beast
Hit Dice: 1d10+2 (7 hp)
Initiative: +3
Speed: 20 ft. (4 squares), Climb 20 ft, Fly 60 ft. (Average)
Armor Class: 16 (+1 Size, +2 Dex, +2 Natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/-
Attack: Bite +4 melee (1d3-1)
Full Attack: Bite +4 melee (1d3-1) and 2 Claws -1 melee (1d2-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., low-light vision, scent, Immune to Disease, Deathwatch, Feign Death, Venom Resistant
Saves: Fort +4, Ref +4, Will +2
Abilities: Str 8, Dex 15, Con 14, Int 2, Wis 14, Cha 6
Skills: Balance +6, Climb +10, Disguise -2 (+6 Feign Death), Jump +2, Hide +6, Listen +4, Move Silently +4, Spot +6, Survival+6
Feats: Track (B), Weapon Finesse
Environment: Warm Plains
Organization: Solitary, Pair or Kettle (3-10)
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: 2 HD (Small)
Vulture Opossums are loathed, as they seem to be able to sense death.
Deathwatch Su): Vulture Opossums permanently have the benefits of the Deathwatch spell
Feign Death (Ex): An opossum can play dead with great accuracy. It lies stiffly on its side and secretes a foul odor, so it looks and smells like a dead animal. Although able to smell, hear, and know what is going on, the opossum is effectively blind while feigning death.
A creature examining the opossum may attempt a Heal or Spot check opposed by the opossum's Disguise check to detect the ruse. The opossum gains a +8 circumstance bonus on Disguise checks to feign death.
Venom Resistant (Ex): Opossums have a +2 racial bonus on saves against poison.
Skills: Opossums have a +4 racial bonus on Balance, Spot and Survival checks. Opossums have a +8 racial bonus on Climb checks. They can use their Dexterity modifier instead of their Strength modifier for Climb, Jump and Swim checks.
Combat: Vulture Opossums pretend to be dead against obviously powerful foes they can't fly away from, but they can be remarkably brave when hungry enough.
Crow Raccoon Small Magical Beast
Hit Dice: 1d10 (5 hp)
Initiative: +3
Speed: 20 ft. (4 squares), 20 ft Climb, Fly 60 ft. (Average)
Armor Class: 16 (+1 Size, +3 Dex, +2 Natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/-
Attack: Bite +5 melee (1d3-2)
Full Attack: Bite +5 melee (1d3-2) and 2 Claws +0 melee (1d2-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bad Omen
Special Qualities: Darkvision 60 ft., low-light vision, scent, Kleptomania, Immune to Disease/Poison
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6
Skills: Balance +11, Climb +11, Hide +7, Listen +5, Move Silently +5, Spot +5, Survival +6
Feats: Alertness (B), Weapon Finesse
Environment: Any land
Organization: Solitary, Pair or Flock (10-100)
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: 2 HD (Small)
Level Adjustment: ---
Crow Raccoons are considered bad luck, and for once the superstitious mob is right.
Bad Omen (Su): Anything adjacent to a Crow Raccoon is subjected to a Doom spell, DC 12 (Save DC has a +4 Racial Bonus).
Kleptomania (Ex): Crow Raccoons are curious and compulsive thieves. If they see a shiny object or food they must make a DC 15 Willpower Save or try too snatch it and run off.
Skills: Raccoons have a +8 racial bonus on Balance and Climb checks and a +4 racial bonus on Listen and Survival checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.
Combat: Crow Raccoons go straight for the eyes. They're mean little bastards.
Ibis Possum Small Magical Beast
Hit Dice: 1d10 (5 hp)
Initiative: +3
Speed: 20 ft. (4 squares), Climb 20 ft., Fly 50 ft. (Poor)
Armor Class: 16 (+1 Size, +3 Dex, +2 Natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/-
Attack: Bite +5 melee (1d3-2)
Full Attack: Bite +5 melee (1d3-2) and 2 Claws +0 melee (1d2-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., low-light vision, scent, Wading, Wisdom
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 6, Dex 17, Con 10, Int 3, Wis 15, Cha 8
Skills: Balance +11, Climb +11, Jump +5, Hide +7, Listen +8, Move Silently +5, Spot +8, Survival +6
Feats: Alertness (B), Weapon Finesse
Environment: Warm Forest, Plains or Swamp
Organization: Solitary, Pair or Flock (10-100)
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: 2 HD (Small)
Level Adjustment: ---
Ibis Possums are prized as pets, as they are considered good luck.
Wisdom (Su): Ibis Possums have a +1 Insight Bonus on Willpower Saving Throws against Illusion spells, and powers/abilities that duplicate their effects.
Wading (Ex): Although it does not have a swim speed, an ibis suffers no movement penalty when walking through water less deep than the length of its legs.
Skills: Possums have a +8 racial bonus on Balance and Climb checks and a +4 racial bonus on Listen, Spot and Survival checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb or Jump checks.
Combat: Ibis Possums try to flee unless they have no choice
Bluejay Squirrel Diminutive Magical Beast
Hit Dice: 1/4d10 (2 hp)
Initiative: +3
Speed: 10 ft. (2 squares), Climb 10 ft., Fly 40 ft. (Poor)
Armor Class: 17 (+4 Size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple: +1/-
Attack: Bite +8 melee (1d3-5)
Full Attack: Bite +8 melee (1d3-5) and 2 Claws +3 melee (1d2-5)
Space/Reach: 1 ft./0 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., low-light vision, scent, Servitor of Fiends
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 1, Dex 17, Con 10, Int 3, Wis 14, Cha 8
Skills: Balance +11, Climb +11, Hide +15, Jump +11, Listen +2, Move Silently +3, Spot +2
Feats: Run (B), Weapon Finesse
Environment: Warm or Temperate Forest
Organization: Solitary, Pair
Challenge Rating: 1/3
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---
Bluejay Squirrels are rumored to be the friends of Fiends. Probably cause Fiends pop up around them.
Servitor of Fiends (Su): There is a 35% chance when attacked or scared that the Bluejay Squirrel causes a Lemure to appear. This is otherwise identical to Summon Monster I (Caster Level is 5th).
Skills: Squirrels have a +8 bonus racial bonus on Balance, Climb, and Jump checks. A squirrel can always choose to take 10 on Climb and Balance checks, even if rushed or threatened, and always counts as having a running start when using the Jump skill. A squirrel uses its Dexterity modifier instead of its Strength modifier for Climb and Jump checks.
Combat: Bluejay Squirrels are notoriously territorial, and dive bomb anyone approaching their nest.
Magpie Skunk Small Magical Beast
Hit Dice: 1d10 (5 hp)
Initiative: +2
Speed: 20 ft. (4 squares), Burrow 5 ft., Fly 40 ft. (Average)
Armor Class: 13 (+1 Size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple: +1/-
Attack: Bite +4 melee (1d3-4)
Full Attack: Bite +4 melee (1d3-4) and 2 Claws -1 melee (1d2-4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spray
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 8
Skills: Hide +6, Intimidate +6, Listen +3, Move Silently +6, Spot +3, Survival +4
Feats: Skill Focus (Intimidate)(B), Weapon Finesse
Environment: Warm or Temperate Forest
Organization: Solitary, Pair or Flock (10-100)
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: 2 HD (Small)
Level Adjustment: ---
Magpie Skunks are more feared than regular skunks (they can fly after all).
Spray (Ex): Once per round and no more than three times per day, a skunk can emit a line of yellowish sulfuric liquid to a range of 5 feet. A creature in the area must make a successful Reflex save (DC 12) or be blinded and nauseated for 1d4 rounds. The save DC is Constitution-based and includes a +2 racial bonus. A delay poison or neutralize poison spell removes the effects from a nauseated creature.
Creatures with immunity to poison are unaffected by the nauseating effects of skunk musk but are still blinded if they fail their save. Additionally, the target suffers a -10 circumstance penalty to Hide checks while wearing clothes or armor contaminated with skunk musk. The creature also suffers a -4 circumstance penalty to all Charisma-based skill checks while wearing contaminated clothes or carrying contaminated gear.
Flesh, leather goods, metal goods (weapons, armor, and the like) must be washed in a concentrated mixture of vinegar over a period of three days in order to fully remove the stench of skunk musk. The prestidigitation spell cannot clean items stained by skunk musk.
Skills: Skunks have a +4 Racial Bonus on Intimidate and Move Silently Checks.
Combat: Magpie Skunks are generally pretty chill unless you make sudden moves towards them or make loud noises. Then they spray, spray, spray.
Starling Cat Tiny Magical Beast
Hit Dice: 1/2d10 (2 hp)
Initiative: +2
Speed: 30 ft. (6 squares), Climb 20 ft., Fly 40 ft. (Average)
Armor Class: 14 (+2 Size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +1/-
Attack: Bite +5 melee (1d3-4)
Full Attack: Bite +5 melee (1d3-4) and 2 Claws +0 melee (1d2-4)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., low-light vision, scent, Mimicry
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 8
Skills: Balance +10, Climb +6, Hide +16, Jump +10, Listen +3, Move Silently +8, Spot +3
Feats: Stealthy (B), Weapon Finesse
Environment: Any non-Desert land
Organization: Solitary, Pair or Flock (10-100)
Challenge Rating: 1/4
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---
Starling Cats are also popular pets, and quite affectionate.
Mimicry (Ex): The Starling Cat can use Ghost Sound and Ventriloquism at will as Supernatural Abilities.
Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.
Combat: Starling Cats are pretty much like any stray cat really.