Flying Squirrel

Presented on these pages are base animal statistics for six additional familiars beyond those most commonly used by spellcasters-of course, these statistics can also be used for normal animals as well. These familiars utilize all the standard rules for familiars presented on pages 82-83 of the Core Rulebook. Tiny or smaller familiars in this section use Dexterity to modify Climb and Swim skill checks.
 

Flying Squirrel (CR 1/3)

Tiny Animal
Alignment: Neutral
Initiative: +2
Senses: Low-Light Vision; Perception +1
  Speed: 20 feet, Fly 40 feet (clumsy)
Space: 2-1/2 feet
 

Defense

Armor Class: 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
Hit Points: 3 (1d8-1)
Saving Throws: Fort +1, Ref +4, Will +1
 

Offense

Melee: bite +4 (1d3-4)
Reach: 0 feet
 

Statistics

StrDexConIntWisCha
3 (-4) 15 (+2) 8 (-1) 1 (-5) 12 (+1) 6 (-2)
Base Attack Bonus: +0
CMB +0
CMD 6 (10 vs. Trip)
  Feats: Acrobatic, Weapon Finesse
  Skills: Acrobatics +16 (+12 when jumping), Climb +10, Fly +4 Languages:
  Special Qualities: glide

 

Special Abilities

Glide (Ex)

A flying squirrel cannot use its fly speed to hover. When flying, a flying squirrel must end its movement at least 5 feet lower in elevation than where it started.
 

Ecology

Environment: Temperate Forests
Organization: solitary or pair
Treasure: none

  Although not capable of actual flight, a flying squirrel possesses a furry membrane stretching between its wrists and ankles, allowing it to glide for long distances.