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 AnimalAlignment: 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
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
3 (-4) | 15 (+2) | 8 (-1) | 1 (-5) | 12 (+1) | 6 (-2) |
CMB +0
CMD 6 (10 vs. Trip)
Feats: Acrobatic, Weapon Finesse
Skills: Acrobatics +16 (+12 when jumping), Climb +10, Fly +4
- Racial Modifiers: +12 Acrobatics, +8 Climb
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 ForestsOrganization: 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.