Mutated Animal

MUTATED BAT TRAITS +2 Dexterity, +2 Wisdom, -2 Constitution, -2 Intelligence: Mutated bats are agile and highly aware of their surroundings, but they are frail and less intellectual than humans. Medium: Mutated bats are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Mutated bats have a base speed of 30 feet. Blindsight: Mutated bats have blindsight out to 120 feet. They use echolocation to “see” their surroundings, making concealment irrelevant to them. When using their blindsight ability to “see”, mutated bats cannot distinguish color or visual contrast, so they cannot use this ability to read. Mutated bats using blindsight are not subject to gaze attacks, and are not penalized by blindness or being dazzled. Deafening attacks thwart this ability, as echolocation relies on hearing. Blindsight works underwater but not in a vacuum. Blindsight negates displacement and blur effects. Light Sensitivity: Mutated bats are dazzled (-1 penalty on attack rolls and Perception checks) in areas of bright illumination (sunlight, flashlight beam, et cetera), but are not penalized when relying on their blindsight ability. Low-Light Vision: Mutated bats can see twice as far as humans in areas of dim light. Languages: Mutated bats begin play speaking the native language of local humans (English in Meriga and Eukay) and Bat, the special language of mutated bats. Mutated bats with high Intelligence scores can choose any languages they want (except secret languages).   MUTATED BEAR TRAITS +4 Strength, +2 Constitution, -4 Dexterity, -2 Intelligence: Mutated bears are freakishly strong and tough, but tend to be clumsier and less intellectual than humans. Large: Mutated bears are Large creatures and get a -1 size penalty to AC, a -1 size penalty on attack rolls, a +1 size bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, and a -4 size penalty on Stealth checks. They take up a space of 10 feet, and have a reach of 10 feet. They must wear Large armor and use Large weapons. Their carrying capacity is double that of a Medium creature with the same Strength score. Normal Speed: Mutated bears have a base speed of 30 feet. Claws: Mutated bears have nonretractable claws that function as natural weapons. Each claw deals 1d6 points of slashing damage (plus the mutated bear’s Strength modifier) and threatens a critical hit on a natural 20. Claw attacks are made at the mutated bear’s full base attack bonus, and the mutated bear can make one claw attack with each claw per round. Mutated bears with the extra arms mutation have claws on all four arms, and meet the prerequisites for the Multiattack feat. Poor Vision: Mutated bears have weak eyesight. They take a -2 penalty on sight-based Perception checks and take a -4 penalty on range attacks for each range increment (instead of the normal -2 penalty). Languages: Mutated bears begin play speaking the native language of local humans (English in Meriga and Eukay) and Bear, the special language of mutated bears. Mutated bears with high Intelligence scores can choose any languages they want (except secret languages).   MUTATED CANINE TRAITS +2 Constitution, +2 Wisdom, -2 Intelligence, -2 Charisma: Mutated canines are hardy and have keen senses, but they tend to be dull-witted and uncouth. Medium: Mutated canines are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Mutated canines have a base speed of 30 feet. Low-Light Vision: Mutated canines can see twice as far as humans in areas of dim light. Scent: Mutated canines have the scent ability (see Appendix 1 in Pathfinder RPG Core Rulebook for rules on the scent ability). Languages: Mutated canines begin play speaking the native language of local humans (English in Meriga and Eukay) and Canine, the special language of mutated canines. Mutated canines with high Intelligence scores can choose any languages they want (except secret languages).   MUTATED DOLPHIN TRAITS +2 Strength, +2 Intelligence, -2 Dexterity, -2 Wisdom: Mutated dolphins are strong and highly intelligent, but somewhat clumsy and foolhardy. Medium: Mutated dolphins are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Mutated dolphins have a base speed of 30 feet. Blindsight: Mutated dolphins have blindsight out to 120 feet. They use echolocation to “see” their surroundings, making concealment irrelevant to them. When using their blindsight ability to “see”, mutated dolphins cannot distinguish color or visual contrast, so they cannot use this ability to read. Mutated dolphins using blindsight are not subject to gaze attacks, and are not penalized by blindness or being dazzled. Deafening attacks thwart this ability, as echolocation relies on hearing. Blindsight works underwater but not in a vacuum. Blindsight negates displacement and blur effects. Low-Light Vision: Mutated dolphins can see twice as far as humans in areas of dim light. Hold Breath: Mutated dolphins can remain submerged for a number of minutes equal to their Constitution score before needing to surface for air. Languages: Mutated dolphins begin play speaking the native language of local humans (English in Meriga and Eukay) and Dolphin, the special language of mutated canines. Mutated dolphins with high Intelligence scores can choose any languages they want (except secret languages).   MUTATED ELEPHANT TRAITS +4 Strength, -4 Dexterity: Mutated elephants are powerful but clumsy. Large: Mutated elephants are Large creatures and get a -1 size penalty to AC, a -1 size penalty on attack rolls, a +1 size bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, and a -4 size penalty on Stealth checks. They take up a space of 10 feet, and have a reach of 10 feet. They must wear Large armor and use Large weapons. Their carrying capacity is double that of a Medium creature with the same Strength score. Normal Speed: Mutated elephants have a base speed of 30 feet. Tusks: Mutated elephants have a pair of tusks that function as natural weapons. Each tusk can gore for 1d6 points of piercing damage (plus the mutated elephant’s Strength modifier) and threatens a critical hit on a natural 20. Gore attacks are made at the mutated elephant’s full base attack bonus, and the mutated elephant can make one gore attack with each tusk per round. Poor Vision: Mutated elephants have weak eyesight. They take a -2 penalty on sight-based Perception checks and take a -4 penalty on range attacks for each range increment (instead of the normal -2 penalty). Languages: Mutated elephants begin play speaking the native language of local humans (English in Meriga and Eukay) and Elephant, the special language of mutated elephants. Mutated elephants with high Intelligence scores can choose any languages they want (except secret languages).   MUTATED FELINE TRAITS +2 Dexterity, +2 Wisdom, -2 Constitution, -2 Intelligence: Mutated felines are agile and have keen senses, but tend to be less sturdy and less intelligent than humans. Medium: Mutated felines are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Mutated felines have a base speed of 30 feet. Claws: Mutated felines have retractable claws that function as natural weapons. Each claw deals 1d4 points of slashing damage (plus the mutated feline’s Strength modifier) and threatens a critical hit on a natural 20. Claw attacks are made at the mutated feline’s full base attack bonus, and the mutated feline can make one claw attack with each claw per round. Mutated felines with the extra arms mutation have claws on all four arms, and meet the prerequisites for the Multiattack feat. Low-Light Vision: Mutated felines can see twice as far as humans in areas of dim light. Languages: Mutated felines begin play speaking the native language of local humans (English in Meriga and Eukay) and Feline, the special language of mutated felines. Mutated felines with high Intelligence scores can choose any languages they want (except secret languages).   MUTATED MONKEY TRAITS +4 Dexterity, -2 Constitution, -2 Intelligence: Mutated monkeys are extremely agile, but more frail and less intelligent than humans. Medium: Mutated monkeys are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Mutated monkeys have a base speed of 30 feet. Natural Acrobat: Mutated monkeys gain a +2 genotype bonus on Acrobatics checks. Natural Climber: Mutated monkeys gain a +2 genotype bonus on Climb checks. Low-Light Vision: Mutated monkeys can see twice as far as humans in areas of dim light. Languages: Mutated monkeys begin play speaking the native language of local humans (English in Meriga and Eukay) and Monkey, the special language of mutated monkeys. Mutated Monkeys with high Intelligence scores can choose any languages they want (except secret languages).   MUTATED ORCA TRAITS +4 Strength, +2 Intelligence, -4 Dexterity, -2 Charisma: Mutated orcas are intelligent and freakishly strong, but they are clumsy and aggressive. Large: Mutated orcas are Large creatures and get a -1 size penalty to AC, a -1 size penalty on attack rolls, a +1 size bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, and a -4 size penalty on Stealth checks. They take up a space of 10 feet, and have a reach of 10 feet. They must wear Large armor and use Large weapons. Their carrying capacity is double that of a Medium creature with the same Strength score. Normal Speed: Mutated orcas have a base speed of 30 feet. Blindsight: Mutated orcas have blindsight out to 60 feet. They use echolocation to “see” their surroundings, making concealment irrelevant to them. When using their blindsight ability to “see”, mutated orcas cannot distinguish color or visual contrast, so they cannot use this ability to read. Mutated orcas using blindsight are not subject to gaze attacks, and are not penalized by blindness or being dazzled. Deafening attacks thwart this ability, as echolocation relies on hearing. Blindsight works underwater but not in a vacuum. Blindsight negates displacement and blur effects. Low-Light Vision: Mutated orcas can see twice as far as humans in areas of dim light. Hold Breath: Mutated orcas can remain submerged for a number of minutes equal to their Constitution score before needing to surface for air. Languages: Mutated orcas begin play speaking the native language of local humans (English in Meriga and Eukay) and Orca, the special language of mutated orcas. Mutated orcas with high Intelligence scores can choose any languages they want (except secret languages).   MUTATED RAT TRAITS +4 Dexterity, +2 Intelligence, -4 Strength, -2 Charisma: Mutated rats are bright and very agile, but they are uncouth, and much smaller and weaker than other Medium creatures. Medium: Mutated rats are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Mutated rats have a base speed of 30 feet. Low-Light Vision: Mutated rats can see twice as far as humans in areas of dim light. Scent: Mutated rats have the scent ability (see Appendix 1 in Pathfinder RPG Core Rulebook for rules on the scent ability). Languages: Mutated rats begin play speaking the native language of local humans (English in Meriga and Eukay) and Rat, the special language of mutated rats. Mutated rats with high Intelligence scores can choose any languages they want (except secret languages).   MUTATED RHINOCEROS TRAITS +4 Strength, +2 Wisdom, -4 Dexterity, -2 Intelligence: Mutated rhinoceroses are powerful and alert, but tend to be clumsy and dull-witted. Large: Mutated rhinoceroses are Large creatures and get a -1 size penalty to AC, a -1 size penalty on attack rolls, a +1 size bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, and a -4 size penalty on Stealth checks. They take up a space of 10 feet, and have a reach of 10 feet. They must wear Large armor and use Large weapons. Their carrying capacity is double that of a Medium creature with the same Strength score. Normal Speed: Mutated rhinoceroses have a base speed of 30 feet. Horn: Mutated rhinoceroses have a horn on their snout that functions as a natural weapon. Their gore attack deals 1d6 points of piercing damage (plus 1-1/2 the mutated rhinoceros’ Strength modifier) and threatens a critical hit on a natural 20. Gore attacks are made at the mutated rhinoceros’ full base attack bonus, and the mutated rhinoceros can make one gore attack per round. Poor Vision: Mutated rhinoceroses have weak eyesight. They take a -2 penalty on sight-based Perception checks and take a -4 penalty on range attacks for each range increment (instead of the normal -2 penalty). Languages: Mutated rhinoceroses begin play speaking the native language of local humans (English in Meriga and Eukay) and Rhinoceros, the special language of mutated rhinoceroses. Mutated rhinoceroses with high Intelligence scores can choose any languages they want (except secret languages).   MUTATED SNAKE TRAITS +2 Dexterity, +2 Wisdom, -2 Constitution, -2 Charisma: Mutated snakes are agile and have keen senses, but tend to be frail and unfriendly. Medium: Mutated snakes are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Mutated snakes have a base speed of 30 feet. Fangs: Mutated snakes have fangs that function as natural weapons. Their bite deals 1d4 points of piercing damage (plus 1-1/2 the mutated snake’s Strength modifier) and threatens a critical hit on a natural 20. Bite attacks are made at the mutated snake’s full base attack bonus, and the mutated snake can make one bite attack per round. Many mutated snakes take the venomous bite mutation. Low-Light Vision: Mutated snakes can see twice as far as humans in areas of dim light. Languages: Mutated snakes begin play speaking the native language of local humans (English in Meriga and Eukay) and Snake, the special language of mutated snakes. Mutated snakes with high Intelligence scores can choose any languages they want (except secret languages).

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