GREAT BEASTS
Take a walk on the wild side
© Karl David Brown 2003
This article provides rules for non-humanoids to take on character classes and advance in level just as humanoids do.  This information may provide referees with more variety in their NPCs and after careful consideration perhaps PCs could also fill these roles in some campaigns, after all where would Frodo be without Gandalf's amazing steed Shadowfax or Gwaihir the Windlord King of the Eagles?  If non-humanoids were good enough for Tolkien's Middle Earth why not your campaign?
The rules given here along with the guidelines for race design found in “They Might Be Giants” could be used to make rules for all kinds of monstrous non-humanoids such as couatl, hippocampus, lammasu, otyugh, trappers, or even slithering trackers.  However, even if good aligned, such monstrous races are unlikely to meet acceptance in many referee’s campaigns and few fantasy works contain such creatures as companions of the principle characters.  For this reason this article describes bestial but not monstrous races.
Beasts are at a disadvantage in a word dominated by humans, as well as the physical problems of size, diet, and handedness, there are the social problems of looking more like a beast than a person and perhaps being fearsome to behold.  However, many other races have limitations on going into demihuman or human settlements and buildings, such as sylvan elves, firbolg, centaurs, aaracrokra, ogres, wemics, and drow.  Campaigns that accommodate these races should also be able to include beasts.  Beasts, and most other unusual races, work best in campaigns where much of the time is spent in the wilderness.
With one exception the races presented here will suit most 'standard' AD&D campaigns.  Worgs and ravens will be easier to integrate than giant eagles, unicorns, or dolphins.  Giant lynx are loath to enter human settlements.  Giant eagles are large and claustrophobic making them better suited to outdoor adventures.  Unicorns work better in more epic or highly magical campaigns.  Dolphins are not suited to many campaigns but are included to demonstrate the flexibility of the rules.  Dolphins could be used in campaigns set mostly on or under the sea in the tradition of Sinbad's voyages or Atlantis after the fall.
Though in this article the races presented are intelligent breeds of beasts these rules could be used to design races for characters reincarnated into the bodies of normally unintelligent animals.  However, reincarnation is a rare event in most campaigns and the referee could simply substitute a beast from this article similar in form to the animal rolled.  Given the rarity of reincarnation I have presented only beasts born with higher intelligence here.
This article makes use of the AD&D 2nd Edition core rules: "Player's Handbook"TM and "Dungeon Master's Guide"TM.  The races presented here use the format and rules from "The Complete Book of Humanoids" TM so this supplement is also required to use these rules.  Other sources were useful in compiling this article but are by no means necessary for its use.  Background information was gleaned from the "Monstrous Manual"TM, the "Monstrous Compendium" TM (the latter provided more detail than the former on giant eagles) and "Monster Mythology" TM.  Other titles in the 'Complete' player's supplement series, especially "The Complete Ranger’s Handbook" TM were sources of inspiration and proficiency descriptions.  "The Complete Bard’s Handbook" TM provides the information on the bard kits, other than 'Humanoid Bard' (from "The Complete Book of Humanoids" TM), mentioned in this article.  Some spells mentioned in the article were sourced from the “Tome of Magic”TM and “Complete Wizard’s Handbook”TM.
To use this article the rules for proficiencies and spell components must be in use.

The Nature of the Beast
Role-playing beasts or incorporating them to best effect requires a handle on the way beasts are portrayed in our stories.  Beasts are outsiders to the organized and civilized world of humans, dwarves and other industrious races, they have strong instincts guiding their actions and often savage tendencies but they are not monsters.  Beasts are of nature whereas humans are apart from it and monsters are in opposition to it.  
Like beastmen and aarakocra, beasts are generally inexperienced in the ways of civilization and this may lead to problems.  A beast might not realize that a sheep belongs to somebody (even before it has been stalked and killed) or that the uniform of a town guard represents a lot of power.  In addition beasts are rarely counted as people even when their intelligence is known.  This prejudice is due to human(oid)s being used to treating similar animals as chattel or game and unused to dealing with people in other than a humanoid form.  If they don’t react with fear NPCs may casually try to buy, sell, enslave, or hunt the beast.  On the other hand a guard will pay scant notice of a crow entering a compound, unless the guard is a hungry orc…  In general the campaign complications given in “the Complete Book of Humanoids”TM could equally apply to beasts.
The difference between beasts and other characters is one of belonging; the others belong around the hearth, the beast belongs in the cold of the wild.  Humans and humanoids are creatures of civilization, such people can forsake the city or tribe to live within the wilds as rangers, wood elves or druids but even then there is a choice; those human(oid)s lost to the wilderness can return ‘home’ and few can survive as wild beasts without even simple tools.  Beasts are born to the wild and will die part of it, for them there is no real element of choice.  Just as humans lack the claws, fur, and instinct to be truly of the wild, beasts cannot handle the tools or restraint necessary to enter the cultures of human(oid)s as an equal. Even beasts found in the city are ‘nature invading’; they survive on refuse, vermin, or handouts and are not fully part of civilization.  
Though often portrayed as savage, beasts are not monsters.  Monsters are not only outcast from society but are outside of the natural order, less ‘natural’ than even humans.  While a beast can be savage at times it is not within most to be blood-crazed, killing wantonly out of hate or pleasure.  Even if a monster is good aligned its supernatural nature can unwittingly disturb the natural ecology of an area.  The appearance of monsters such as sphinx, cockatrice, and gorgons alone marks them as unnatural.  These rules could be used to create truly monstrous races but before doing so a referee should seriously consider whether these ultimate outsiders belong in her campaign.  Of the beasts presented here only the worgs come close to the unrelenting savagery of true monsters and have the ability to upset the ecology of an area.  The worg is the evil wolf of fairy tales yet enough of the wild wolf remains that not all are beyond hope.
The difference in outlook between a human and a beast is even greater than the difference between the orcish and human points of view.  Just as beasts are outside of society and live within the wild the wild is within them as well.  The beast has strong instincts represented in part by the monstrous trait bestial habits and sensory non-weapon proficiencies, but also by the ‘Instincts’ given for each breed.  Bestial habits represent the beast’s inclination to let out the behaviors humans and humanoids suppress; to bark at strangers, relish raw flesh, stamp nervously, or scratch himself. The proficiencies represent the way beasts are in tune with the ebb and flow of the natural world and their superb senses: homing instinct, weather sense, empathy and such.  The ‘instincts’ listed are specific urges felt by her kind.  When the opportunity to follow an instinct arises and a character wishes to resist a wisdom check is needed.  Successfully resisting an instinct is still frustrating and distracting and a –2 penalty to ability and proficiency checks as well as a –1 to ‘to hit’ rolls applies for an hour afterward.  If at the end of the hour another opportunity to follow her instincts presents itself and the character still wishes to resist the whole procedure is repeated.  If for some reason a beast is unable to satisfy an instinct (perhaps she is tied up) then the same penalties as for resisting apply.
Characters that are reincarnated into the form of beasts will still have their personalities shaped by life as a human(oid) and can disregard much of the background and role playing sections given for their new race.  However, mind and body are an inseparable whole and the influence of the character’s new brain and form could alter the personality within.  The smell of fresh grass/flesh will summon up hunger, the feel of the wind in your feathers/fur as you hurtle along and the comforting warmth of what is now your own kind are just some of the influences tugging at the mind within.  The character must make a wisdom check each day to resist the call of instinct.  On the first failure she gains bestial habits (-2 reaction adjustment) on a second failure all of the instincts listed for the new form now apply.  Some characters see the wisdom of not resisting the change and choose to forego the wisdom checks, automatically gain the habits and instincts of the new breed.  Even after the ordeal when high adventure is rewarded with the return of the original form the character may feel awkward in her woman’s body and empathy toward her former bestial kind may linger.  This may be handled through roleplaying alone but if specific rules are desired the character continues to follow the old instincts until the check to resist instinct has been successful six times.

Rules & Tools
AD&D defines much of what a character is by the use of tools. The limited tool use abilities of non-humanoids have been compensated for in this article by a reduction in the amount of experience necessary to rise in levels.  For each race total the % for one limitation from each category below.  The racial descriptions in this article contain an extra heading 'Experience Point Adjustment' which begins with the armor and tool use codes in parenthesis () followed by a description and the adjustment as a multiplier or +/- %. Note that problems of scale or availability are not counted here.  A fairy will gain no additional advantage because he is too small to neither use ordinary weapons nor will a giant, such characters can use any tool made to their size. Similarly, just because lizard man plate mail is not available at the market does not mean a skilled smith could not conceivably craft this item.  Rarity of equipment grants no %xp since it may be overcome.
Of course if a beast has many other advantages these may cancel out the adjustment to xp due to limited tool and armor use.  The races presented in this article were designed with the help of the guidelines presented in “They Might Be Giants” which is also featured in this year's Phantas.

Armor use: 
1 Armor or barding not practical (owl, faerie dragon, octopus, raven, slithering tracker)	-10%
2 Armor or barding limited in type (badger, centaur, merman, warhorse, wolf)	-5%
3 Armor able to be created in all types (elf, firbolg, human, lizard man, minotaur)	-0%

Note also that unless the species or one like it is commonly armored then barding will cost 2-5 times more.  In most campaigns dogs and horses are commonly armor clad and in African or Asian campaigns elephant barding may also be considered ‘common’.  Worgs are similar enough to dogs for worg barding to be considered common.  Another consideration is wizards and priests that under the standard rules never use armor.  If this is the case in your campaign the referee may not apply xp adjustments for armor limitations for these characters.  Alternatively, as in the author’s games, if variant rules allowing armor use by restricted characters and/or the referee believes the limitations the characters body shape places restrictions on the use of other worn items such as warm weather clothing or magical cloaks, robes, and boots then the % for armor use could be applied.
As an aside for those interested “Casting Iron” by Paul Mitting in Australian Realms magazine provides workable rules for armor-clad wizards.

Weapon and tool use:
1 Unable to use weapons or tools (dolphin, giant eagle, raven, slithering tracker, worg). Cannot apply the bonus for dexterity to thrown or missile weapons except objects dropped from above. Unable to use the Open Locks or Find/Remove Traps thief abilities and Pick Pockets (-20%) is not available unless size small (S) or smaller.  Spells requiring material components cannot be cast except those that require only a holy symbol as the symbol need only be prominently displayed 	-35%
2 Able to grasp items and point wands but due to weak grip, lack of coordination, or limited range of movement cannot wield weapons or perform fine manipulation such as writing (faerie dragon, otter, otyugh, raccoon, possum).  Cannot apply the bonus for dexterity to thrown or missile weapons except objects dropped from above.  Able to cast most spells requiring material components.  Spells requiring the specific fine manipulations of material components (simple pointing, crushing, waving, or similar is OK) cannot be cast. Unable to use the Open Locks or Find/Remove Traps thief abilities but able to Pick Pockets (-15%) -25%
3 Able to wield crude blunt weapons such as clubs and maces.  Cannot apply the bonus for dexterity to thrown or missile weapons except objects dropped from above. Cannot perform fine manipulation such as writing (baboon, carnivorous ape, kraken, shambling mound, su-monster).  Able to cast most spells requiring material components.  Spells requiring the specific fine manipulations of material components (simple pointing, waving, or similar is OK) cannot be cast. Unable to use the Open Locks but can Find/Remove Traps (-20%) and Pick Pockets (-10%)	-15%
4 Able to wield crude blunt weapons such as clubs and maces.  Cannot apply the bonus for dexterity to thrown or missile weapons except objects dropped from above.  Can perform fine manipulation such as writing and manipulating lock picks. Spell casting unaffected.  Able to learn the thief abilities Open Locks, Find/Remove Traps and Pick Pockets. (elephant, orangutan, homonculous, muck dweller, obliviax)	-5%
5 Able to use all weapon types and tools and learn thief abilities Open Locks, Find/Remove Traps and Pick Pockets. Spell casting unaffected. Can apply the bonus for dexterity to thrown or missile weapons Combines strong grip and precise manipulation. (gnome, human, thri-kreen, tako, yeti).	 0%

If a beast ever gains the ability to regularly assume a form that has better tool or armor use, then the character must use the %xp for her most able form. If a beast is permanently transformed into a humanoid form then the characters %xp adjustment is taken to be that of the new form.  In either case the character will not loose levels due to this but must earn higher amounts of experience from then on or until the power to assume the more convenient form is lost. Access to other forms is most usually by learning polymorph spells, or gaining the ability to cast magical effects that mimic these spells from innate powers, magic items, or wishes.  However, magic items that polymorph a character non-permanently do not alter the xp adjustment and neither does the use of non-permanent magic by others on the character.  
Humanoid characters permanently changed into an animal, such as by polymorph other or reincarnation, may adopt the %xp of the new form. This never results in a character gaining a free level, if a character's experience is enough that a rise in level is indicated their experience points are reduced to one point below that needed for the bonus level.  The character will then earn experience points normally and will probably advance at the end of the current adventure.

Weapon proficiencies:
These are another problem for non-tool users.  For this reason the following non-weapon proficiencies (only) can be bought with weapon proficiencies at an exchange rate of: 
1 weapon slot=2 non-weapon slots. 
The penalty for choosing 'out of group' still applies.
These proficiencies cover unarmed offence and defense as well as abilities to avoid combat. Many abilities related to the extraordinary senses of animals are represented here.
Alertness
Blind Fighting
Danger Sense
Dodge
Fast-talking
Hiding
Intimidation
Natural Fighting
Observation
Tumbling
Wild Fighting
Alternatively single class fighters, only, may spend 2 weapon slots to specialize in a natural attack with the benefits of melee weapon specialization.  Only one such specialization is allowed.
Acquiring polymorph type abilities or permanently changing form never alters a character’s existing proficiencies, but further proficiencies gained will be restricted as per the new status.

Nonweapon proficiencies
Nonweapon proficiencies are another area of concern, though in some instances a shift in perspective is all that is needed. For example, many beasts have riding proficiency in these instances the beast knows the signals commonly used by riders to control mounts and how to move without jolting or dislodging a rider.  In other instances the character may know all about a skill but be physically unable to do it e.g. sailor or stonemason.  So while a non-humanoid could obtain almost any proficiency some are more useful or appropriate than others.  For this reason, as with the Book of HumanoidsTM, characters are restricted in the choice of their initial proficiencies to those listed for their race and any kit they take.  Later proficiencies need not be taken from these lists.  The following proficiencies may be more appropriate than others:
Ancient History
Animal Lore
Appraising
Direction Sense
Endurance
Heraldry
Hunting
Local History
Read Lips
Religion
Running
Survival
Spellcraft
Swimming
Read/Write (notes under spell casting)
Tightrope (especially size T characters)
Tracking
Weather sense

Combat
For those of tool-use types 1 or 2 only the following rules for rangers and thieves apply.
Non-humanoid rangers may make an extra natural attack every second round instead of being able to use two weapons.
Non-humanoid thieves may ‘backstab’ with one natural attack in an attempt.  For example a character with a two claw and bite one routine may backstab on the first attack used under the conditions of backstab, she elects a claw, the other claw attack and the bite attack are treated as normal attacks.  This beast version of back-stab may be used against humanoids and creatures very similar to the thief, for example a Great Raven may backstab humanoids as well as crows, ravens, pigeons, parrots and other similarly sized and shaped birds but not finches, storks, swans, emus or axe beaks. 

Spell-casting
It is assumed that beasts have their own versions of the verbal and somatic components for spells.  Where a human priest might wiggle her fingers and whisper arcane words a dolphin would utter a complex series of squeals and squeaks, wiggle her flippers, and turn circles on the spot.  In the majority of cases material components need only be manipulated in a basic fashion allowing beasts with only crude grasping paws to (tool use 2 or 3) to cast them.  Beasts without grasping paws (tool use type 1) cannot cast spells with material components other than a holy symbol.  It is assumed that a holy symbol need only be prominently displayed to function.  However, some spells require specific manipulations of components, such as the need to apply chalk, lampblack, and vermilion to the face for friends, or tying of a leather thong for free action, which prevent their use by some beasts.  Creatures able to perform fine manipulations (tool use 4 or 5) can use material components normally.  Beasts generally learn spells from others of their kind those who learn spells from humanoid sources or from a beast of a very different shape must translate the components into a form they can use.  In mages lowering the chance to learn spell as follows represents this:
Tool use 	-% to learn spell
1		-20%*
2		-15%*
3		-10%*
4		-5%*
5		0%
*+5% if verbal components only, i.e. for tool use 1 a spell with only verbal componants is at –15%.
In campaigns were priests learn spells the translation is handled by a straight wisdom check.   For spells with verbal components only cast by a beast able to speak humanoid languages no translation need be made.  No translation is needed for material components though access to some spells requiring specific manipulation of materials may not be usable (see Tool Use).
A referee should think very carefully before waiving the restrictions on spell casting detailed above since this ensures that spell casting beasts suffer equivalent restrictions to warrior beasts who have limited access to weapons, the main tools of the their trade, and rogue beasts who cannot use musical instruments, lock picks, or pick pockets.
As with dragons character’s using winged flight may glide but not actively fly in the same round that they cast spells.  A gliding character travels at half the movement rate of the previous round and looses 1000’ of altitude per round.  This rule could also be applied to winged humanoids.

Wizards
Wizards face the additional problem of spell books.  Tool use of 2 is required to manipulate books and scrolls, though those with a tools use of 1 can read from a book or scroll if someone turns the pages or unrolls it.  Alternatively an unseen servant or cantrip could turn pages and unroll scrolls; wizards with a tool use of 1 should have one of these two spells in their initial spell book.  Tool use 4 is required to write into a spell book, those wizards without this will need the copy spell and this should be included in the initial spell quota for a wizard’s first book along with read magic.  These spells required to be in a beast’s spell book are like read magic in that they count against the number of spells the wizard begins with; they are not bonuses.  This leaves beast wizards with a tool use of 3 or lower with less choice over the spells they can begin with, one of the reasons they need less experience to advance.

Priests
Of the races presented here, only the dolphins have priests described in another AD&D source ("Monstrous Mythology").  The deities of the eagles and the unicorns described in "Monstrous Mythology" do not have priests.  A referee however may design priesthoods for beast deities or allow beasts to join other priesthoods in her campaign.  Certainly "The Complete Priests Handbook" contains a number of priest classes that might be suitable for beasts described here: Animals, Birth, Children, Evil, Good, Healing, Hunting, Mischief, Moon, Nature, Oceans, Sites, Sky, Weather, and Wind.  For all the races presented here priests are available at the whim of the referee and for this reason the level limits and multiclass combinations for priests are given in parenthesis (). 

Magic items
Beasts will be unable to use many magic items, some cannot pronounce command words, and others have inappropriately shaped bodies, or lack particular appendages. For example, a unicorn cannot use rings.  Other than these physical, tool use and armor use restrictions beasts can use magic items allowed to their class.  Of course there already exists in the game many items that other players could not use but a beast might such as horseshoes of speed and a DM could create more.  The availability of magic items is one tool in the referee’s kit to balance characters, beasts or otherwise.

Encumbrance
The AD&D rules can allow small characters to carry a considerable amount of mass.  As an optional rule all characters (beast or otherwise) can carry up to twice their body weight anything over this amount indicates the character is dragging the gear, which may be damaged as a result at the referee’s discretion.  A character with wings cannot fly when carrying over twice her body weight.  Centauroid or quadrupedal creatures of size L or larger gain a bonus to their encumbrance allowances (in pounds) as follows: Large +200, Huge +280, and Gargantuan +400.  A character that is semi-bipedal, such as a bear, moves as if one level of encumbrance higher than her actual load if walking on two legs. ‘L’ or larger semi-bipedal creatures gain the extra encumbrance allowances for quadrupeds but only when they move on all fours. All other rules for encumbrance, including movement rates are unchanged.  Those who have access to “Here be Dragons” by this author in Phantasmagoria 2003 might allow dragons the encumbrance bonuses above.

Senses
The senses of animals in the real world are different from those of humans. However, since sensory differences between humanoids are not given detailed treatment, neither are those of non-humanoids.  In some instances abilities of animals that would have been obvious to Dark Age observers are detailed as advantages.
The effects of how differing animals see color, hear infrasound, discriminate between scents and other details are left out or glossed over. For example, the worg’s sense of smell is treated as a tracking proficiency.

Followers
Beasts typically do not build fortifications at high level.  In some classes this will prevent the attraction of followers.  If followers are attracted the referee should provide ones that suit the beasts background perhaps using the 'creature level' from the "Dungeon Master's Guide" (p99) or ‘spell capacity’ from “They Might Be Giants” where appropriate, as a guide in making the substitutions.  Alternatively, these rules could be used to create NPCs of appropriate level.

Dolphin 
Ability Score Adjustments. The initial ability scores are modified by a -1 penalty to dexterity and wisdom, and a +1 bonus to strength and constitution.

Ability Score Range
Ability	Minimum	Maximum
Strength	8		18
Dexterity	3		17
Constitution	8		19
Intelligence	6		18
Wisdom	3		17
Charisma	7		18

Class Restrictions
Class			Maximum Level
Warrior
	Fighter			12
	Ranger			10
	Paladin			
Wizard
	Mage			
	Illusionist		
Priest
	Cleric			
	Druid			
	Priest 			(12)
	Trishina		12
	Shaman			(7)
	Witch Doctor		
Rogue
	Thief			
	Bard			11
Experience Point Adjustment: (1,1) No armor or tool use.  Unable to cast spells requiring material components other than a holy symbol.  –45% from needed xp.  *Humanoid Bard kit only, exchange this kits musical instrument required proficiency for whistling/humming.
Hit Dice: Player character dolphins receive hit die by class.
Alignment: NPC dolphins are lawful good.  PC dolphins may be any alignment but are usually lawful good. 
Natural Armour Class: 5.
Background: The dolphins of the AD&D game are based more on Greek myth and the idealized dolphins of modern fantasy and the new age rather than the behavior of real dolphins, which by turns can be tender and shockingly brutal.  Those looking for information on the real behavior of dolphins should look elsewhere.  Similarly, the senses and physical abilities of dolphins have been 'watered down'.
Dolphins are sea-going mammals of which there are a number of species that differ in size and coloration.  Common species are black, gray, blue-gray, off-white or a combination of these colors. The larger species can be as intelligent as humans and are part of an oceans wide cetacean culture.  Dolphins have a single dorsal fin, two flippers, and a powerful fluked tail.  They breathe through a single blowhole.  A dolphin’s mouth has numerous pointed teeth for grasping fish and is adapted to feeding underwater.  Dolphins communicate by high-pitched cetacean languages consisting of sounds mostly out of the range of human hearing.
Dolphins live in groups called pods that survive on a completely carnivorous diet of fish.  Dolphins do not drink but obtain the moisture they need from their food.  The pod raises the children and dolphins protect their young with their lives.  Most pods roam the oceans following their curiosity and the migrations of fishes.  A small proportion of fantasy dolphins live in organized communities staying within a set territory, training swordfish or narwhales as 'guard dogs', and keeping the area clear of evil creatures, sharks, and killer whales.  Fantasy dolphins are peaceful and never war among themselves. 
Dolphins, as part of the worldwide cetacean culture, are on good terms with most whales, and respectful of the giant whales and leviathans that rule over the whales of the oceans.  
Unlike other larger whales, who show little interest in the affairs humans, dolphins enjoy good relations with humans.  They often accompany ships and will aid humans stranded in the water.  In many areas dolphins have designed signals to warn sailors of pirates, evil sea creatures, and storms.  
Sea elves and dolphins are often allies and some pods live within sea elf communities.  The dolphin's principle deity Trishina is the partner of the sea elf god Deep Sashelas and the priests of both deities preach interracial protection and cooperation. 
Languages: dolphin, sea elf, undersea common, and whale common. Dolphins' high-pitched voices can only pronounce cetacean languages, other languages that they know they can understand but not speak.
Role playing Suggestions: Dolphins are likely to become adventurers by accompanying a ship crewed by the rest of the party or by joining a group of sea elves in an underwater campaign. 
Dolphins are playful, even tempered, and lawful good. They despise evil creatures and sharks.  Priests of Trishina are pacifists except in the defense of the young.  Other dolphins may not be as devoted to pacifism but it is a rare dolphin that revels in violence.  This distain of violence comes from the high value dolphins place on non-evil life.  Dolphins will usually come to the aid of other good creatures in distress.
Dolphins come from an alien environment and will be confused by the strange behavior of land creatures, which often fear the water, burn food, and use unusual tools.  Should a dolphin acquire the means to venture on to the land he will be surprised by the weird world above the waves full of new animals, plants and people.
Special Advantages: Dolphins are fast swimmers moving at 30.  They move freely underwater and have a bonus swimming proficiency.  They can hold their breath for twice their constitution minutes (rounds). Dolphin sonar enables them to 'see' within dark or murky water with a 360' range but does not function in air.  In combat a dolphin can butt, bite, or tail slap any of which do 2d4 damage.  Dolphins can swallow and regurgitate small blunt objects at will.  A dolphin may carry up to 5 pounds in this manner.  Dolphins often carry digestible objects internally within a small waterproof scroll case.
Dolphins are never completely asleep, they remain semi-conscious with one eye awake, and so only suffer a -1 penalty to surprise during rest.  A group of four or more resting dolphins swim in a circle with their awake eye facing out; in such a group ‘sleeping’ dolphins are not penalized for surprise.
Special Disadvantages: Since breathing is a conscious action for dolphins, an unconscious dolphin does not breath and will be holding her breath until she awakens or dies. 
Should a dolphin be determined to explore the land he faces three barriers: immobility, dehydration, and fatigue.  
On land, dolphins are unable to move around without aid and count as prone in combat.  Although a 'bath litter' could be constructed, the only convenient methods for land mobility would be magical spells or items.
Dolphin skin requires a lot of moisture; a covering of wet cloth (two cloaks or a blanket will do in an emergency) must be worn and wetted down with equivalent to a full waterskin three times a day.  If this is not done the dolphin will loose 2pt of constitution every 8 hours. If constitution reaches zero he dies of dehydration.  Constitution lost from dehydration returns at 1pt per day once the dolphin returns to a watery environment.
Left on the land the dolphins internal organs are crushed by her own weight since her ocean going skeleton does not support her body.  Most notably the lungs are compressed and breathing becomes difficult.  Every hour, or if the endurance proficiency is possessed every 2 hours, constitution is reduced by -1.  Lying on her side or back, or suspension in a harness or a stretcher does not prevent this exhaustion.  Only water or the buoyancy of levitation prevents the loss of constitution.  When constitution reaches zero death, from exhaustion and bruising, results.  Constitution lost through this fatigue can be regained by resting in water, or levitated, at a rate of one point per hour.  Wingless flying (like the spell fly) buoyed by magic provides the same benefits as levitation but flying with wings (as with the 'wings of flying') or on a conveyance (such as a flying carpet) does not prevent fatigue since the dolphin's mass is not negated.
Monstrous Traits: Bestial Habits (gluttony for live fish etc.) Reaction adjustment-2.
Instincts: Failing to prevent harm to children of any race.  ‘Philandering’.
Weapon Proficiencies: Alertness, blind fighting, danger sense, dodge, fast talking, hiding, intimidation, natural fighting, observation, wild fighting.
Nonweapon Proficiencies: Animal lore, animal training (narwhale, swordfish), astrology, crowd working, dancing (dolphin styles), direction sense, distance sense, eating, herbalism (seaweeds), hunting, jumping, local history, navigation, riding (dolphin), survival (oceans), swimming, tracking, weather sense, whistling/humming.  

Dolphin Average Height and Weight
Male/female
	Hgt in Inches*
		Base	Modifier
		60/48	4d6	
* From tail tip to snout.

Wgt in Pounds
	Base	Modifier
	560/320	6d20

Dolphin Age
	Starting Age
	Base Age	Variable
	5	1d6

	Maximum Age Range
	(Base + Variable)
	50+3d10

	Maximum Age
	Average
	65
Ageing Effects
Middle Age*	32 years
Old Age**	43 years
Venerable***	65 years
*-1 Str/Con; +1 Int/Wis
**-2 Str/Dex; -1 Con; +1 Wis
***-1 Str/Dex/Con; +1 Int/Wis

Dolphin Thieving Skill Adjustment
Skill	%
PP	NA
OL	NA
F/RT	NA
MS	+10
HS	+10
DN	+15
CW	NA
RL	----

Dolphin Multi-Class Combinations
(Fighter/Priest) 

Giant Lynx
Ability Score Adjustments. The initial ability scores are modified by a +1 to constitution and dexterity. Lynx are aloof and solitary resulting in a –2 to charisma.

Ability Score Range
Ability	Minimum	Maximum
Strength	7		18
Dexterity	9		19
Constitution	5		18
Intelligence	9		18
Wisdom	8		18
Charisma	3		16

Class Restrictions
Class			Maximum Level
Warrior
	Fighter			12
	Ranger			10
	Paladin			
Wizard
	Mage			
	Illusionist		
Priest
	Cleric			
	Druid			
	Priest 			
	Shaman			
	Witch Doctor		
Rogue
	Thief			12
	Bard			
Experience Point Adjustment: (2,1). Barding only, no weapon use.  Unable to cast spells requiring material components other than a holy symbol.  –40% from needed xp. 
Hit Dice: Player character lynx receive hit die by class.
Alignment: NPC lynx are neutral.  PC lynx may be any alignment but are usually neutral. 
Natural Armour Class:  6.
Background:  Giant lynx appear to be larger more powerfully built versions of the common lynx.  They have the same bobtail and tufts of fur on the ears and cheeks.  The giant lynx also has the advantages of high intelligence and language.  Given these traits the giant lynx has replaced its common cousin in many sub-arctic forests where the two species live.
Lynx are solitary nocturnal hunters who feed on small game such as badgers, fish, foxes, hares, grouse and young deer.  This lone existence begins early, most leave their mothers at six months of age, and continues throughout life except in especially harsh winters.  At these lean times when game becomes scarce groups of lynx will use their language abilities to cooperate in hunting and increase their chance of survival.  
Languages: Giant lynx.  Giant lynx cannot speak any language other than their own tongue, of caterwauling and yowls.  At first level they know no other tongue.  The other languages they learn they understand but cannot speak.
Role-playing Suggestions: Giant lynx are solitary hunters they form no permanent communities, nor organized religions, and are expected to fend for themselves even before they are fully grown.  They dwell in harsh wildernesses unsuitable for extensive farming and civilizing and remain aloof from the goings on in the world beyond.  Normally there is little reason for a giant lynx to seek out others of her own kind let alone bands of strange adventurers.  However, in harsh winters and other periods were game is scarce lynx see the benefits of cooperation and work together for survival.  When a particularly harsh winter or other disaster, such as over-hunting by humans, strikes a lynx may be driven to cooperation with other races for survival.  After the crisis has passed the lynx may have learned the benefits of cooperation and elect to stay with the group.  Similarly, to halt a threat to the wilderness she relies on a lynx could cooperate with a druid, ranger or other wilderness character.  
Within the party a lynx will tend to be aloof more ‘traveling with’ rather than ‘belonging to’ the group.  They have no experience with civilization so concepts such as deference to uniformed officers and ownership of livestock are unknown to them.  This sometimes causes problems when dealing with shepards on the fringes of the lynx’s territory.  
Special Advantages:  A giant lynx has keen senses.  Lynx can see in the night and other non-total darkness to a range of 60’.  A giant lynx can detect traps with a base chance of 60% modified for race and dexterity as the thief ability ‘find/remove traps’. A lynx cannot remove any traps she detects.  A lynx’s excellent sense of smell entitles them to a +1 to surprise checks and grants a free tracking proficiency.  A lynx can climb trees with a base chance of 50% modified for dexterity and race as per the thief ability ‘climb walls’.  This ability racial skill applies only to trees, not walls or cliffs.
Lynx are agile and cunning opponents. On a successful dexterity check a lynx receives no damage from falls of 10ft or less and half damage from falls of 60ft, falls of greater than 60ft result in normal damage. A giant lynx can leap 15 ft across, or 10 ft up or down.  They can hide in forested terrain with a 90% chance of success.  If hidden the lynx can leap out imposing a –6 the opponents surprise roll.  In combat giant lynx claw and bite for 1-2/1-2/1-2.  A lynx moves at the standard rate of 12.
A lynx is adapted to the cold forests.  A giant lynx's oversized paws enable him to traverse snow as if he was wearing snowshoes.  The lynx’s thick fur acts as very cold weather clothing for the purposes of resisting the cold.  Lynx are carnivores and can go days without food after a large meal; all lynx receive a free eating proficiency.
Special Disadvantages: Lynx are at -2 for saving throws against foul odors.  Lynx are creatures of the wilderness and will not willingly enter a building, village city, or other settlement unless there is great need.  To enter a building or settlement a lynx must pass a saving throw vs. death to overcome her fear.  If the check fails the lynx may not enter.  Once inside the lynx must make a save each day.  If she fails, she will want to leave by the most direct route.
In civilized spaces the lynx fights with penalty of –2 to her 'to hit' rolls.  Should she fail her claustrophobia check the penalty is increased by –1 for each additional day within the settlement.  If she fails to reach the open spaces she may attempt further saving throws each day to overcome her fear. These saves are made at the same penalty as the current 'to hit' roll penalty.
Monstrous Traits: Appearance, Bestial Habits, Monstrous Smell, reaction adjustment -4
Instincts: Lynx are independent territorial felines.  Except other giant lynx during harsh times, they will not abide the company of other felines (including domestic and wild cats, wemics, tabaxi, sphinx and other felinoid creatures). 
Weapon Proficiencies: Alertness, danger sense, dodge, hiding, intimidation, natural fighting, observation, tumbling, wild fighting.  Rear claw, if the two forepaw attacks are successful this proficiency allows two extra attacks in a round using the rear claws (1-3 damage each).
Nonweapon Proficiencies: animal lore, distance sense, direction sense, eating, endurance, foraging, hunting, jumping, survival (sub-arctic forest), swimming, tracking, and weather sense.

Race Average Height and Weight
Male/female
	Hgt in Inches*
		Base	Modifier
		17/16	1d6	
*At the shoulder. Body length, not including tail, is about twice this figure.

Wgt in Pounds
	Base	Modifier
	38/36	2d6

Race Age
	Starting Age
	Base Age	Variable
	5	1d6

	Maximum Age Range
	(Base + Variable)
	50+3d10

	Maximum Age
	Average
	65
Ageing Effects
Middle Age*	32 years
Old Age**	43 years
Venerable***	65 years
*-1 Str/Con; +1 Int/Wis
**-2 Str/Dex; -1 Con; +1 Wis
***-1 Str/Dex/Con; +1 Int/Wis

Race Thieving Skill Adjustment
Skill	%
PP	NA
OL	NA
F/RT	 Special*
MS	+10
HS	+15
DN	+15
CW	0*
RL	----
*A giant lynx cannot disarm traps but has a bonus to detect them of +15.  A lynx receives a racial bonus of +5% to climb trees not walls.
Race Multi-Class Combinations
fighter/thief

Giant Eagle
Ability Score Adjustments. The initial ability scores are modified by a -1 penalty to dexterity and a +1 bonus to strength.

Ability Score Range
Ability	Minimum	Maximum
Strength	11		19
Dexterity	8		17
Constitution	9		18
Intelligence	6		18
Wisdom	3		18
Charisma	3		18

Class Restrictions
Class			Maximum Level
Warrior
	Fighter			12
	Ranger			10
	Paladin			
Wizard
	Mage			
	Illusionist		
Priest
	Cleric			
	Druid			
	Priest			(12)
	Shaman			(7)
	Witch Doctor		
Rogue
	Thief			
	Bard			
Experience Point Adjustment: (2,1) Eagles pay the normal amount of experience for their class.  Although tool use is limited, it is conceivable that barding might be constructed for a giant eagle and the eagles are mighty opponents.  Eagles are unable to cast spells requiring material components other than a holy symbol.  
Hit Dice: Player character eagles receive hit die by class plus a one time bonus of 4 hit points at first level.
Alignment: NPC giant eagles are true neutral. PC eagles may be any alignment but are usually true neutral.
Natural Armour Class: 7.
Background: Giant eagles are more sociable than their smaller cousins; the nests of as many as twenty individuals can be found in the same area, even so individual eagles are prideful and hunt alone or in pairs.  Eagle pairs are mated for life and maintain the same nest until death or the nest is destroyed.  Territorial to the extreme, eagles will attack anyone venturing within 50' feet of the nest.  Eagles use no tools and live by hunting. 
Eagles mistrust humans and their civilization believing it to be a threat to the balance of the natural world.  Humans and humanoids sometimes take eggs from nests to be raised in captivity.  Needless to say, eagles take a very dim view of this practice. Eagles consider dwarves and elves to be less of a threat and often form friendships with individuals, or sometimes groups, from these races.  Eagles have also been known to form alliances with cloud giants for mutual protection.
The eagles may aid their allies in time of danger, typically by providing reconnaissance, but normally remain aloof from the concerns of other races.  However, giant eagles may be roused into action if there is a powerful threat to the balance of the world or if civilization encroaches too much upon their lifestyle. 
Languages: Giant eagle, hill dwarf, mountain dwarf, high elf, gray elf, wood elf, cloud giant.  Eagles cannot physically speak any language except their own though they can understand what is being said in the other languages they learn.  Giant eagles communicate with their allies through a form of telepathy.
Role-Playing Suggestions: Eagles may be drawn into adventures in a number of ways. Eagles may watch over bands of elves or dwarves on important missions.  Where the encroachment of civilization becomes too much the eagles may send an envoy in an attempt to resolve the matter.  Finally, in the face of a powerful threat to the balance of the world one or more eagles may range the lands providing information or acting as couriers for besieged forces.  In this way the motivations of eagles are much like those of druids.  Very rarely an eagle will question the isolation from other races and devotion to the 'balance' between good and evil, law and chaos, and strike out to observe other races.  Eagles raised in captivity often have very different values to their wild cousins.
Whatever the reason for becoming adventurers, all eagles have several things in common.  Firstly, like lizard men, giant eagles have an outlook very alien to mammals. They are born from eggs, use no tools, and are motivated by survival, a concern for nature, and maintaining the world's 'balance'.  Eagles have very little use for treasure but commonly decorate nests with a few items.  Eagles are proud and independent, spending days on the wing alone or with a mate.  They have no experience with civilization so concepts such as deference to uniformed officers and ownership of livestock are unknown to them.  Fortunately eagles are loath to enter settlements so situations rarely arise from this lack of understanding.
Eagles typically remain aloof from adventuring parties and are usually best described as associates rather than full members of a company. While the others travel with tedious slowness over the ground or seek shelter in towns, the eagle will range far and wide hunting for food and watching the activities of other races from his godlike vantage point.  Often an eagle companion will be little more than a speck in the sky until she strikes down an enemy like a 'bolt from the blue' or deems to land and share her observations.
The pride of wild eagles makes it unlikely that one would consent to being a mount, though they may pluck lighter companions out of trouble on occasion.  Captive eagles, not knowing any better, are sometimes willing mounts though only the strongest can carry an armed human.
Special Advantages: Eagles can fly, with a movement speed of 48 and a maneuverability class of D, if encumbrance is moderate or less.
Eagles can attack with their beak inflicting 2d6 points of damage and with two claws for d6 damage each. On a dive of 50 feet or more an eagle’s speed and damage from claw attacks is doubled and a bonus to the attack roll equal to +4 minus the weapon non-proficiency penalty of the character's group (PHB p50).  For example an eagle warrior would receive a bonus of +2 and a priest +1 to dive attacks.
They receive no attack penalties for aerial missile fire.
Eagles can cast telepathy at will as an innate power (for those not possessing the "Tome Of Magic"TM the description of this spell has been included as an appendix).  The eagle has a casting level of four or their own level whichever is lower when using this power.
Eagles have very keen senses of sight and hearing so that they are impossible to surprise unless it is dark, nighttime, or they are blinded, even then they are only surprised 1 in 10.  Eagle vision functions like a telescope of up to x10 power.  Eagle hearing also enables them to hear noise like a thief at a base chance of 50% below middle age, 40% at middle age, 25% at old age and 10% at venerable age.  These base chances are modified for race and other factors just like the thief ability.
An eagle’s feathers act as very cold weather (arctic) clothing.
Special Disadvantages: Giant eagles have a land movement speed of only 3.  Eagles have large wingspans, about 20', and so require plenty of room to fly.  Giant eagles take damage as large creatures.  As large carnivores an eagle’s food costs 3 ½ times that of a human and weighs five times as much, fortunately most prefer to hunt rather than visit a butcher.
Eagles suffer from claustrophobia and will not willingly enter a building, cave, or other enclosed space unless there is great need.   To enter an enclosed space an eagle must pass a saving throw vs. death to overcome her fear.  If the check fails the eagle may not enter.  Once inside the eagle must make a save each day.  If she fails, she will want to leave by the most direct route.  In enclosed spaces the eagle fights with penalty of –2 to her 'to hit' rolls.  Should she fail her claustrophobia check the penalty is increased by –1 for each additional day inside.  If she fails to reach the open air she may attempt further saving throws each day to overcome her fear. These saves are made at the same penalty as the current 'to hit' roll penalty.
Monstrous Traits: Size, appearance, monstrous hearing, bestial habits, reaction adjustment -7.
Instincts: Wild eagles mistrust humans resulting in a fear of human mobs and settlements.  Entering a village, town, or other human settlement is a failure to follow the latter.  Eagles raised in captivity by humans should choose two other races they instinctively mistrust.
Weapon Proficiencies: Alertness, blind fighting, danger sense, dive (costs a full weapon proficiency slot and raises the 'to hit' bonus for a dive attack to the full +4), intimidation, natural fighting, observation.
A referee a giant eagle may also take the following skill adapted from the abilities of dragons at a cost of one weapon proficiency each: 
	Plummet: an airborne eagle, or one jumping down from at least 30’, can land on a victim.  The victim is pinned and crushed by the eagle’s claws body for damage equal to a bite.  An eagle can crush two victims but must roll a separate attack against each one.  Opponents that are missed are assumed to have escaped.  In addition to the damage those hit must save vs. petrification, penalized by -2 or be pinned down.  Pinned opponents can be automatically crushed for equivalent to bite damage again in the following rounds unless the eagle moves off them.  Every round, an opponent may repeat the modified petrification save in an attempt to wiggle free.  Cannot be combined with a dive, a character may do one or the other.
	Snatch: In a snatch, a flying eagle swoops and attempts to grab an opponent in one of its claws then take them aloft.  If the attack is successful, there is a 50% chance that a humanoid opponents arms are pinned and the creature may be squeezed for automatic claw damage every following round.  If the eagle foregoes squeezing this attack can be used to rescue allies.  Eagles can carry one snatched creature at a time.  An airborne eagle can carry creatures size M or smaller, only one opponent can be snatched in a given round, and encumbrance still applies.
	Transfer: a snatched opponent may be transferred to the mouth on a successful attack roll doing bite damage if desired. If the transfer fails, the creature is dropped. 
	Wing buffet: grants two extra attacks as long as opponents are to the sides of the beast. The buffets do d6 damage and the opponent must roll their dexterity or less on a d20 or be knocked down. Can be combined with a dive attack but if this is done the eagle must land that round if used.
A giant eagle may also take the following skills adapted from the abilities of dragons at a cost of one non-weapon proficiency each: 
Stall (Str): A special flight maneuver.  An eagle flying low to the ground may halt its forward motion and hover for one round, once this round is over the eagle must then land.  Not only does this allow an eagle to stop suddenly but also has benefit in combat.  A hovering eagle can bite and use her claws.  If the referee deems that the ground below the eagle has loose earth or that the surrounds are wooded then a cloud of dust and leaves with a radius of 15 yards blinding creatures and preventing spell casting.  The debris has these effects for one round.
Wing Over (Dex): allows a proficient eagle to perform a turn of 120-240o on a successful proficiency check.  On a failed check the eagle turns only to the limit of its maneuverability class and looses 100’ of altitude, if at less than 1000’ the eagle must land.  An eagle may not gain altitude in the same round a wingover is performed.
Nonweapon Proficiencies: Animal lore, astrology, direction sense, distance sense, eating, hunting, navigation, survival (mountains or forests), tracking, weather sense.  Riding (giant eagle) is available to those raised in captivity.
Giant Eagle Average Height and Weight
Same for both sexes.
	Hgt in Inches*
		Base	Modifier
		110	5d4	
* Wingspan is double height. 

Wgt in Pounds
	Base	Modifier
	760	6d10

Giant Eagle Age
	Starting Age
	Base Age	Variable
	18	1d8

	Maximum Age Range
	(Base + Variable)
	70+4d20

	Maximum Age
	Average
	110

Ageing Effects
Middle Age*	55 years
Old Age**	84 years
Venerable***	110 years
*-1 Str/Con; +1 Int/Wis
**-2 Str/Dex; -1 Con; +1 Wis
***-1 Str/Dex/Con; +1 Int/Wis

Giant Eagle Thieving Skill Adjustment
Skill	%
PP	NA
OL	NA
F/RT	NA
MS	-20
HS	-20
DN	+15
CW	NA
RL	----

Giant Eagle Multi-Class Combinations
(fighter/priest)

Great Raven
Great ravens are new creatures, detailed here for the first time. The referee may assume that they are an intelligent sub-breed of huge ravens (as presented in the “Monstrous Manual”TM), or that all huge ravens are in fact great ravens.
Ability Score Adjustments. The initial ability scores are modified by a -2 penalty to Strength and a +2 bonus to Constitution.

Ability Score Range
Ability	Minimum	Maximum
Strength	2		9
Dexterity	9		18
Constitution	9		19
Intelligence	8		18
Wisdom	8		18
Charisma	3		18

Class Restrictions
Class			Maximum Level
Warrior
	Fighter			6
	Ranger			
	Paladin			
Wizard
	Mage			12
	Illusionist		
Priest
	Cleric			
	Druid			
	Priest			(12)
	Shaman			(7)
	Witch Doctor		(7)
Rogue
	Thief			8
	Bard*			8
*Only the following kits charlatan, humanoid bard, lore master, and riddle master.

Experience Point Adjustment: (1,1) Unable to use tools or armor, or cast spells requiring material components other than a holy symbol.  A great raven wizard must have copy and either cantrip or unseen servant among their initial spells. –45%
Hit Dice: Player character ravens receive hit die by class.
Alignment: NPC great ravens vary greatly in alignment. PC great ravens may be any alignment.
Natural Armour Class: 6.
Background: Great ravens are an intelligent breed of the huge ravens described in the "Monstrous Manual" TM.
Among themselves ravens are social birds living in flocks called 'murders'. Self-appointed scouts that seek out dangers, food, and interesting happenings patrol the murder’s edges.  Ravens mate for life and are devoted parents.
Ravens both suffer and benefit from the superstitions and beliefs of other folk.  Individual ravens live up to these beliefs to varying degrees.  To the warriors of the north ravens are portends of deaths to come, and carry the souls of the fallen.  The peasants of milder climes to the west see them as thieves of crops and firebirds bringing embers into barns.  In cities sages and wizards respect the birds intelligence and curiosity. Wizards especially consider a raven companion a boon.  Curiosity perhaps in part explains the why explorers returning from the New World report that the peoples there regard ravens as tricksters and collectors of secrets.
Great raven murders often associate themselves with other peoples out of interest, mutual benefit, or simple opportunism.  Murders have provided watchful eyes on elven forests and dwarven passes; scholarly companionship for monasteries and hedge wizards; and followed the migrations of war bands for grislier reasons.  Small murders have even been drawn by larcenous tendencies into the employ of thieves' guilds. 
Languages: Great Raven, common, the ability to communicate with normal crows and ravens, hill dwarf, mountain dwarf, high elf, gray elf, wood elf, rock gnome, and forest gnome.
Role-Playing Suggestions: Ravens are social and curious but most prefer the company of their own kind and have the good sense to stay out of the way of adventures.  Even ravens who prefer a more solitary existence are more likely to seek the companionship of scholarly monks, or academically inclined wizards rather than thrill seekers.  Those that follow battles stay well back until the action is over.  The reasons why some ravens leave behind their murders for a life of adventuring are many. 
Some are outcasts from their murders, perhaps they begin to question following the harvest of battle, or break the rules of the quiet monastery where the murder dwells. 
A second reason to become an adventurer is to collect the shiny or curious treasures that many ravens covet.  In rare instances larcenous ravens become part of a city’s thieves guild acting as spies and fetches. Few thieves regard ravens as full partners instead treating them as useful pets and tossing them the odd trinket to keep the birds happy. A raven thief may tire of this treatment and leave to seek their own fortune.
Those who are the companions of scholarly priests and sagely wizards may find themselves drawn into adventure when trouble knocks on the library door. 
Some fighters also take a raven following the battles as a good luck charm or mascot and then find the bird to be a useful ally.  When the wars lull soldiers oft become adventurers.
Whatever the reason for becoming adventurers all ravens have several things in common.  Firstly, like lizard men, ravens have an outlook very alien to mammals. They are born from eggs, use no tools, and are motivated, in varying degrees, by social needs, survival, collecting (rather than wealth), and curiosity.
Within a party how much the raven is a boon companion depends on to what degree each of these instinctive traits manifests in his character: gregariousness, survival, acquisitiveness, and curiosity. 
Highly gregarious ravens not only seek the company of others but also their approval and as such are usually easy to live with, even more solitary birds often have close ties with a few companions. However, others become overly dependant on others and this may lead to problems.
Survival instinct tends to make the birds cautious or pragmatic, this may lead to them abandoning companions when the going gets tough. To be fair, the limited access to weapons and armor makes ravens vulnerable in a fight and understanding allies will take this into account.
The acquisitiveness of these birds is linked to their appreciation of beauty rather than the desire for wealth. Many covet bright colored and shiny objects and some build up substantial collections of jewelry, gems, and coins, as well as baubles of little worth. Problems can occur if collecting becomes indiscriminately larcenous.  Even the most aesthetic bird has a gem or coin secreted away in their nest. In others collecting becomes tied to curiosity: scholarly ravens may have maps, scrolls, or books kept in a residence they share with human or demihuman academics. Still others collect information for which some ravens show an insatiable curiosity.  While a well-read, or well-traveled, companion is a boon in some ravens curiosity leads to annoying nosiness; they are forever sticking their beak in where it doesn’t belong.
Special Advantages: Ravens can fly, with a movement speed of 27 and a maneuverability class of C.
A raven can attack with his beak inflicting 1-2 points of damage each time.  They receive a +1 bonus (total-3) to called shots to the eye with their peck (initiative for this attack is at +1 penalty).
They receive no attack penalties for aerial missile fire.
Able to survive on rough fare great ravens receive a +1 bonus to saves against ingested poisons and diseases for every 3.5 points of constitution. This number is the same as the saving throw bonus of dwarves against magic.
Special Disadvantages: Great ravens have a land movement speed of only 1.  
Monstrous Traits: Bestial habits bestial speech. Reaction adjustment -4
Instincts: Choose one: Gregarious birds must avoid being alone unconscious or asleep companions don’t count. The raven must have company whenever it is awake; Survivalists are in opposition to their instinct if they remain in combat or other immediate danger (e.g. inside a burning house) once they are at 20% (round up) or lower of their maximum hit points; Curious birds are compelled to get closer to and investigate anything that is unusual and not obviously dangerous, this could include faeries, unexplained colored lights, halflings in a desert etc.; Acquisitive birds are perhaps the most troublesome, the player should choose one class of small fairly common items (e.g. coins, gems, scrolls, keys, rings) that the bird must attempt to steal if left unattended and in plain view.  Objects in packs, worn, or carefully watched do not trigger the instinct. An acquisitive bird may not be of lawful alignment.
Weapon Proficiencies: Alertness, blind fighting, danger sense, dodge, eye peck (costs a full weapon proficiency slot, reduces penalty to –2, and initiative to +0), fast talk, hiding, intimidation, natural fighting, observation.
Nonweapon Proficiencies: Ancient history, animal lore, animal noise, appraising, astrology, begging, direction sense, eating, etiquette, foraging, fortune telling, gaming, heraldry, information gathering, local history, looting, navigation, persuasion, poetry, read lips, read/write, religion, spell craft, survival (hills or forest), tracking, trailing, voice mimicry, weather sense, whistling/humming.

Great Raven Average Height and Weight
Same for both sexes.
	Hgt in Inches*
		Base	Modifier
		11	6d4	
* Wing span is double height. 

Wgt in Pounds
	Base	Modifier
	5 ½ 	1d4

Great Raven Age
	Starting Age
	Base Age	Variable
	12	1d8
	Maximum Age Range
	(Base + Variable)
	50+3d20

	Maximum Age
	Average
	80

Ageing Effects
Middle Age*	40 years
Old Age**	60 years
Venerable***	80 years
*-1 Str/Con; +1 Int/Wis
**-2 Str/Dex; -1 Con; +1 Wis
***-1 Str/Dex/Con; +1 Int/Wis

Raven Thieving Skill Adjustment
Skill	%
PP	-20
OL	NA
F/RT	NA
MS	----
HS	+15
DN	+15
CW	-20
RL	----

Raven Multi-Class Combinations
Mage/Thief
(Priest/Mage)
(Priest/Thief)
Unicorn
Ability Score Adjustments. The initial ability scores are modified by a -2 penalty to dexterity and a +1 bonus to strength and a +1 to constitution.

Ability Score Range
Ability	Minimum	Maximum
Strength	14		19
Dexterity	3		16
Constitution	11		18
Intelligence	6		18
Wisdom	6		18
Charisma	8		18

Class Restrictions
Class			Maximum Level
Warrior
	Fighter			12
	Ranger			11
	Paladin			
Wizard
	Mage			
	Illusionist		
Priest
	Cleric			
	Druid			
	Priest			(12)
	Shaman			(7)
	Witch Doctor		
Rogue
	Thief			
	Bard			12*
*Meistersinger kit only, at 5th level the unicorn only transforms her head and gains only bite attack of the companion animal.
Experience Point Adjustment: (2,1) Unicorns can use heavy warhorse barding and their limited use of tools is more than made up for by their abilities.  They are unable to cast spells requiring material components other than a holy symbol.  However unicorns have many advantages so x2.5 the normal amount of experience is required for advancement.
Hit Dice: Player character unicorns receive hit die by class plus a one time bonus of 5 hit points at first level.
Alignment: NPC unicorns are chaotic good.  PC unicorns may be any good alignment but are usually chaotic good.
Natural Armour Class: 2
Background: Unicorns look much like powerfully built horses with gleaming white coats and long silky manes and forelocks.  The stallions also have white beards.  The eyes of a unicorn are sea blue or fiery pink.  However, no one could mistake a unicorn for a horse since they sport an elegant horn upon their foreheads and their hooves are cloven and ivory-yellow.
Unicorns live alone or in small families in a clearing within a forested territory around 400 square miles in size.  The trees within the territory are marked by the unicorn's horn with the glyph of the family.  Sylvan creatures and other unicorns recognize the markings indicating the forest is under protection.  Rangers have a 10% chance of determining that a forest is unicorn protected.  Unicorns will not enter the territory of another family unless invited and they will not war among themselves.  Unicorn pairs are mated for life. 
Unicorns typically avoid contact with other races except sylvan ones, such as dryads and pixies, and encounters with others are often limited to conflict in defense of the home forest.  Unicorns leave honest travelers and hunters untouched but those that hunt for sport, or maliciously damage the forest are attacked.  The severity of the attack is determined by the unicorns sense of justice; young children tossing stones at birds will be given a good scare, but rampaging and burning orcs will be shown no quarter.
The other instance where unicorns deal with others is when they deem to become the mount of a human or elven maiden of good alignment.  Unicorns maintain this tradition as a method of promoting the cause of good beyond their forest homes. The women chosen for this honor should be those absolutely devoted to the cause of good as much as any priest or paladin, though peasants and other common folk are as likely to be chosen as priestesses.
Languages: Unicorn, high elf, sylvan elf, sprite, pixie, dryad, nymph.
Role-Playing Suggestions: Unicorns could abandon their secrecy for a number of reasons and join a party.  Dire threats to their forest territories may see a unicorn seek aid in defending the trees and creatures under her protection.  Alternatively, a young unicorn may set out from his family home intending to find another suitable forest and start family.  Finally, the unicorn could choose to become the mount and companion of a woman devoted to the cause of good.  This person could be a hero (perhaps another PC) or simply a peasant woman who sees her companion as an opportunity to thwart the plans of the brutal and greedy.
Unicorns are a proud race and they will not abide being used as beasts of burden or mounts unless the rider is good aligned and the situation grim.  The only exception to this rule is the good women chosen by some unicorns as companions.  Unicorns are grazers that have few needs and shun civilization. They are one of the few intelligent races that have no need for wealth.  Given this perspective they will be amused by the avarice of others and by anyone trying to bargain with them with anything but services.
Unicorns do not give their trust lightly, and then only to good creatures, but once their friendship is won they are unswerving in their loyalty.  This protective streak motivates unicorns to watch over the welfare of their friends in whatever way they can, a unicorn will scrutinize new hirelings, warn against hotheaded and unwise assaults, and offer other cautious advice, and if all else fails die defending her friends.
The selfless devotion of the unicorn to good makes the role similar to a paladin in many ways.  The unicorn will also find common ground with rangers and druids with whom they share a love of nature.  Like the classes mentioned the responsibilities of a unicorn help balance the character.
A unicorn is uncomfortable in the villages, towns and cities of other races and will typically retire to a nearby wood while her companions are within settlements.  Given the stir that a unicorn would cause on entering a village or city this is probably just as well. 
Special Advantages: Unicorns are swift gallopers; they have a movement rate of 24.  The horse-like body of the unicorn adds 200 pounds to the amount a unicorn can carry at each level of encumbrance.  For example, a unicorn with 14 strength is unencumbered at 255 lbs, lightly encumbered up to 285 lbs, at moderate encumbrance to 315 lbs, heavy to 345 lbs, and severely encumbered to 370 lbs.
Unicorns can attack with their two fore hooves for 1d6 damage each and with their horn for 1d12 damage. If a unicorn wishes to kick with her rear hooves no other attack can be made that round and the ‘to hit’ roll is always penalized by the weapon non-proficiency of the character's group (PHB p50), each rear hoof inflicts 1d6 damage.  Alternatively, if there is at least 30 feet of open space between the unicorn and her opponent she may charge foregoing her attacks with her hooves but inflicting 3d12 damage with her horn.  A unicorn's horn is a magical weapon and while it inflicts no extra damage because of this all attacks with the horn are at +2 'to hit' and creature normally only wounded by +2 or +1 magical weapons may be harmed. 
Unicorns have very keen senses and can detect the scents, and sounds of creatures within 240 yards outdoors or 240 feet indoors. Only creatures capable of crossing this distance and making an attack within a single round can surprise them, most commonly those with movement rates of 48 or more, or teleport capability.  Although hoofed, unicorns are able to move with great stealth through forests so that opponents suffer a -6 to rolls to avoid surprise in these environments.  Unicorn hearing also enables them to hear noise like a thief at a base chance of 50%.  This base chance is modified for race and other factors just like the thief ability.
In addition to the above sensory and combat abilities unicorns posses a few magical powers.  They are 20%/level resistant to poisons, death spells, and charms or hold from magical source (spell, item, innate power etc.).  Once this resistance reaches 100% they are completely immune even if some cause would normally lower resistance.  PC unicorns determine their saving throws against spells as if they were wizards at the same level as their lowest class (other saving throws are as per their class).  In addition to these protections, at fifth level and above, unicorns may teleport themselves and any equipment or riders they are carrying anywhere within the limited range of 360 yards once per day.
Unicorn rangers that worship the unicorn god Eachthighern (ek-tee-arn) the "Lord of Horses" may choose two spheres from the following list when they reach spell-casting level: animal, healing, plant, protection; rather than being restricted to the animal and plant spheres normally awarded to rangers.  Once chosen, these spheres are never changed.
Special Disadvantages: 
Unicorns take damage as large creatures.
Unicorns cannot bear cruelty inflicted upon innocents or normal animals, harm done to good aligned companions, or wanton destruction of nature, such as burning of forests or hunting for sport.  If a unicorn does not make all possible effort to prevent these occurrences when they are encountered not only is an instinct roll required but also the unicorn looses all of her magical benefits. If the unicorn was under fear or other magical influence then the powers are lost until an atonement is undertaken, if the unicorn was willfully neglectful then the loss is permanent.  The magical abilities lost are: loss of the +2 magical bonus to the unicorns horn, loss of resistance/immunity to poison, death magics, charms and holds, loss of access to wizard saves against spells, and loss of teleport ability.  In addition priests, shamans and rangers of sufficient level loose their priest spell casting powers. The same losses occur if the unicorn’s horn is severed.  The horn will not grow back and must be magically restored by regeneration or a wish.
Since unicorns scorn the possession-laden lifestyles of others all unicorns, regardless of class, are limited to whatever treasure and goods they can carry.  Like rangers though they can own any value of treasure but anything they cannot carry must be traded into a portable form or donated to a wealthy ‘institution’ (An NPC group, in the case of unicorns often a hard up village of elves or faerie folk).
Monstrous Traits: Appearance, Monstrous Hearing, bestial speech reaction adjustment -4.
Instincts: Avoid serving as a mount or beast of burden (except to carry a 'chosen woman', or known good aligned creatures in dire emergencies). Avoid settlements.  Unicorns cannot abide cruelty inflicted upon innocents or normal animals, harm done to good aligned companions, or wanton destruction of nature; a unicorn feels compelled to prevent or halt these occurrences when they are encountered.  
Weapon Proficiencies: alertness, blind fighting, danger sense, hiding, intimidation, natural fighting, observation, rear kick (costs a full weapon proficiency slot and negates the non-proficiency penalty to rear hoof attacks).
Nonweapon Proficiencies: animal lore, dancing, heraldry (unicorn glyphs), jumping, running, survival (forests), riding (unicorn), swimming, tracking, and weather sense.

Unicorn Average Height and Weight
	Hgt in Inches*
		Base	Modifier
		62/58	d6	
*At the shoulder, to convert to 'hands' divide by four.

Wgt in Pounds
	Base	Modifier
	1000/940	6d20

Unicorn Age
	Starting Age
	Base Age	Variable
	60	3d10

	Maximum Age Range
	(Base + Variable)
	1000+5d100

	Maximum Age
	Average
	1250

Ageing Effects*
Middle Age**	625 years
Old Age***	938 years
Venerable****	1250 years
*Unicorns feel no physical effects of ageing until the last month of their life. Cumulative modifiers of -1 Str/Con on the first week; -2 Str/Dex on the second week; -1 Con on the third week; and -1 Str/Dex/Con on the final week of their life apply.
** +1 Int/Wis
*** +1 Wis
**** +1 Int/Wis

Unicorn Thieving Skill Adjustment
Skill	%
PP	NA
OL	NA
F/RT	NA
MS	+10
HS	+15
DN	+15
CW	NA
RL	-10

Unicorn Multi-Class Combinations
(fighter/priest)
Worg
Ability Score Adjustments. The initial ability scores are modified by a -1 penalty to intelligence, and a +1 bonus to constitution.

Ability Score Range
Ability	Minimum	Maximum
Strength	6		18
Dexterity	3		18
Constitution	8		19
Intelligence	3		8
Wisdom	3		18
Charisma	3		18

Class Restrictions
Class			Maximum Level
Warrior
	Fighter			12
	Ranger			
	Paladin			
Wizard
	Mage			
	Illusionist		
Priest
	Cleric			
	Druid			
	Priest			(12)
	Shaman			(7)
	Witch Doctor		
Rogue
	Thief			
	Bard			
Experience Point Adjustment: (2,1) Worgs may be outfitted in armor much like that used by war dogs.  Worgs are unable to cast spells requiring material components other than a holy symbol.  -40% from the experience required.
Hit Dice: Player character worgs receive hit die by class.
Alignment: NPC worgs are neutral evil. PC worgs may be any alignment but are usually true neutral. 
Natural Armour Class: 6
Background: Worgs look like large wolves.  With powerful jaws, broad chests, bushy tails and upright ears, no one would mistake a worg for a dog in good light.  Like other wolves, worgs show regional variations in coloring; in colder climes gray, black, or even pure white fur is common whereas in more temperate regions reddish and brown worgs dominate.  The eyes of a worg can be gold, amber, or red.
Worgs are social creatures living in hierarchical families called packs.  The pack is led by a patriarch and matriarch who are the only worgs permitted to breed.  The matriarch and patriarch lead the pack in hunting, battle, and negotiations with their allies, the goblins.  During the warmer seasons, the pack hunts large prey and, unlike normal wolves, worgs are able to bring down healthy animals upsetting the ecological balance in areas where they live.  Worgs will also hunt humans and demihumans, especially if they are able to enlist the help of goblins.  During the winter months raids on villages become more common as other game becomes scarce. Unlike normal wolves, worgs will only stoop to hunting hares and mice if they are unable to match the defenses of nearby villages or share the larders of goblins.
Worgs are known as war mounts of the goblins and most people assume the large wolves are simple captive beasts of the goblins.  However, unless the goblins have a very powerful leader, this is not the case the worgs are independent allies of the goblins and owe their loyalty to the pack's patriarch and matriarch.  The worgs' lack of respect for formal laws, agreements, and the traditions of the goblins sometimes cause friction between the two allies.  However, the alliance between goblin and worg brings such advantages of speed, ferocity, and cunning that most packs and tribes eagerly enter into such understandings.
Among races other than goblins worgs are treated with suspicion, not only do many peasants (who are superstitious about all wolves) fear them, but also they are known allies of goblins.  Most communities of humans and demihumans will fear or attack worgs on sight.  Like goblinoids, worg PCs must demonstrate their trustworthiness before others accept them.
Languages: Worg, winter wolf, goblin, common.  Worgs cannot speak any language other than their own tongue, of growls and howls, and that of winter wolves.  Some packs also know a sign language of postures.  Worgs can also learn the combination of sounds and postures used by ordinary wolves to communicate.  The other languages they learn they understand but cannot speak.
Role-Playing Suggestions: A worg could join a party as a companion of a goblin or other wilderness character.  Alternatively, the worg may have lost favor with the leaders of his pack or rejected the cruel and bloodthirsty habits of his littermates.  
Worgs are pack animals and bring this outlook to their dealings with others. Sometimes a worg may see the PCs as a 'pass' to enter civilization or a 'meal ticket', able to buy food and avoid the hard work of hunting, but such relationships tend to be short lived.  A lone worg is more likely to see the party as a new pack, providing much needed companionship and protection.  Worgs enjoy the hunt and with their new 'pack' find that they can bring down impressive and exciting prey.  Worgs see all social interactions in terms of packs and hierarchies of dominance.  Within the party the worg will follow a strong leader or, if there is none, he may endeavor to seize leadership and organize a pecking order within the group.  Worgs will put aside all differences to defend against outsiders threatening the pack, when there is no outside threat internal quarrels are common.
Special Advantages: Worgs are swift runners; they have a movement rate of 18 Worgs can bite for 2d4 points of damage. All worgs have excellent senses of smell they receive a +1 to surprise checks and receive a free tracking proficiency.  Worg hearing is also sensitive enabling them to hear noise like a thief at a base chance of 50% below middle age, 40% at middle age, 25% at old age and 10% at venerable age.  These base chances are modified for race and other factors just like the thief ability. Worgs are carnivores and after a large meal can days without food; all worgs receive a free eating proficiency.  
A worgs’ fur acts as very cold weather clothing.
Special Disadvantages: Wolves of all kinds, especially worgs, suffer from a bad reputation with human peasants in many nations resulting in an extra -1 reaction penalty.  This situation is aggravated by the worgs inability to speak human languages.  Worgs are at -2 for saving throws against foul odors.
Monstrous Traits: Appearance, Bestial Habits, Monstrous Hearing, Monstrous Smell, reaction adjustment -4 (-5 with human peasants see above).
Instincts: The full moon is regarded as an auspicious time by worgs responded to by howling. Conversely, the new moon is a time of ill omen best slept through.
Weapon Proficiencies: alertness blind fighting, danger sense, hiding, intimidation, natural fighting, observation, wild fighting.
Nonweapon Proficiencies: animal lore, distance sense, direction sense, eating, endurance, foraging, hunting, jumping, riding (worg), running, signaling (howling), singing (howling), survival (forests, pick any climate), swimming, tracking, weather sense.

Worg Average Height and Weight
	Hgt in Inches*
		Base	Modifier
		24/21	3d6	
*At the shoulder. Body length, not including tail, is about twice this figure.

Wgt in Pounds*
	Base	Modifier
	150/130	13d10
*Worgs are a highly variable race with some members almost twice the size and as much as five times heavier than the smallest.

Worg Age
	Starting Age
	Base Age	Variable
	1		1d6

	Maximum Age Range
	(Base + Variable)
	12+2d6

	Maximum Age
	Average
	19

Ageing Effects
Middle Age*	10 years
Old Age**	14 years
Venerable***	19 years
*-1 Str/Con; +1 Int/Wis
**-2 Str/Dex; -1 Con; +1 Wis
***-1 Str/Dex/Con; +1 Int/Wis

Worg Thieving Skill Adjustment
Skill	%
PP	NA
OL	NA
F/RT	NA
MS	+15
HS	+10
DN	+15
CW	NA
RL	-20

Worg Multi-Class Combinations
(fighter/priest)

Appendix: Spells

Telepathy (Divination Alteration)
This third level priest spell from the "Tome of Magic"TM (p71) is also an innate spell used by giant eagles. 
Sphere: Thought
Range: 30 yards
Components: V,S
Duration: 1 turn + 2 rounds/level
Casting Time: 5 
Area of Effect: One creature
Saving Throw: Neg.
This spell establishes direct, two-way mental communication between the priest and a single subject. The subject must have Intelligence of at least 5 for the spell to take effect. While the spell is in effect, the two participants can communicate silently and rapidly, regardless of whether they share a common language.
Telepathy does not give either participant access to the other's thoughts, memories, or emotions. Participants can only "hear" thoughts that the other participant actively "sends".
Mind-to-mind communication is approximately four times faster than verbal communication.  The level of complexity that can be communicated is only that which can be expressed through language.  Gestures, expressions, and body language cannot be conveyed.  
A priest can establish separate "telepathic channels" to multiple individuals.  Each linkage is established through a separate casting of the spell.  There is no network between the channels.  For example, Balfas the priest establishes telepathy with Alra the warrior and Zymor, but Alra and Zymor cannot communicate with each other. Balfas, however, can "target" a thought so that only one of the two participants receives it.  
If the priest casts this spell on an unwilling subject (for example if the priest wants to silently threaten or taunt the subject), the subject receives a saving throw vs. spell the resist the effect.  Willing subjects need not make a saving throw.
Lead sheeting of more than ½ " thickness will totally block telepathy.

Copy (Evocation)
This 1st level wizard spell from the "Complete Wizard’s Handbook"TM is invaluable to wizards who’s paws are incapable of writing. 
Range: Special
Components: VSM
Duration: Inst.
Casting Time: 1 round 
Area of Effect: One object
Saving Throw: Special
Copy enables the caster to make a perfect copy of a map, letter, or any other written or drawn document. The caster must have a blank parchment or a book with blank pages of sufficient size to hold the copy. The caster holds the blank object over the object to be copied, then casts the spell; the copy immediately appears on the formerly blank object.  The copy is permanent and is a perfect duplicate of the original. 
Copy can be used to copy spells from a new spell book into the caster’s spell book, assuming the casters book is of sufficient size to contain the new spells.  The caster must first roll to see if he can learn the new spells; if so, he can cast copy to instantly copy them into his spell book.
The material components for this spell are a piece of blank parchment (or a book with blank pages) as described above, and a drop of black ink.