Oversized cousins of familiar beasts, including blood-draining weasels, quill-shooting porcupines, castle-building beavers and skunks whose musk blinds foes and rots cloth.
These double-sized breeds act much like their ordinary kin, only on a scale that makes them a real hazard.
A solitary, semi-intelligent burrower of size M, twice the common badger's size. Its speed explains its good Armor Class, and it defends its territory fiercely. More than one means a mated pair with young. Gnomes use them as guards: a gnome lair has a 20% chance of holding 3-12.
About 6 feet long (size M) and of low to average Intelligence, these docile animals flee attacks unless cornered or their lodge is threatened. Their dam creates a lake, and at its center sits a lodge of logs and mud with walls 5 feet thick or more, home to the whole colony. A tail slap on the water calls the colony home to guard the lodge and its young, one per adult.
Paid in coins or valuables, giant beavers will sometimes build dam-like works if water lies near the site. They love birch, aspen and willow bark and twigs.
This prehistoric ancestor of the wild boar stands 5 feet at the shoulder and is very aggressive. Groups of three or more have a 25% chance of 1-4 young with 2-6 HD (dealing 3d4, 2d4, 1d6+1, 1d4+1 or 1d4 damage, largest to smallest). Sows fight as hard as boars. At 0 to -10 hit points one keeps fighting 1-4 rounds; at -11 or less it dies outright.
The hyenodon is a prehistoric pack hunter and scavenger of warm plains, with crushing jaws and a temper that rises with hunger. Gnolls keep them as guards, so a gnoll lair has a 20% chance of 2-12.
Semi-intelligent river and lake dwellers, usually peaceful but fierce when threatened. They adore play, sliding and tag especially, and a romp in progress can frighten horses, flip wagons or wreck carts, or swamp small boats on the water. A lair (10% chance) always holds 5 more: 2 adults and 3 young at 40-70% size. The parents always attack there, and the young fight back.
A woodland creature, stupid even for an animal, that treats anyone closer than 30 feet as a threat. Its tail fires 1-8 quills to 30 feet, each for 1d4 damage, with no practical limit on ammunition. The quills run 3 feet long, so foes within 6 feet take damage from 1-4 of them as it flails. It bites only in desperation: 10% chance per round once below half its hit points.
A man-sized forest omnivore that will raid camps for food. Threatened, it backs toward the foe, and if the threat does not retreat past 60 feet quickly, it sprays a musk cloud 20 feet wide, 20 high and 60 long. A failed save vs. poison means 1-8 hours of blindness. Regardless of the save, victims flee a full move and lose half their Strength and Dexterity to nausea for 2-8 turns.
Anyone doused stinks so badly that others shun them. Cloth rots away, including magical clothing that fails a save vs. acid; other gear and creatures need several days of washing and airing to come clean.
A man-sized hunter of woods and underground passages that attacks relentlessly and fights to the death. Once its bite lands, it holds on and drinks blood for 2d6 damage each following round. Trained from before half-grown, one may (25%) become a hunting or guard animal. A lair (15%) holds 4 or more: two parents plus young at 10-80% maturity, who attack for damage suited to their size.
Found only in cold lands, this vicious carnivore kills for sport and wrecks for spite; bears and wolves avoid it. Speed aids its Armor Class, and ferocity gives +4 to hit. It sprays musk, as a giant skunk, at anyone behind it, and deliberately fouls food and human goods the same way. Semi-intelligent otherwise, it is brilliant at hunting and combat.
More: Monsters starting with G · Core Rules monsters · All monsters A-Z
Related: Herd Mammals I · Herd Mammals II · Mammal · Minimal Mammal · Small Mammal