Small Mammal

Quick notes on the little beasts of field and forest, from valuable-fur minks and otters to trinket-stealing black squirrels and gliding flying squirrels.

Setting: Core Rules · Sources: MC2 Volume II; Monstrous Manual

Overview

Small mammals rarely threaten people, but several have handy talents or valuable fur. Humanoids need magic to use their crude languages. All have THAC0 20 unless noted.

Furbearers

Pelt values: adult beaver 2 gp, spotted white ermine 4 gp, mink 3 gp, muskrat 5 sp, fox 3 to 5 gp, raccoon and woodchuck 1 gp each. Beavers fell trees fast and build lodges in ponds, and woodchucks gnaw through wood quickly. Ermines and minks are weasel kin. Foxes have superb eyes, ears and noses. Raccoons fight only when trapped or rabid (10% chance).

Otters

Otters run at 12, swim at 18, and fight only when cornered or guarding young. Pelts fetch 2 to 3 gp. Giant otters are the same animal at 10 to 15 feet long, with pelts worth 1,000 to 4,000 gp. Sea and giant otters have THAC0 19.

Keen Senses

Chipmunks see and hear very well, as do squirrels. Plains gophers have sharp ears and noses, and every one seen means another 1d10 hidden in nearby burrows. Moles barely see but sense taste and vibration superbly. Opossums are woodland marsupials with keen hearing. Rabbits, sharp-sensed and naturally paranoid, are hard to surprise or catch.

Others

Ferrets, also weasel kin, can be trained from cubs or tame birth to do tricks, fetch, or hunt small burrowers. Hedgehogs have sharp quills that do no harm. Mice infest nearly any building. Monkeys include rhesus, spider monkeys, tamarinds, lemurs and other peaceful kinds (THAC0 19).

Pigs bite, or butt to stun and then crush. Tame ones are harmless unless angry or under magical control; wild pigs are smaller (2 feet long) runaways that leave folk alone unless provoked (THAC0 19).

Flying squirrels glide five feet per foot of descent. Two-foot giant black squirrels haunt evil forests, stealing rings, gems, vials and other small loose valuables for their nests (THAC0 19).

More: Monsters starting with S · Core Rules monsters · All monsters A-Z
Related: Giant Mammal · Herd Mammals I · Herd Mammals II · Mammal · Minimal Mammal

MammalHDAC#App.#AttDmg/AttMVXP ValueNotes
Beaver1-4 hp910-40114, Sw 127
Chipmunk1 hp71-61112, Br 10
Ermine161-2111515
Ferret161-2111515
Fox171-211-31515
Gopher1-3 hp81-201112, Br 227
Hedgehog1-2 hp81-2nilnil47
Mink161-21115, Br 115
Mole1 hp101nilnil1, Br ½0
Monkey1+181-5011935
Mouse1 hp71-100nilnil15, Br ½0
Muskrat1-3 hp101-21147
Opossum1-3 hp101-81147
Otter1-151-411-212, Sw 187
Otter, Sea1+151-411-312, Sw 1835
Otter, Giant552-513-189, Sw 18175
Pig, Domestic2101-2011-41235
Pig, Wild291-811-41235
Rabbit1-3 hp61-1211187
Raccoon1-6 hp91-411-257
Squirrel1 hp81-611120
Squirrel, Flying1 hp871112, Fl 15 (E)0Gliding
Squirrel, Giant black1+161-1211+31235
Woodchuck1-6 hp91-2115, Br 27
Climate/Terrain:Varies
Frequency:Common
Intelligence:Animal (1)
Magic Resistance:Nil
Morale:Unreliable to Average (2-9)