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Ferret     Hedgehog     Magraravich Spawn     Tiefling

Ferret
Tiny Animalimage from 'New Ferret City'
Hit Dice: ½d8 (2 hp)
Initiative: +2 (Dex)
Speed: 25 ft.
AC: 14 (+2 size, +2 Dex)
Attacks: Bite +4 melee
Damage: Bite 1d3-4
Face/Reach: 2½ ft. by 2½ ft./0 ft.
Special Attacks: ---
Special Qualities: Scent
As a familiar: Grants +5 bonus to balance checks
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10
Int 2, Wis 12, Cha 5
Skills: Balance +10, Climb +6, Hide +13,
Move Silently +9, Search +1, Spot +7
Feats: Weapon Finesse (bite)

Climate/Terrain: Temperate hill and plains
Organization: Solitary, pair, or business
Challenge Rating: 1/4
Treasure: None
Alignment: Always Neutral
Advancement: ---

Hedgehog
Tiny Animalimage from 'Hedgehog Homepage'
Hit Dice: ½d8 (2 hp)
Initiative: +2 (Dex)
Speed: 20 ft., climb 20 ft.
AC: 15 (+2 size, +2 Dex, +1 natural armor)
Attacks: ---
Damage: ---
Face/Reach: 2 ft. by 2 ft./0 ft.
Special Attacks: ---
Special Qualities: Blindsight, Scent
As a familiar: Grants +1 natural armor
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 2, Dex 14, Con 12
Int 2, Wis 12, Cha 5
Skills: Climb +11, Hide +8, Listen +10
Feats: ---

Climate/Terrain: Temperate forest, hill, and plains
Organization: Solitary
Challenge Rating: 1/4
Treasure: None
Alignment: Always Neutral
Advancement: ---

Magraravich Spawn
TemplateThe Spawn is the one on the left.
TypeChanges to Outsider
Hit Dice+2 HP / HD.
SpeedCan fly at normal movement and maneuverability is perfect.
ACNatural armor increases by 1/3 of the creature's HD.
AttacksThe spawn retains all the attacks of the base creature.
DamageThe spawn retains the damage values of the base creature.
Special AttacksA Magraravich Spawn gains special abilities as the DM sees fit. A full explanation will later be posted when the party has access to this information. Until then, just make something up. Assume that the damage is typeless or unholy (since they have both types!). Damage dice from attacks should not exceed more than 2x the creature's HD (this does NOT mean that all attacks have this high amount of damage!)
Special QualitiesA Magraravich Spawn loses the special qualities of the base creature and gains the following:
• Darkvision 120 feet
• (su) Regen 10 HP/round
• (su) Resist energy=HD. This applies to fire, cold, electricity, acid, sonic, and force.
• (su) DR 10/+3
• (su) SR = 11 + HD
• (sp) Cast Darkness 1/day
• (su) Auto-Dispel: The Spawn can attempt to dispel one non-instantaneous magical or psionic effect on itself as a free action each round. Use rules for Dispel Magic with the following exceptions: Caster Level = ½ HD +1/round spent attempting to dispel a specific effect. Any non-instaneous effect, at the DM's discretion, can be dispelled even if not subject to Dispel Magic. There is no outward sign that the Spawn is doing this.
SavesModify the base creature as follows: Fortitude+2, Reflex +2, Willpower+2.
AbilitiesModify the base creature as follows: Str +2, Dex +2, Con +2, Int +2, Wis +2, Cha +2.
SkillsSame as base creature.
FeatsSame as base creature.

Climate/TerrainAny
OrganizationSolitary (1)
Challenge RatingUp to 10 HD: as base creature +1.
11-20 HD: as base creature +2.
21+ HD: as base creature +3.
TreasureGood Stuff!
AlignmentAlways Lawful evil
AdvancementSame as the base creature

Tiefling
Template
TypeChanges to Native Outsider
Hit Dicesame as base creature
SpeedSame as base creature
ACSame as base creature
AttacksSame as base creature
DamageSame as base creature
Special AttacksSame as base creature
Special QualitiesThe tiefling retains all special qualities of the base creature and gains the following:
• Darkvision 60 feet
• Infernal as a free bonus language
• (ex) Fire and Cold Resistance (5 point each).
• (sp) Cast Darkness 1/day as a sorcerer = to the character level of the tiefling
SavesThe tiefling gains a +2 racial bonus to saves vs. poison.
AbilitiesModify the base creature as follows: +2 to two stats, -2 to one stat.  The person writing up the tiefling chooses which stats are altered in this fashion.  When combined with the Spawn template, this results in a net +4 to two stats, +0 to one, and +2 to the rest.
SkillsSame as base creature.
FeatsSame as base creature.

Climate/TerrainAny
OrganizationSolitary (1)
Challenge Rating+0
TreasureSame as base creature
AlignmentUsually Lawful evil
AdvancementSame as the base creature