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Giant Otterby Jamie Baty
BMSII 13, 14, 17
Hit Dice: 3d8+9 (22 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares)
Armour Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+4
Attack: Bite +4 melee (2d6 +2)
Full Attack: Bite +4 melee (2d6 +2) and 2 paw -1 melee (1d6 +1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Hold breath, low-light vision, scent, trap avoidance
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 14, Dex 15, Con 17, Int 2, Wis 12, Cha 5
Skills: Balance +6, Climb +6, Listen +6, Spot +6, Swim +10
Feats: Alertness, Dodge, Track (B)
Environment: Cold, Temperate lands and aquatic
Organisation: Solitary, Pair, or Family (2-5)
Challenge Rating: 1
Treasure: Half Standard and Pelt (50-100gp)
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: ---
A relatively harmless creature, the giant otter's playful antics may cause unintentional damage. They like to scurry and bounce about, often frightening horses and knocking over things as large wagons and small boats. For an animal, they possess very good awareness and intelligence, despite how they're antics can be perceived. They can be domesticated, and if properly trained, can be excellent hunting companions.
Giant otters are rather playful creatures and will generally only attack in self-defence or if their young are threatened.
Hold Breath (Ex): A giant otter can hold its breath for a number of rounds equal to 6x its Constitution score before it risks drowning. For a typical giant otter, this equals 102 rounds, or a little over 10 minutes.
Scent (Ex): This special quality allows a giant otter to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Trap Avoidance (Ex): Giant otters receive a +4 bonus to any save made against a non-magical trap.
Skills: Giant otters have a +4 racial bonus to all Balance and Climb skill checks. They have a +8 racial bonus to all Swim skill checks.