Dire Hamster
Small Animal
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 30 ft. (6 squares), Burrow 20 ft., Climb 15 ft.
Armor Class: 13 (+1 Size, +1 Dex, +1 Natural), touch 12, flat-footed 12
Base Attack/Grapple: +0/-5
Attack: Nibble +1 melee (1d3-1)
Full Attack: Nibble +1 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Wrasslin'
Special Qualities: Low Light Vision, Rubber Spine
Saves: Fort +2, Ref +3, Will +1
Abilities: Str 8, Dex 13, Con 10, Int 2, Wis 13, Cha 8
Skills: Climb +9, Escape Artist +9, Hide +6, Listen +6, Search +1, Spot +2
Feats: Weapon Finesse
Environment: Any Warm or Temperate except Aquatic or Marsh
Organization: Solitary, Pair, or Colony (10-50)
Challenge Rating: 1/3
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---
"Where the hell is that halfling with our dinner? Check the kitchen Bert."
10 minutes later
He's wrasslin' a 40 pound hamster over a carrot Bob."
"Friggin' hamsters...HEY PECK!! QUIT MESSIN' AROUND AND MAKE SOME FOOD ALREADY!"
Dire Hamsters are dangerous not in the traditional sense. They aren't particularly powerful, but they breed quick, they always seem hungry, and a colony of them can wipe out a farm community pretty quick.
Wrasslin' (Ex) Hamsters love to wrestle over food or mates. They may attempt a Grapple check without provoking an Attack of Opportunity.
Skills (Ex): Hamsters have a +4 Racial Bonus on Listen and Search checks. They also have a +8 Racial Bonus on Climb and Escape Artist checks, and may always Take 10 on a Climb Check. They may use their Strength or Dexterity Modifier for Climb Checks, whichever is better.
Rubber Spine (Ex): Hamsters subtract 10 feet from the distance of any fall before figuring up falling damage.
Combat: Hamsters will grapple opponents their own size or smaller, but generally flee other opponents unless their pups are threatened.