Atlas Hamster
Fine Magical Beast
Hit Dice: 1d10+3 (8 hp)
Initiative: +3
Speed: 10 ft. (2 squares), Climb 10', Burrow 10', Swim 10'
Armor Class: 21 (+8 Size, +3 Dex), touch 21, flat-footed 18
Base Attack/Grapple: +1/+14
Attack: Nip +22 melee (13 points)
Full Attack: Nip +22 melee (13 points)
Space/Reach: 1/2 ft./0' ft.
Special Attacks: Natural Born Wrassler
Special Qualities: Low Light Vision, Dark Vision 60'
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 37, Dex 16, Con 16, Int 2, Wis 12, Cha 10
Skills: Climb +21, Hide +19, Jump +13, Listen +6, Move Silently +6, Swim +21
Feats: Endurance
Environment: Any Temperate or Warm except Aquatic
Organization: Solitary, Pair, Group (3-6), or Colony (10-100)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: 2 HD (Diminutive)
Level Adjustment: ---
"Explain to me again Bert how we agreed to buy Hamsters as our pack critters instead of mules?"
Atlas Hamsters for once appear to be a completely normal mutation of nature (i.e. no mage will admit to making them). Originally the scourge of the continent the super powered Hamsters spread quickly, ruining crops and grain stores. But an enterprising farmer found out they were easily trainable, and as long as they were well fed they were better pack animals than mules once trained.
Natural Born Wrassler (Ex): Atlas Hamsters take no Size penalties to Grapple or Trip Checks, and can make a Grapple Checks without provoking an Attack of Opportunity.
Skills: Atlas Hamsters gain a +4 Racial Bonus to Listen Checks. They also gain a +8 Racial Bonus to Climb and Swim Checks, and may always Take 10 on a Climb or Swim Check.
Combat: Atlas Hamsters usually prefer to Grapple similar sized or not much bigger opponents. They bite and flee otherwise, but opponents who catch them are in for a helluva surprise.