Enchanted Realms Rulebook
Phylum: Animal
Class: Mammal
Animals of the Mammal Class are characterized by having fur or hair, mammary glands, a four-chambered heart; they are warm-blooded, have sweat glands, and a single lower jaw bone. They produce young through live birth. Mammals are a favorite food source to hominoids, as well as many other creatures. Mammals are plenty and span the globe, adapting to all environments. They vary in size and utilize all types of locomotion.
Ape
Baboon
Giant Bat
Bear
Boar
Zoola Animal Mammal
Boar, also known as the wild swine, common wild pig, or simply wild pig, is a suid native to nearly anywhere on the globe. It has been introduced to a few islands where swine were not native. The species is now one of the widest-ranging mammals in the world, as well as the most widespread of the porcine creatures. It will become an invasive species in areas of its range.
Camel
Chipekwe
Dog
Elephant
Elk
include Timber Elk variantGoat
include Terrax Riding GoatGoblin Dog
Gryphon
include KeythongHare
include winged hareHaun
Horse
include the different breeds and trainings: riding, wild, draft, war horseHyena
Jackanape
Jackanapes are animals, often domesticated by the Gryf people. However, there are many living in the wild. These racoon-like creatures are much like a cross of a cat and a monkey, and are very active at night, stealing food and investigating the wares of sleeping persons. When used as pets, they can be trained to spy and retrieve items. Jackanapes have race-equivalent skills to Climbing, Sleight of Hand, and Stealth. Jackanapes have another racial ability that allow them to avoid flee attacks if they have not stopped to engage; thus, they can freely run through a group to escape unless grappled.Jaguarundi
Leopard
Lepuus
The race of lepuus are giant rabbits capable of being used as mounts. Wood elves in the northern regions have been riding them for centuries. They have virtually no combat ability, but they are more dexterous than they appear and can turn in a very tight radius. Leppus are around 6 feet to the shoulder and stretch over ten feet from foot to snout in mid spring. They are not great climbers but are capable of making 40-foot jumps over their normal movement and can perform this feat again after 2d4 rounds. Leppus adapt well to nearly any weather.Lion
include winged lionLlama
Monkey
include winged monkeyMule
Ox
Pigasus
Pog
Rat
include giant ratRock Mole
Sky Otter
Squonk
Zoola Animal Mammal
History indicates that the rare squonk creatures migrated from grassy, green forested mountains of the Silver Underfoot to the bogs of southeast Ironhall and southwest Eastburg. As logging camps like Erzheim have told stories of an occasional visit from one of these sorrowful beasts.
A squonk is of a very retiring disposition, generally traveling about at twilight and dusk. Because of its misfitting skin, which is covered with warts and moles, it is always unhappy. A further peculiarity is that it has webbed toes on their left feet but a clawed paw on the right. Hunters who are good at tracking are able to follow a squonk by its tear-stained trail, for the animal weeps constantly. Because of the marshy homeland of the squonk, these trails do not last very long; further, the dolorous pathway often blemishes the foot tracks the squonk might leave. When cornered and escape seems impossible, or when surprised and frightened, it may even dissolve itself in tears.
For the large size of the porcine beast, often weighing up to 300 lbs, the squonk is deceptively spry. It primary attempts to escape any pursuit and will only engage in combat as a last result. When it does, its bite inflicts painful acidic damage. However, it likely will only make one attack before dissolving into tears on its next action, which is effectively an enhanced blink action, as it will re-appear at a distance of roughly 200 feet away. In addition to the greater distance of this blink effect, it also produces a minor healing effect, granting d6 Body points to the squonk upon redevelopment, which occurs after a cooldown period of d4 seconds (no modifiers). It must enter roll for a new initiative after reassembling itself, using its Perception modifier (d12-1) .