Duck (3.5e Monster)
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|Hit Dice:||1d8–1 (3 hp)|
|Speed:||20 ft. (4 squares), fly 40 ft. (average), swim 20 ft.|
|Armor Class:||15 (+2 size, +3 Dex) (19 vs. Thrown), touch 12 (16 vs. Thrown), flat-footed 12 (16 vs. Thrown)|
|Attack:||Flurry +3 melee (1d2–2 bludgeoning, piercing and slashing) or Wild Flurry Charge +7 (1d2–2 bludgeoning, piercing and slashing/×3 critical)|
|Space/Reach:||2-1/2 ft./0 ft.|
|Special Attacks:||Wild Flurry Charge|
|Special Qualities:||Low-light vision, Know Direction, Off a Duck's Back|
|Saves:||Fort +1, Ref +5, Will +1|
|Abilities:||Str 3, Dex 16, Con 9, Int 2, Wis 13, Cha 6|
|Skills:||Hide +11, Intimidate +2, Listen +7, Move Silently +3, Spot +7, Survival +5, Swim +7|
|Feats:||Improved Initiative, Weapon FinesseB|
|Environment:||Any temperate or warm aquatic or marsh|
|Organization:||Solitary, Mated Pair, Family (1 adult, 2-8 juveniles), Flock (4-40 adults)|
|Advancement:||2-3 HD (Tiny)|
Ducks are a diverse group of waterfowl, capable of swimming and diving. They feed off primarily plants, bugs and small aquatic life. There are both domestic and wild varieties of ducks and weigh roughly 4 pounds on average. Wild ducks are generally found in warm and temperate climates near lakes and rivers or it wetland marshes. They often migrate seasonally for breeding and food resources.
A duck can be traded as a commodity and is worth 3 cp.
Skills and Saves
A duck's 4 skill points (for being a 1 HD animal) are split between its Listen and Spot skills. A duck gains a +4 racial bonus to Intimidate, Listen, Spot, Survival and Swim (represented in the stat block above). A duck uses its Dexterity modifier in place of Strength when making Swim checks. A duck floats on water without need to make a skill check but may choose to dive.
Ducks typically flee from danger but will become aggressive to protect their nest or young. They often make noise when doing so.
Off a Duck's Back (Ex): A duck gains a +4 bonus to its AC against thrown weapons.
Wild Flurry Charge (Ex): A duck that charges an opponent gains a free Intimidate check (taking only half the penalty to the check for its size) to demoralize. If the duck wins, the target cannot make attacks of opportunity against it that round and the target has a 25% chance of failing a readied action against the duck. A wild flurry charging duck gains an extra +2 bonus to its attack roll (for a +4 total bonus from charging). A duck that succeeds on a critical hit with a wild flurry charge attack deals ×3 damage.
Ducks make adequate familiars and are often found among poor or rural spellcasters. They may be selected as starter familiars. A duck's master can water walk (self only, water only) at will as a standard action.
|Alignment||Usually neutral +|
|Author||Ganteka Future +|
|Benefit||Water walk (self only, water only) at will as a standard action. +|
|Challenge Rating||1/2 +|
|Environment||Any temperate or warm aquatic or marsh +|
|Identifier||3.5e Monster +|
|Level Adjustment||— +|
|Summary||Ducks are a diverse group of waterfowl, capable of swimming and diving. +|