Giant Beaver (CR 2)

Large Magical Beast
Alignment: Always neutral
Initiative: +0; Senses: low-light vision, scent, and Listen +4


AC: 14 (-1 size, +5 natural), touch 9, flat-footed 14
Hit Dice: 4d10+12 (34 hp)
Fort +7, Ref +4, Will +8
Speed: 20 ft., swim 30 ft.
Space: 10 ft./5 ft.
Base Attack +3; Grapple +14
Attack: Bite +9 melee
Full Attack: Bite +9 melee
Damage: Bite 1d8+10
Special Attacks/Actions: Natural lumberjack
Abilities: Str 25, Dex 10, Con 17, Int 10, Wis 18, Cha 10
Special Qualities: Cold tolerant
Feats: Improved Sunder, Power Attack
Skills: Craft (dambuilding) +16, Diplomacy +2, Escape Artist +4, Knowledge (nature) +5, Listen +4, Sense Motive +5, Survival +4 (+6 in aboveground natural environments), and Swim +15
Advancement: 5-12 HD (Large)
Climate/Terrain: Temperate forests
Organization: Solitary or lodge (4-40)
Treasure/Possessions: Standard

Source: Converted

Cold Tolerant (Ex): A giant beaver's insulating fat grants it a +2 racial bonus on saving throws made against cold attacks and environmental conditions.

Hold Breath (Ex): A giant beaver can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.

Natural Lumberjack (Ex): A giant beaver ignores the hardness of wooden objects with its bite attack.

Skills: A giant beaver has a +16 racial bonus on Craft (dambuilding) checks. A dire beaver has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Like their lesser cousins, giant beavers will generally take to the water if danger comes their way.

Originally appeared in Supplement II: Blackmoor (1975).