First up for today, it’s a particularly bothersome animal, capable of annoying adventurers of almost any level.
And no, it probably won’t be in combat. Player Characters tend to be pretty well prepared and equipped for that.
|Speed:||30 ft. (6 squares), Climb 20 ft.|
|Armor Class:||16 (+4 Dex, +2 natural), touch 14, flat-footed 12|
|Attack:||Claw +4 melee (1d4+2)|
|Full Attack:||2 claws +4 melee (1d4+2) and bite –1 melee (1d4+1)|
|Space/Reach:||5 ft./5 ft.|
|Special Qualities:||Low-light vision, scent, clever hands, +12 skill points|
|Saves:||Fort +6, Ref +7, Will +4|
|Abilities:||Str 14, Dex 19, Con 17, Int 2, Wis 12, Cha 10|
|Skills:||Disable Device +10, Hide +10, Listen +8, Move Silently
+10, Open Locks +10, Sleight of Hand +8, Spot +10, and
|Feats:||Alertness, Adept (pays half cost for Disable Device, Open
Locks, Sleight of Hand, and Swim), and Specialized Fast
Learner (+2 SP/Level or Hit Die for a total of 3).
|Organization:||Solitary, Gaze (2-5), or Nursery (2-3 Females, with 2-4
Smaller, 1-2 hit die young apiece)
|Treasure:||Occasional stolen items.|
|Advancement:||4–8 HD (Large)|
Dire raccoons are larger, and somewhat tougher, than normal raccoons – but their principle threat to most travelers lies in their tendency to sneak into barns, homes, and campsites and steal things. Usually it’s just food – but occasionally they swipe something which is really important. They normally range from four to six feet in length and can weigh anywhere from one to three hundred pounds – but such massive specimens are rare. Dire Raccoons can be summoned in the place of Dire Badgers with a Summon Nature’s Ally II spell.
Clever Hands (Ex): Dire raccoons have functional hands, and are extremely clever about getting into places they’re not supposed to be and at disabling traps.
Awakened Dire Raccoons are often known as “Tanuki”, and usually acquire illusion, nature, and transformation magic – although occasional clerical Tanuki are seen as well. In basic d20 they favor the Druid class.