Giant Space Hamster
Type: Large Animal
Hit Dice: 4d8 + 8 (26 hp)
Initiative: +6
Speed: 50 ft., burrow 20 ft.
Armor Class: 13 (-1 Size, +2 Dex, +2 Natural)
Base Attack/Grapple: +3 / +11
Attack Bite +6 melee (1d8+6)
Full Attack: Bite +6 melee (1d8+6)
Space/Reach: 10 ft. / 5 ft.
Special Attacks: Improved Grab, Cheek Pouch
Special Qualities: Immune to Disease, Low-light vision
Saves: Fort +8, Ref +6, Will +1
Abilities: Str 19, Dex 14, Con 14, Int 2, Wis 10, Cha 10
Skills: Climb +10, Survival +5*
Feats: Endurance (B), Improved Initiative, Great Fortitude
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Environment: Any temperate or warm land
Organization: Small pack (1d4 adults, encounters of 2 or less will both be female, encounters of 3 will be two females one male, while encounters of 4 will be two males and two females, 20% chance per adult female that 1d4 young and 1d4 juveniles are present)
Challenge Rating: 2
Treasure: 1/10 coins, 50% goods, 50% items
Alignment: Neutral
Advancement: 5-9 HD (Large), 10-12 HD (Huge)
Flavor text

Descriptive text

Combat

Improved Grab (Ex): To use this ability, a giant space hamster must hit with its bite attack. If it succeeds, it may start a grapple as a free action, without provoking an attack of opportunity.

Cheek Pouch (Ex): By making a successful grapple check against an opponent at least one size category smaller than itself, a giant space hamster can stuff the opponent in its cheek pouch. A trapped opponent can escape by succeeding at an opposed grapple check or by dealing 5 points of damage to the hamster’s cheek, which has AC 12. A trapped opponent can only attack with a small or smaller slashing or piercing weapon, and then only if it was in hand when the opponent was stuffed in the cheek pouch. Opponents trapped in the cheek pouch do not take any damage while trapped. If they win the opposed grapple check or deal 5 damage to the cheek, they are spat out. In this case, the opponent is prone in a square adjacent to the Giant Space Hamster, and covered in saliva. A Giant Space Hamster may also spit out a held opponent if offered food.

Immune to Disease (Ex): Giant space hamsters are immune to all diseases.

Skills: Giant space hamsters have a +2 racial bonus on Climb and Survival checks.

Giant space hamsters receive the Endurance feat for free.


Giant Space Hamster - Variations
Variations have the same statistics as standard Giant Space Hamsters, with the differences noted below.

Subterranean Giant Space Hamster (CR +1)
Speed: Burrow 30 ft., can burrow through solid stone at a speed of 10 ft.
Gains 2 claw attacks in addition to its bite.
Attack: Claw +6 melee (1d6+4)
Full Attack: 2 Claws +6 melee (1d6+4), bite +1 melee (1d8+2)

Sabre-toothed Giant Space Hamster (CR +1)
Attack and Full Attack: Bite 2d6+6

Rather-Wild Giant Space Hamster (CR +0)
Gains a +2 morale bonus to attack and damage rolls when attacking non-hamsters.

Invisible Giant Space Hamster (CR +1)
Spell-like Abilities: Casts as a 6th level sorcerer. 3/day -- Improved Invisibility

Sylvan or Jungle Giant Space Hamster (CR +0)
+10 racial bonus to Climb

Miniature Giant Space Hamster (CR 1/10)
The same size as normal hamsters, these are usually kept as pets.
Size: Diminutive

Armor Plated Giant Space Hamster (CR +1)
Armor Class: 18 (-1 Size, +2 Dex, +7 Natural), touch 11, flat-footed 16
These hamsters have no fur, and possess a thick rhino-like hide.

Yellow Musk Giant Space Hamster (CR +1)
Special Qualities: Noxious Gas
Noxious Gas (Ex): These yellow-furred hamsters constantly emit a cloud of noxious gas in a 30 ft. radius. Anyone except other Yellow Musk Giant Space Hamsters entering the cloud must succeed at a Fort save DC 14 or be nauseated for 1d4 rounds. Creatures who are not nauseated must save every round until they become nauseated or leave the cloud. The save DC is Constitution-based.

Translucent Giant Space Hamster (CR +0)
Special Qualities: Translucent
Translucent (Ex): These hamsters are translucent, and their skeletons and organs can be seen. Creatures viewing the hamster must make a Will save DC 12 or be shaken for 1 round. The save DC is Charisma-based.

Carnivorous Flying Giant Space Hamster (CR +2)
Sports two large, bat-like wings, and its mouth and teeth are larger than those of standard giant space hamsters.
Initiative: +2
Speed: 40 ft., Fly 50 ft. (Good)
Attack: Bite +6 melee (2d6+6)
Full Attack: Bite +6 melee (2d6+6), 2 claws +4 melee (1d6+2)
Feats: Replace Improved Initiative and Great Fortitude with Flyby Attack and Multiattack.

Two-Headed Lernaean Bombardier Giant Space Hamster (CR +2)
Attack: Bite +6 melee (1d8+6)
Full Attack: 2 Bites +6 melee (1d8+6)
Special Attacks: Belch
Special Qualities: Fast Healing 3
Belch (Ex): Once per day, a Two-Headed Lernaean Bombardier Giant Space Hamster can utter a resonating belch. All creatures within 30 ft. except the hamster must succeed at a Fort save DC 14 or be stunned for 1d4+1 rounds. The save DC is Constitution-based.

Fire-Breathing Phase Doppleganger Giant Space Hamster (CR +3)
Special Attacks: Breath Weapon
Special Qualities: Blink, Polymorph
Abilities: Int 8
Breath Weapon (Su): A Fire-Breathing Phase Doppleganger Giant Space Hamster can use its breath weapon once every 1d3 rounds: Cone of fire, 30 ft. long, 2d6 damage. Reflex save DC 14 for half damage. The save DC is Constitution-based.
Blink (Su): A Fire-Breathing Phase Doppleganger Giant Space Hamster can use blink as the spell, and can evoke or end the effect as a free action. Caster level 10th.
Polymorph (Su): As a standard action, a Fire-Breathing Phase Doppleganger Giant Space Hamster can polymorph itself into any large-sized animal. Reverting to its natural form is also a standard action. This ability is otherwise identical to polymorph as cast by a 10th level sorcerer. The Fire-Breathing Phase Doppleganger Giant Space Hamster can only target itself with this ability.

Great Horned Giant Space Hamster (CR +1)
Attack: Horn +6 melee (1d8+4)
Full Attack: Horn +6 melee (1d8+4); or Bite +6 melee (1d8+6)
Special Attacks: Charge
Charge (Ex): A Great Horned Giant Space Hamster can use its horn to gore opponents during a charge. The horn deals triple damage if a critical hit is scored during a charge.

Abominable Giant Space Hamster (CR +0)
These hamsters are all albino.
Special Qualities: Cold Resistance 15

Tyrannohamsterus Rex
Type: Huge Animal
Hit Dice: 10d8 + 40 (85 hp)
Initiative: +5
Speed: 50 ft., Burrow 20 ft.
Armor Class: 14 (-2 Size, +5 Natural, +1 Dex), touch 9, flat-footed 13
Base Attack/Grapple: +7 / +23
Attack --
Full Attack: --
Space/Reach: 15 ft. / 10 ft
Special Attacks: Trample
Special Qualities: Frightened Easily
Saves: Fort +11, Ref +8, Will +2
Abilities: Str 27, Dex 12, Con 18, Int 1, Wis 8, Cha 8
Skills: Listen +6, Spot +5
Feats: Endurance(B), Improved Initiative, Great Fortitude, Die Hard, Run
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Environment: Temperate and Warm Land
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Neutral
Advancement: 11-12 HD (Huge)
Flavor text

These huge Giant Space Hamsters are very skittish. They will not attack other creatures, even if attacked themselves. Their only defense is their huge size and giant paws, with which they sometimes trample creatures in their attempts to flee whatever has most recently frightened them. Any display of magic, fire, bright light, loud noise, etc is sufficient to frighten a tyrannohamsterus rex, causing it to flee from the source at maximum speed. These Giant Space Hamsters usually flee for 1d4 miles before they calm down.

Combat

Trample (Ex): Those in the path of a fleeing tyrannohamsterus rex would do well to get out of the way. Any creature of large size or smaller is apt to be trampled by the Giant Space Hamster, suffering 1d8+12 points of bludgeoning damage. Creatures may choose to make attacks of opportunity on the fleeing Giant Space Hamster, at a –4 penalty. Those who choose not to make attacks of opportunity may attempt a Reflex save (DC 23) for half damage. The save DC is Strength-based.


Giant Space Hamster of Ill Omen (“Wooly Rupert”)
Type: Gargantuan Animal
Hit Dice: 20d8 + 123 (213 hp)
Initiative: +5
Speed: 40 ft., burrow 20 ft
Armor Class: 18 (-4 Size, +1 Dex, +11 Natural), touch 7, flat-footed 17
Base Attack/Grapple: +15 / +39
Attack Bite +24 melee (3d6+18)
Full Attack: Bite +24 melee (3d6+18)
Space/Reach: 20 ft. / 15 ft.
Special Attacks: Improved Grab, Cheek Pouch
Special Qualities: Spell-like Abilities, Immune to Disease, Low-light vision, SR 19
Saves: Fort +20, Ref +15, Will +15
Abilities: Str 35, Dex 12, Con 22, Int 14, Wis 12, Cha 12
Skills: Climb +35, Survival +24, Spot +17, Listen +17
Feats: Improved Initiative, Endurance(B), Lightning Reflexes, Great Fortitude, Iron Will, Die Hard, Alertness, Toughness
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Environment: Temperate and Warm Land
Organization: Unique
Challenge Rating: 8
Treasure: 1/10 coins, 50% goods, 50% items
Alignment: Neutral
Advancement: None
Flavor text

Descriptive text

Combat

Spell-like Abilities: At will – Endure Elements, Fog Cloud, Web (DC 13), Hold Monster (DC 16). 3/day – Dimension Door, Hallucinatory Terrain (DC 15), Charm Monster (DC 15). Caster level 10th. The save DCs are Charisma-based.