Kendermouse by Taryn Pickenhands (James Shipley)
Diminutive Beast
Hit Dice: 1d10 (5 hp)
Initiative: +7 (+7 Dex)
Speed: 5 ft.,burrow 25 ft.,climb 30 ft.,swim 10 ft.
AC: 23 (+4 size, +7 Dex, +2 natural)
Attacks: Bite +7 melee, claw +7 melee
Damage: Bite 1d2-4, claw 1-2
Face/Reach: 1 ft. by 1 ft./1 ft.
Special Qualities: Camoflage, immunities, regeneration, scent
Saves: Fort +2, Ref +9, Will -3
Abilities: Str 3, Dex 25, Con 11, Int 5, Wis 5, Cha 10
Skills: Balance +9, Escape Artist +9, Move Silently +9, Open Lock +9, Pick Pocket +9
Feats: Weapon Finesse (Bite), Taunt

Environment: Any land
Organization: Solitary, or Family (2-5)
Challenge Rating: 1/4
Treasure: Double Standard
Alignment: Often chaotic neutral
Advancement: 2 HD (Diminutive); 3 HD (Tiny)

The Kendermouse is a small mouse-like creature that finds and collects items which attract it's curiousity. They are named for creatures told of in legends and tales around the Nordinlands. They have the ability to goad ANYTHING into attacking in a rage.

A Kendermouse is smaller than most cats, but larger than your average mouse. They have tan to white fur and small pink noses, with very long whiskers. No two Kendermice ever have the same pattern to their fur and they all speak Kendermouse.

Kendermice tend to eat anything that doesn't either attack them first or strike up a conversation with the Kendermouse.

The Kendermouse that is in the woods is most concerned with hiding and finding a warm place to sleep. When one is in a dwelling of some kind they are normally playing with ANYTHING that strikes their fancy. They are generally unconcerned with the goings-on of the people of the house. Many a family of humans has been run out of their homes by

The Kendermouse trait of the Taunt is generally used by several Kendermice at a time against the same target. This tends to enrage the victim and confuse it as well, as it wants to kill all of the Kendermice but doesn't know where to start, giving the others in the family time to run away or swarm over the target and bite and claw it. A solitary Kendermouse (a rarity) will tend to run from most situations where it could end up in a fight, but once cornered or forced in some other way it will turn and taunt the enemy then attack in a fury of bites and claws.

Kendermice can hide in almost plain sight (DC25 to spot) due to their camoflage ability which works by blending with the background. Kendermice are immune to fear both magical and mundane. They can grow back lost limbs and body parts (like ears) and even damaged organs (like the stomache). At a rate of 1d6 HP per week. Kendermice can use their sense of smell in place of their eyes in the dark or thick fog. They can also track using the scent ability as a dog.


This creature has been play tested.
This is a kender type creature.


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