The featured antagonists in the Quick Start adventure, "Secret Of The Spooky Old Warren."
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Moles are masters of stealth and the unseen. Their society, existing as it does almost entirely underground, is largely invisible to other animals. As a result, moles are insular and often introverted when not among their own kind. The isolation of mole society makes them subject to many xenophobic philosophies, with schisms and factional wars common among the larger mole populations. Nonetheless, moles make good friends, and can be valuable contributors to a mixed-species group.
AC: 6
AT (Dam.): bite (1d3)
Beginning HP: 1 [2]
AT (Dam.): bite (1d3)
Beginning HP: 1 [2]
Habitat: Any, underground
MV: 3 (burrowing)
SZ: Diminutive
Species Traits:
- Blindsense
- Low-Light Vision
- Mole Toxin: Mole saliva contains a paralytic toxin that is normally only effective against earthworms, their preferred prey. But with a successful Tough Healer lore check, moles can boost the potency of this toxin for a number of rounds equal to their levels in Healer lore, to a minimum of 1 round. Any target bitten by the mole during this time must make an Average Poison save, or become paralyzed for 1d3 rounds. Success on the save means all of the target's actions are suffer a -2 penalty for the next 1d3 rounds. These effects are in addition to any damage inflicted by the mole's bite. This attack is subject to the dosage parameters of herbal concoctions and poisons described in the Herbalism rules.
- Scent
- Tunnel Masters: Moles are consummate burrowers. Their burrowing move rate is equal to their land move rate. The also get a +3 bonus on all lore checks to notice unusual earthenworks, such as traps, recent burrowing, unsafe tunnels, and so forth.
- +2 bonus on all Scout lore checks to set or spot traps in an underground environment.
- +4 bonus on all Trickster lore checks to hide or move silently in an underground environment.
- Suitable Niches: Healer, Herbalist, Scout, Seer, Storyteller, Trickster.