Hey, I'm going to post things I've made here. Feel free to use them, no credit required.
Today I present: Adventuring Beasts! Pets for the hero on the go!
Dwarven Mine Dog
Alignment: Neutral
Movement: 130' (30')
Armor Class: 9
Hit Dice: 3
Attacks: 1 (bite)
Damage 1d6
Save: F1
Morale: 10
A dwarven mine dog is short in leg and large in head, with coarse yellow fur and many whiskers. They are yappy and mischievous; dwarves have never bred these traits out, though they complain about them often.
A dwarven mine hound can can sense changes in air pressure, dangerous gases and can track the scent of gold.
A dwarven mine hound has 20' infravision.
Darthorish Witch Hunting Hound
Alignment: Neutral
Movement: 180' (60')
Armor Class: 8
Hit Dice: 1
Attacks: 1 (bite)
Damage 1d4
Save: F1
Morale: 8
A Darthorish witch hunting hound has white curly fur, which naturally covers their eyes, and a pink nose. They are docile and are excellently behaved around children, the ill and the elderly.
A witch hunting hound can sense magic and identify shapeshifting creatures by smell, such as familiars and werewolves. They will growl loudly to alert their master.
A witch hunter hound can latch onto the leg of a human sized bipedal opponent, causing no damage, but the opponent will receive -2 on all attack rolls until the hound chooses to let go or is dead.
Barrovacian Thief Dog
Alignment: Neutral
Movement: 180' (60')
Armor Class: 7
Hit Dice: 2
Attacks: 1 (bite)
Damage 1d6
Save: F1
Morale: 7
A thief dog is long and lean, with short black hair and stubbed tails. They are serious and never leave the side of their masters. They never bark and move as quietly as their master, sharing any successful rolls for moving silently. They have infravision of 20'.
Wallfort Grave Guard
Alignment: Neutral
Movement: 180' (60')
Armor Class: 7
Hit Dice: 2
Attacks: 1 (bite)
Damage 1d4
Save: F1
Morale: 10
A Wallfort grave guard dog is stout and have rich brown fur, save for it's face and stomach, which are white. They are friendly, but bark for any given reason.
They have large underbites that show off their sharp teeth. A successful attack deals 1d4 points of damage, the grave guard remains attached by the jaw thereafter and deals automatic 1d4 damage every round until either the victim or itself is killed. Grave Guards attack all forms of undead on sight, regardless of danger.
Northern Camp Dog
Alignment: Neutral
Movement: 150' (50')
Armor Class: 7
Hit Dice: 2
Attacks: 1 (bite)
Damage 1d4
Save: F1
Morale: 6
A northern camp dog is reasonably sized and often tan or bronze furred with dark spots and black, drooping ears. Northern camp dogs were not bred with any skill in mind. They are jolly and are not afraid of sudden loud noises, heavy storms or being near fire, as many other breeds are.
Orc Mutt
Alignment: Neutral
Movement: 150' (50')
Armor Class: 8
Hit Dice: 3
Attacks: 1 (bite)
Damage 1d4+1
Save: F1
Morale: 8
An orc mutt looks like a huge grey furred, black patch-eyed wolf with a long tail and big, bat-like ears. They are shifty and may nip when angered. An orc mutt can eat almost anything.
Elven Heart-Friend
Alignment: Neutral
Movement: 180' (60')
Armor Class: 8
Hit Dice: 2
Attacks: 1 (bite)
Damage 1d4
Save: F2
Morale: 10
An elven heart-friend hound has long limbs, is very graceful, with red fur, a bushy tail and a blue tongue. They are bright and enjoy playing well into their old age, which can be up to thirty or more years.
An elven heart-friend learns commands twice as fast as usual and may learn up to six complex commands. A common command taught is for the hound to drag an unconscious ally out of the fray.
Old Longbridge Dog
Alignment: Neutral
Movement: 150' (50')
Armor Class: 6
Hit Dice: 4
Attacks: 1 (bite)
Damage 1d8
Save: F1
Morale: 8
An old Longbridge dog is bred for hunting ogres and other monsters, they have shaggy grey fur, long muzzles and large paws. They naturally stand guard when not in battle, alert to the slightest movement, they are always on the job.
They have +2 to hit versus ogres, trolls and giants.
Felkovian Ghost Cat
Alignment: Neutral
Movement: 180' (60')
Armor Class: 8
Hit Dice: 4
Attacks: 2 (2 claws)
Damage 1d4/1d4
Save: F1
Morale: 8
A Felkovian ghost cat is large, white furred, with tufted ears and bright blue eyes. They love to hunt and will grow impatient if they spend too long away from the fray.
A ghost cat can surprise an opponent on a roll of 1-4 on a d6 in a snowy environment.
Barrovacian Witching Cat
Alignment: Neutral
Movement: 180' (60')
Armor Class: 9
Hit Dice: 1
Attacks: 2 (2 claws)
Damage 1d3/1d3
Save: F2
Morale: 8
A Barrovacian witching cat is small, lithe and furless, with jet black skin and yellow eyes. They are aloof and intelligent.
A witching cat can cast the spell Knock once per day.
Wallfort Night Hawk
Alignment: Neutral
Movement:
Fly: 450' (150')
Armor Class: 9
Hit Dice: 1
Attacks: 1 (swoop)
Damage 1d4
Save: F1
Morale: 8
A Wallfort night hawk is a small, bronze feathered bird with back talons. They are equally at home indoors as out in the open.
They have infravision of 100'. Their first attack deals double damage if the opponent is surprised.
Elven Sun-Wing
Alignment: Neutral
Movement:
Fly: 450' (150')
Armor Class: 9
Hit Dice: 2
Attacks: 1 (swoop)
Damage 1d4
Save: F2
Morale: 10
An elven sun-wing is a large, long necked, golden feathered bird with a trail of rainbow coloured tail feathers. They are good natured and sociable. They can be taught to say three separate words.
Gnomish Fat-Man Toad
Alignment: Neutral
Movement: 90' (30')
Armor Class: 8
Hit Dice: 2
Attacks: 1 (spit)
Damage 1d4
Save: F1
Morale: 6
A gnomish fat-man toad is very large, with a warty purple body and pink cheeks. They are lazy and move for no one but their master.
A fat-man toad can hide one small, blunt item within it's mouth and can be commanded to spit it out over a maximum distance of 20' for 1d4 worth of damage.