Hit Dice: 1/4d8 (1 hp)
Speed: 30 ft. (6 squares), climb 30 ft., glide 20 ft.
Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple: +0/-17
Attack: Bite +8 melee (1d35)
Full Attack: Bite +8 melee (1d35)
Space/Reach: 1 ft. / 0 ft.
Special Attacks: -
Special Qualities: Glide, low-light vision, scent
Saves: Fort +2, Ref +6, Will +1
Abilities: Str 1, Dex 19, Con 11, Int 2, Wis 12, Cha 6
Skills: Balance +14, Climb +14, Jump +12, Listen +3, Spot +3
Feats: Alertness, Weapon FinesseB
Environment: Warm forests
Organization: Solitary, pair, or group (2-10)
Challenge Rating: 1/8
Alignment: Always neutral
Level Adjustment: -
This small grey rodent sits up on its two hind legs, hunched slightly over a nut held in its front paws. It has a large, bushy tail and two lengths of skin between its paws and its body.
Flying squirrels have two flaps of skin connecting their forearms to their body, which allows them to “fly” from tree to tree. They generally live amongst the treetops, where they are safe from most predators.
Flying squirrels avoid combat, using their gliding ability to quickly escape enemies. If unable to flee, a flying squirrel will bite as a last resort.
Glide (Ex): A flying squirrel can glide from any height at a speed of 20 feet per round in moderate or lower winds, descending at a rate of 10 feet per round. A flying squirrel can attempt to glide in wind speeds greater than moderate but risks being knocked down or blown away (see Wind Effects in the Dungeon Master's Guide on page 95).
Skills: Flying squirrels have a +8 racial bonus on Balance, Climb, and Jump checks. A flying squirrel can always choose to take 10 on a Climb check, even if rushed or threatened. A flying squirrel uses its Dexterity modifier for Climb and Jump checks.
Flying Squirrels As Familiars
A flying squirrel may be selected as a familiar. It grants its master a +3 bonus on Jump checks.