Squirrel, Flying (CR 1/8)
Alignment: Always neutral
Initiative: +4 (Dex); Senses: low-light vision, scent, Listen +3, and Spot +3
AC: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Hit Dice: 1/4d8 (1 hp)
Fort +2, Ref +6, Will +1
Speed: 30 ft., climb 30 ft., glide 20 ft.
Space: 1 ft./0 ft.
Base Attack +0; Grapple -16
Attack: Bite +8 melee
Full Attack: Bite +8 melee
Damage: Bite 1d3-4
Special Attacks/Actions: -
Abilities: Str 3, Dex 19, Con 11, Int 2, Wis 12, Cha 6
Special Qualities: Glide
Feats: Alertness, Weapon Finesse (B),
Skills: Balance +14, Climb +14, Jump +12, Listen +3, and Spot +3
Climate/Terrain: Warm forests
Organization: Solitary, pair, or group (2-10)
Flying squirrels have two flaps of skin connecting their forearms to their body, which allows them to "fly" from tree to tree.
Flying squirrels avoid combat, using their gliding ability to quickly escape enemies.
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.
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.