A fire crab is a large crustacean native to Fiji in the South Pacific. They have a jeweled, shell and can shoot flames from it’s hindquarters if threatened. In spite of this, it’s hard and beautiful shell have rendered it so profitable to collecgt that it has been listed as a protected species, and although a wizard can keep a fire crab as a pet or for research, but one must obtain a special license. Attributes
5 Health
Abilities
(+1)Pinch(Strength Based, Roll greater than 8 to succeed) The fire crab pinches you doing one damage in the yield system only.)
(+3)Explode(Strength Based, Roll greater than 9 to succeed) The fire crab’s hindquarters explode, dealing 2 damage and burning those behind it.
So, before I publish stock stats for a hyperintelligent cat, I’d like to apologize for the addition of banner advertising to the site temporarily. I went out of my way to be unobtrusive about it, but my roommate owes me 420 dollars. Blame her.
Kneazle
A Kneazle is a magical creature, similar to a cat in appearance. They have spotted, speckled or flecked fur, large ears and a lightly plumed tail, like a lion. They make excellent pets if they like a witch or wizard. They are very intelligent, independent and occasionally aggressive, and have an uncanny ability to detect suspicious and distrustful people. They can also safely guide their owner home.
Attributes
3 Health
Ability:
(+3) Detect Lies(Intelligenece Based, Roll greater than opposed Social roll to succeed): A kneazle has an uncanny ability to detect liars, and can easily spot all but the best decievers. The Headmaster rolls this skill whenever a lie is told within earshot of a kneazle in game.
(+1) Spot Device(Intelligence Based, Roll greater than 10 to succeed) Kneazles are very perceptive, intelligent creatures and gain a bonus to spot concealed devices, such as the knot on the whomping willow.
(+3) Social: A kneazle has a social score of 4 when dealing with other animals, but a social score of one when dealing with humans.
Arithmancy
The magical art of describing a thing using the numeric equivalent of its name is called Arithmancy. A form of numerology, it is concerned in large part with telling the future, which makes it an odd choice for Hermione. However, it can also be used to reveal what is hidden about the properties of an object, which draws curious and reasoning minds to the class.
Charms
The day to day spells used by many wizards are taught in Profressor Flitwick’s charms class. Charms can have a variety of effects, ranging from hexes like Densuago, which makes your teeth grow out of control, to levitation and conjuring objects. This class is required at Hogwarts, and rightly so, since it’s uses are so widespread and dramatic.