Animal Companion (Wolf) (1-2)Creature 0
Source Pathfinder Society Scenario #1-04: Bandits of Immenwood
Perception +4 (low-light vision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +6, Athletics +5, Survival +4
Str +2, Dex +3, Con +2, Int -4, Wis +1, Cha +0
AC 16; Fort +5; Reflex +6; Will +4;
HP 14
Speed 40 feet
Jaws +6 (+1, -4) to hit (finesse) 1d6+2 Bludgeoning
Low-Light Vision
The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.
Scent (Imprecise) 30 feetScent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
SupportThe animal companion supports its druid master, tearing tendons with each opening. Until the start of the druid's next turn, any Strikes that damage targets that the animal companion threatens give the target a -5-foot status penalty to its Speeds for 1 minute (-10 on a critical success). While using Support, the only other actions an animal companion can use on its turn are movement actions to get into position. If an animal companion has used any other actions on its turn, it cannot Support its master.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MinionMinions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn, doesn't have reactions, and can't act when it's not your turn. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that's a spell or magic item effect, like a summoned minion, you Sustain a Spell or Sustain an Activation; if not otherwise specified, you issue a verbal command as a single action with the auditory and concentrate traits. If given no commands, minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don't act, animals follow their instincts, and sapient minions act how they please. A minion can't control other creatures.