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Anugobu ApprenticeCreature 3

Source Pathfinder #166: Despair on Danger Island
Perception +12 (low-light vision)
Languages Anugobu, Common, Sylvan, Terran
Skills Acrobatics +10, Athletics +6, Crafting +13, Diplomacy +8, Lore +13, Stealth +10, Survival +7
Str -1, Dex +3, Con +1, Int +4, Wis +0, Cha +3

AC 17; Fort +8; Reflex +12; Will +7;
HP 35
Speed 20 feet

Hammer One Action +8 (+4, +0) to hit (agile) 1d8+2 Bludgeoning
Chisel One Action +8 (+4, +0) to hit (agile, parry, versatile b) 1d6+2 Piercing
Foot One Action +10 (+6, +2) to hit (agile, finesse, nonlethal, unarmed) 1d4+4 Bludgeoning
Hammer One Action +12 (+8, +4) to hit (agile, thrown 20) 1d8+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.

Planar Workshop

An anugobu is intrinsically connected to small, pocket dimension that they typically refer to as their workshop. The workshop is an extradimensional 10-foot cube. The workshop holds an anugobu's collected tools and materials. An anugobu can enter or leave their planar workshop as an action, which has the concentrate and manipulate traits. The anugobu gains resistance 5 to all damage (except force) and concealment while within the workshop. The workshop is only visible while the anugobu is inside it.

Stone Step

An anugobu can effortlessly stick to any worked or manufactured surface, allowing them to walk up walls and stand on ceilings.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Innate Occult Spells (DC 20, +12 to hit)

Cantrips (2nd Level): Prestidigitation, Telekinetic Projectile
1st Level: Create Water, Floating Disk, Unseen Servant (at will)
2nd Level: Dispel Magic, Mending (at will)

Renowned in Tengah folklore as divinely gifted artisans and crafters, anugobus are a curious group of tiny humanoids native to the central islands of Minata. Countless stories describe anugobus sneaking around Minatan cities to tinker with and improve upon other humanoids' structures and architecture. Owing to their slight stature and relatively frail bodies, anugobus are said to be particularly shy of larger peoples and creatures. Whether under cover of darkness, during a festival that draws people away from their domiciles, or simply whenever they think they're unseen, anugobus in folklore perform their wondrous restorations and crafting projects in secret nearly without exception. Many popular Tengah stories feature homes ruined by a natural disaster that are then magically restored the next morning or unfinished projects like half-built bridges that are mysteriously completed while its workers wonder at how this was accomplished.

According to most legends, anugobus are unparalleled masters of architecture and engineering and use this expertise to erect complex structures or greatly improve upon already-existing buildings. Some have questioned these extraordinary stories, but anyone who witnesses an anugobu walk on the walls and ceilings of buildings while improving them knows that such tales aren't that far-fetched. In reality, anugobus are as diverse as any species of humanoid, though they all possess innate gifts for mending and construction, and they can walk on walls and ceilings. Anugobus resemble exceptionally small humans with superficial similarities to Tian-Sings. Most anugobus stand no more than 2 feet tall and weigh about 30 pounds-a diminutive stature that allows them to move in and out of crevices and remain unnoticed by taller folks. Nearly all verifiable anugobu encounters have taken place on the isles of Minata.

In many anugobu cultures, each anugobu seeks an ultimate life goal, which they call their wonder. A wonder is any particular project that enraptures an anugobu in a way no other will. Any project can be an anugobu's wonder, from repairing a majestic cathedral to hunting a particularly dangerous animal to exploring a mysterious cave. When an anugobu discovers their wonder, it's not uncommon for them to fall into an awestruck trance and commit themselves fully to completing the work, sometimes binging on the project for days or weeks at a time. When an anugobu finishes the last minute details on their wonder, their life's work is considered complete, and they spend the rest of their days aiding other anugobus with their own journeys or taking on apprentices to pass on their skills.

Most young anugobus undertake not just one, but many apprenticeships in order to learn advanced techniques in their trade of choice. The apprentice depicted here specializes in construction and engineering, but an anugobu is just as likely to take up cooking, hunting, tailoring, or really anything that piques their interest.



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.


Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.