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Cog the RuffianCreature 2

Source Pathfinder Society Special #3-99: Fate in the Future
Perception +8 (low-light vision)
Languages Akitonian, Ysoki
Skills Athletics +6, Intimidation +7, Stealth +6
Str +2, Dex +2, Con +3, Int +0, Wis +2, Cha +1

AC 18; Fort +9; Reflex +8; Will +6;
HP 32
Speed 25 feet

Club One Action +8 (+3, -2) to hit 1d6 + 4 Bludgeoning
Sling One Action +8 (+3, -2) to hit (propulsive, range increment 50, reload 1) 1d6 + 4 Bludgeoning
Club One Action +8 (+3, -2) to hit (thrown 10) 1d6 + 4 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.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.

Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Brutal Beating

Cog's brutality shakes foes' confidence. When Cog deals damage on a critical hit, the target is Frightened 1, and Cog can knock the target up to 10 feet away (this is forced movement).

Cheek Pouches

Like all ratfolk, Cog has stretchy cheek pouches that can store up to 1 cubic foot of objects (though no more than 4 light items). Cog can remove or store an item using the Interact action. As long as Cog has at least one object in his cheek pouches, his speech is noticeably difficult to understand.

Snagging Strike One Action

Trigger Cog has one hand free, and its target is within reach of that hand.

Effect Cog makes a melee Strike while keeping one hand free. If this Strike hits, the target is Flat-Footed until the start of Cog's next turn or until it leaves Cog's reach, whichever comes first.

Sneak Attack

Cog deals an extra 1d6 precision damage to Flat-Footed creatures.



A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.


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


A creature with this trait is a member of the ratfolk ancestry.