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Fipp the ProphetCreature 2


UniqueCGSmallHumanoidRatfolk
Source Pathfinder Society Special #3-99: Fate in the Future
Perception +10 (low-light vision)
Languages Akitonian, Ysoki
Skills Diplomacy +8, Performance +8, Religion +7, Survival +7
Str +2, Dex +1, Con +0, Int +1, Wis +3, Cha +4

AC 17; Fort +8; Reflex +7; Will +11;
HP 24
Speed 25 feet

Flail One Action +8 (+3, -2) to hit (disarm, sweep, trip) 1d6 + 2 Bludgeoning
Fist One Action +8 (+4, +0) to hit (agile, nonlethal, unarmed) 1d4+2 Bludgeoning
Rock One Action +7 (+2, -3) to hit (thrown 10) 1d4+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.

Cheek Pouches

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


Divine Spontaneous Spells (DC 18, +10 to hit)

Cantrips (1st Level): Daze, Detect Magic, Guidance, Know Direction, Light, Prestidigitation, Read Aura
1st Level (4 slots): Bless, Heal, Ray of Enfeeblement, Sanctuary

Cleric Domain Spells (DC 18, +10 to hit)

1st Level: Read Fate



Traits

Unique

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

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

Ratfolk

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