Halfling Druid (3-4)Creature 2
Source Pathfinder Society Scenario #1-04: Bandits of Immenwood
Perception +10 (low-light vision)
Languages none
Skills Athletics +6, Stealth +8
Str +2, Dex +3, Con +1, Int +0, Wis +3, Cha +0
AC 19; Fort +6; Reflex +8; Will +10;
HP 35
Speed 25 feet
Club +5 (+0, -5) to hit 1d6 Bludgeoning
Halfling Slingstaff +8 (+3, -2) to hit (range increment 80, reload 1) 1d10 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.
SupportThe halfling druid's animal companion supports its master's attacks, tearing tendons with each opening. Until the start of the druid's next turn, any Strikes that damage a target 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.
Primal Prepared Spells (DC 17, +9 to hit)
Cantrips (1st Level): Dancing Lights, Know Direction, Sigil, Tanglefoot
1st Level: Fear, Fleet Step, Magic Fang
2nd Level: Animal Messenger, Barkskin
1st Level: Heal Animal
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.
HalflingA creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.