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JewelCreature 9


UniqueNTinyMinionAnimal
Source Pathfinder Kingmaker
Perception +21 (low-light vision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +19, Intimidation +17
Str -2, Dex +4, Con +2, Int -4, Wis +4, Cha +2

AC 29; Fort +17; Reflex +21; Will +19;
HP 60
Speed 30 feet

Jaws One Action +19 (+15, +11) to hit (agile, finesse) 1d4+1 Piercing

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 feet

Scent 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.

Ankle Bite

If Jewel damages a Small or larger creature standing on the ground with her jaws Strike, that creature becomes Flat-Footed for 1 round (or flat-footed and Clumsy 1 for 1 round on a critical hit).

Distracting Yipping Two Actions (auditory, emotion, mental)

Jewel unleashes a torrent of grating, high-pitched yips. All creatures other than Pavetta within 20 feet must attempt a DC 25 will save.


Critical Success The creature is unaffected and becomes temporarily immune to Distracting Yipping for 24 hours.

Success The creature takes a -2 status penalty to Perception checks for 1 round.

Failure The creature takes a -4 status penalty to Perception checks and is Flat-Footed for 1 round.

Critical Failure As failure, but also, if the creature attempts any concentrate action during the round, they must succeed at a DC 11 flat or the action is lost.

Return to Pavetta

If Pavetta doesn't sustain her Release Jewel action, Jewel can only take Stride actions to return to Pavetta's square. If she's in her square, she takes no actions.



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.

Minion

Minions 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.