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Keff The Lion (1-2)Creature 3


NELargeAnimal
Source Pathfinder Society Scenario #1-14: Lions of Katapesh
Perception +9 (low-light vision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +8, Arcana +7, Athletics +11, Diplomacy +7, Stealth +10
Str +2, Dex +2, Con +2, Int +2, Wis +2, Cha +2

AC 17; Fort +9; Reflex +9; Will +7;
HP 40
Speed 30 feet

Jaws One Action +9 (+4, -1) to hit 1d10+3 Piercing
Claws One Action +9 (+5, +1) to hit (agile) 1d8+3 Slashing

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.

Pack Attack

The lion deals 1d4 extra precision damage to creatures within reach of at least two of the lion's allies.

Pounce One Action

The lion Strides and makes a Strike at the end of that movement. If the lion began this action Hidden, it remains hidden until after the ability's Strike.

Sneak Attack

The lion deals 1d6 extra precision damage to Flat-Footed creatures.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Arcane Prepared Spells (DC 17, +9 to hit)

Cantrips (2nd Level): Detect Magic, Electric Arc, Mage Hand, Read Aura, Shield
1st Level: Color Spray, Grease, True Strike



Traits

Common

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.