Keff The Lion (3-4)Creature 4
Source Pathfinder Society Scenario #1-14: Lions of Katapesh
Perception +10 (low-light vision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +9, Arcana +8, Athletics +12, Diplomacy +8, Stealth +11
Str +4, Dex +3, Con +2, Int +2, Wis +2, Cha +2
AC 19; Fort +10; Reflex +11; Will +8;
HP 50
Speed 30 feet
Jaws +12 (+7, +2) to hit 1d10+6 Piercing
Claws +12 (+8, +4) to hit (agile) 1d8+6 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 feetScent 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 AttackThe lion deals 1d4 extra damage to any creature that's within reach of at least two of the lion's allies.
PounceThe 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 AttackThe lion deals 1d6 extra precision damage to Flat-Footed creatures.
GrabRequirements 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 18, +10 to hit)
Cantrips (2nd Level): Detect Magic, Electric Arc, Mage Hand, Read Aura, Shield
1st Level: Color Spray, Grease, True Strike
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.