LickweedCreature 4
Source Pathfinder Kingmaker
Perception +12 (darkvision)
Languages Common, Druidic, Goblin, Sylvan
Skills Acrobatics +10, Intimidation +11, Nature +12, Religion +12, Survival +12
Str +1, Dex +2, Con +1, Int +0, Wis +4, Cha +3
AC 20; Fort +9; Reflex +12; Will +14; +1 status vs. poison
HP 65
Speed 25 feet
Scythe +9 (+4, -1) to hit (deadly d10, trip) 1d10+1 Slashing
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
+1 Status vs. PosionGoblin ScuttleTrigger A goblin ally ends a move action adjacent to the goblin.
Effect The goblin Steps.
Reach Spell (concentrate, metamagic)If the next action Lickweed takes is to Cast a Spell that has a range, increase that spell's range by 30 feet.
Primal Prepared Spells (DC 21, +12 to hit)
Cantrips (2nd Level): Acid Splash, Electric Arc, Produce Flame, Ray of Frost, Tanglefoot
1st Level: Burning Hands, Goblin Pox, Heal
2nd Level: Acid Arrow, Flaming Sphere
1st Level: Tempest Surge
Traits
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.
GoblinA creature with this trait can come from multiple tribes of creatures, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.