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Nemmia BramblecloakCreature 3

Source Pathfinder #151: The Show Must Go On
Perception +9 (keen eyes)
Languages Abyssal, Common, Druidic, Halfling, Speak With Animals
Skills Diplomacy +8, Lore +6, Nature +11, Religion +9, Stealth +8, Survival +11
Str -1, Dex +3, Con +1, Int +1, Wis +4, Cha +1

AC 19; Fort +8; Reflex +8; Will +11;
HP 45
Speed 20 feet

Sickle One Action +9 (+5, +1) to hit (agile, finesse, magical, trip) 1d4+3 Slashing
Staff One Action +5 (+0, -5) to hit (two hand d8) 1d4-1 Bludgeoning
Sickle One Action +12 (+8, +4) to hit (agile, finesse, magical, trip) 1d4 Slashing

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Keen Eyes

Nemmia has a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet. When she targets a concealed or hidden opponent, she reduces the DC of the flat check to DC 3 flat3 for a concealed target or DC 9 flat9 for a hidden one.

Reach Spell One Action

If the next action Nemmia takes is to Cast a Spell that has a range, increase that spell's range by 30 feet.

Wildwood Halfling

Nemmia ignores difficult terrain from trees, foliage, and undergrowth.

Primal Spontaneous Spells (DC 21, +11 to hit)

Cantrips (2nd Level): Produce Flame, Read Aura, Stabilize, Tanglefoot
1st Level (3 slots): Fear, Goblin Pox, Shocking Grasp
2nd Level (2 slots): Darkvision, Entangle

Primal Innate Spells (DC 19, +9 to hit)

1st Level: Charm (Animals Only)
2nd Level: Paranoia (Animals Only), Speak with Animals (Constant)
3rd Level: Animal Vision (At Will) (Target Must be a Rodent, Serpent, or Similar Animal Considered Troublesome by Humans)



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.


A 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.


Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.