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Ogthup (5-6)Creature 4


UniqueCNSmallGoblinHumanoidMinion
Source Pathfinder Society Scenario #2-08: A Frosty Mug
Perception +12 (darkvision)
Languages Common, Goblin
Skills Acrobatics +10, Stealth +12, Survival +14
Str +3, Dex +4, Con +2, Int +0, Wis +2, Cha +0

AC 21; Fort +11; Reflex +13; Will +9;
HP 52
Speed 30 feet
Resistances Cold 4

Dogpiercer Knife One Action +13 (+9, +5) to hit (agile, finesse, versatile s) 1d6+5 Piercing

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.

Handout Information

In combat, Ogthup is a minion. Once per round, any PC can spend an action to command Ogthup (this has the auditory, concentrate, and linguistic traits), and have her take two actions. If reduced below 15 HP, Ogthup scampers away and dives into a snowdrift, to return once the coast is clear. If reduced to 0 HP, she falls unconscious rather than dying immediately.

Sidle-Stab!-Scamper Two Actions

Ogthup takes a Stride action, and at any point during her move can take a Strike action.

Sneak Attack

Ogthup deals 1d6]1d6 extra precision damage to Flat-Footed creatures.



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.

Goblin

A 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.

Humanoid

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

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.