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Shoony Militia MemberCreature 2

Source Pathfinder #153: Life's Long Shadows
Perception +8 (low-light vision, scent (imprecise) 30 feet)
Languages Common, Shoony
Skills Acrobatics +8, Athletics +10, Crafting +4, Society +6, Survival +6
Str +4, Dex +2, Con +1, Int +0, Wis +2, Cha +1

AC 17; Fort +9; Reflex +6; Will +8; blunt snout
HP 40
Speed 20 feet

Longsword One Action +10 (+5, +0) to hit (versatile p) 1d8+4 Slashing
Javelin One Action +10 (+5, +0) to hit (range increment 30, thrown) 1d6+4 Piercing

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.

Blunt Snout

The Shoony Militia Member's blunt snout and labyrinthine sinus system make it resistant to phenomena that assail the nose. When it rolls a saving throw against inhaled threats (such as inhaled poisons) and olfactory effects (such as xulgath stench), the outcome is one degree of success better than the result of its roll.

If shoonies had their way, war would cease to exist altogether, but they know this isn't likely. Shoonies' relative wealth of resources and their frailty compared to other humanoids make them a common target of violence and subjugation. Because of this, basic combat training is typically mandatory for all shoony village members. Few individuals pursue lifelong careers in service to their settlement's militia, however. The passing down of a sword from one shoony soldier to another is a time-honored tradition, owing to the rarity of weapons in shoony society.



This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.


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


A creature with this trait is a member of the shoony ancestry.