SsalarnCreature 2
Source Pathfinder Bounty #1: The Whitefang Wyrm
Perception +8 (darkvision)
Languages Draconic
Skills Acrobatics +7, Athletics +8, Crafting +4, Intimidation +6, Stealth +7
Str +4, Dex +1, Con +3, Int -3, Wis +2, Cha +0
AC 18; Fort +11; Reflex +5; Will +8;
HP 30
Speed 30 feet (climb 30 feet)
Immunities paralyzed, sleep
Jaws +10 (+5, +0) to hit (magical) 1d8+6 Piercing
Claw +10 (+6, +2) to hit (agile, magical) 1d6+6 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.
Natural CamouflageSsalarn's white and blue scales provide natural camouflage. In areas of snow and ice, Ssalarn can move at his full Speed when Sneaking, and he gains a +4 circumstance bonus to Hide.
Gelid BreathThe tatzlwyrm belches a puff of frigid vapor into the face of an adjacent creature, which must attempt a DC 15 fortitude save; the creature takes a -2 circumstance penalty to this save if it's Grabbed or Flat-Footed. The tatzlwyrm can't use Gelid Breath again for 2 rounds.
Critical Success The target is unaffected.
Success The target is Clumsy 1 for 1 round.
Failure The target takes 2d6 cold damage and is clumsy 1 for 1 round.
Critical Failure The target takes 4d6 cold damage and is clumsy 1 for 1 minute.
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.