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ThylacineCreature 0


UncommonNSmallAnimal
Source Pathfinder Kingmaker
Perception +4 (low-light vision, scent (imprecise) 30 feer)
Languages none
Skills Athletics +5, Intimidation +4, Stealth +6, Survival +4
Str +3, Dex +2, Con +2, Int -4, Wis +2, Cha +0

AC 16; Fort +6; Reflex +8; Will +4;
HP 16
Speed 25 feet

Jaws One Action +7 (+2, -3) to hit 1d4+3 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.

Hunting Cry One Action (auditory, emotion, mental)

The thylacine growls, hisses, and bares its jaws in a frightening manner as it attempts to Demoralize a creature. It gains a +2 circumstance bonus to this Intimidation check, and the attempt is not penalized if the target can't understand the thylacine.


A thylacine can be easily mistaken for a dog or jackal, but the defining stripes on their gold-hued backs and unusually wide gaping jaws negate this perception in close encounters. A thylacine is quite vocal, and uses a combination of growls, hisses, and gaping threat-yawns when threatened. An adult thylacine stands 2 feet tall at the shoulder, is 4 feet long (not counting an additional 2 feet of tail) and weighs roughly 50 pounds.


The thylacine is a marsupial carnivore. This nocturnal predator typically hunts alone, only occasionally forming small packs. Because of their odd appearance, thylacines have a far harsher reputation than they probably should, playing a sort of bogeyman role in farming communities.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.