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Vengeant Thorn (1-2)Creature 3

Source Pathfinder Society Scenario #1-04: Bandits of Immenwood
Perception +7 (darkvision)
Languages Common, Elven, Sylvan
Skills Acrobatics +5, Athletics +9, Diplomacy +4, Intimidation +4, Nature +5, Survival +5
Str +2, Dex +2, Con +2, Int +0, Wis +2, Cha +1

AC 18; Fort +6; Reflex +7; Will +7;
HP 40
Speed 40 feet

Hoof One Action +7 (+3, -1) to hit (agile) 1d10+2 Bludgeoning
Staff One Action +9 (+4, -1) to hit (two hand d8) 1d6+2 Bludgeoning


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.

Storm Born

Vengeant Thorn has an innate connection to storms. He does not take circumstance penalties to ranged spell attacks or Perception checks caused by weather, and his targeted spells ignore concealment caused by weather (such as fog).

Primal Prepared Spells (DC 16, +8 to hit)

Cantrips (2nd Level): Electric Arc, Know Direction, Sigil, Tanglefoot
1st Level: Fear, Hydraulic Push, Pass Without Trace

Druid Order Spells (DC 16, +8 to hit)

1st Level: Tempest Surge



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.