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Young ArabukCreature 1

Source Pathfinder Society Special #3-99: Fate in the Future
Perception +7 (darkvision, snow vision)
Languages none
Skills Athletics +7, Stealth +6, Survival +4
Str +4, Dex +3, Con +3, Int -4, Wis +1, Cha +1

AC 15; Fort +8; Reflex +8; Will +4;
HP 21
Speed 30 feet
Resistances Sonic 3

Jaws One Action +9 (+4, -1) to hit 1d4+4 Piercing


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.

Cold Adaptation

The young arabuk reduces the effects it suffers from cold environments by one step.

Snow Vision

Snow doesn't impair an arabuk's vision; it ignores concealment from snowfall.

Pounce One Action

The young arabuk Strides and makes a Strike at the end of that movement. If the arabuk began this action Hidden, it remains hidden until after this ability's Strike.

Snow Stride

The young arabuk ignores difficult terrain, greater difficult terrain, and uneven ground from non‑magical ice and snow.



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.