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Animal Companion (Wolf) (3-4)Creature 0


SmallAnimalMinion
Source Pathfinder Society Scenario #1-04: Bandits of Immenwood
Perception +4 (low light vision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +6, Athletics +5, Survival +4
Str +2, Dex +3, Con +2, Int -4, Wis +1, Cha +0

AC 16; Fort +5; Reflex +6; Will +4;
HP 30
Speed 40 feet

Jaws One Action +8 (+3, -2) to hit (finesse, unarmed) 1d6+2 Bludgeoning

Support One Action

The animal companion supports its druid master, tearing tendons with each opening. Until the start of the druid's next turn, any Strikes that damage targets that the animal companion threatens give the target a –5-foot status penalty to its Speeds for 1 minute (-10 on a critical success). While using Support, the only other actions an Animal Companion can use on its turn are movement actions to get into position. If an Animal Companion has used any other actions on its turn, it cannot Support its master.



Traits

Common

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.

Animal

An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.

Minion

Minions are creatures that directly serve another creature. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that's a spell or magic item effect, like a summoned minion, you Sustain the effect; if not otherwise specified, you issue a verbal command as a single action with the auditory and concentrate traits. If given no commands, minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don't act, animals follow their instincts, and sapient minions act how they please. You can have a maximum of four minions under your control.

A minion has only 2 actions and 0 reactions per turn, though certain conditions (such as slowed or quickened) or abilities might give them a reaction that they can use. Alterations to a minion's actions occur when they gain their actions for the round. A minion can't control other creatures.