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Aspect of RuunCreature 5


Uncommon​Small​Beast​Incorporeal​Spirit​
Source Pathfinder Adventure Path: Gatewalkers
Perception +15 (darkvision)
Languages Common, Fey, Tongues
Skills Acrobatics +12, Diplomacy +13, Nature +14, Survival +12
Str +0, Dex +3, Con +0, Int +2, Wis +5, Cha +2

AC 22; Fort +9; Reflex +12; Will +15;
HP 75
Speed 10 feet (fly 40 feet)
Immunities cold

Talon One Action +13 (+9, +5) to hit (agile, finesse, magical, unarmed) 2d6+3 Force

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Warning Hoot Free Action (auditory)

Trigger The stone-breasted owl is about to roll a Perception or Survival check to determine initiative


Effect The stone-breasted owl lets out a hoot to warn allies, granting each ally a +1 circumstance bonus to their initiative roll.

Effect: Warning Hoot

Bond with Mortal Two Actions (mental, primal)

Frequency once per day


Effect The spirit guide forms a bond with a mortal creature. While the bond exists, the spirit guide's current and maximum Hit Points increase by 14, the spirit guide gains a +2 status bonus to attack and damage rolls, and the spirit guide and bonded mortal can communicate telepathically as long as they're on the same plane. The spirit guide can be bonded with only one mortal at a time, and can take this action again to end the bond or to form a new bond (which also ends the old bond). The bond ends if the spirit guide or the mortal dies.

This bond strengthens the spirit guide's connection to the Material Plane. While bonded, the spirit guide loses the incorporeal and spirit traits, loses their immunities and resistances, and changes their Strikes to deal the appropriate physical damage (typically piercing or slashing) instead of force damage.

Bonded Strike Two Actions

Requirements The spirit guide is currently Bonded with a Mortal


Effect The spirit guide makes a talon Strike. If this attack hits, the bonded mortal can spend their reaction to Strike the same target.

Empowered Healing

When the stone-breasted owl casts heal, it rolls d10s instead of d8s.


Primal Innate Spells (DC 25, +17 to hit)

Cantrips (3rd Level): Guidance, Know the Way, Stabilize
1st Level: Cleanse Cuisine, Detect Poison, Heal
2nd Level: Cleanse Affliction, Clear Mind, Sound Body
5th Level: Truespeech (Constant)


Sage spirit guides are among the wisest spirits. They often take the forms of raptors such as owls, using their keen senses to evaluate situations from high above before swooping in to aid imperiled mortals.

Adventurers who befriend a sage guide are fortunate indeed; in addition to providing sage counsel before conflict begins, sage guides can restore and tend to their allies in the aftermath of a violent dispute.

In many stories, the sage guide assumes the form of a large owl whose proud breast is composed of hard stone. This depiction combines the wisdom commonly attributed to the owl with the strength and fortitude of the earth.


Spirit guides are ghostly creatures that manifest as primordial animals on the Material Plane. Many Sarkorian cultures believe that spirit guides came into being at the same time as the first mortal hunting bands. In this time before time, spirit guides took on the most elemental shapes of animals, and they taught humanoid communities about important aspects of nature. As they imparted their wisdom, these spirit guides took physical forms, becoming the wild animals that exist today. Though spirit guides bestowed most of their gifts unto mortals in ancient times, a rare few continue to lurk in forgotten or as-of-yet-undiscovered corners of the physical world.


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.

Beast

A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.

Incorporeal

An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1 until the end of its turn. A corporeal and an incorporeal creature can pass through one another, but they can't end their movement in each other's space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage, spirit damage, and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.

Spirit

Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.