Cunning FoxCreature 1
Source Pathfinder Monster Core 2
Perception +9 (darkvision)
Languages Common, Fey, Truespeech
Skills Acrobatics +6, Deception +6, Stealth +8, Survival +5
Str +1, Dex +3, Con +0, Int +2, Wis +2, Cha +1
AC 16; Fort +5; Reflex +8; Will +7;
HP 15
Speed 40 feet
Immunities bleed, disease, paralyzed, poison, precision
Resistances All Damage 2
Horn
+6 (+1, -4) to hit (finesse, magical) 1d8+1 ForceJaws
+6 (+2, -2) to hit (agile, finesse, magical) 1d4+1 ForceBond with Mortal
(mental, primal)Frequency once per day
Effect The spirit guide forms a bond with a mortal creature. While the bond exists, the spirit guide increases their current and maximum Hit Points by 10, gains a +2 status bonus to their attack and damage rolls, and can communicate telepathically with the bonded mortal as long as the two beings are on the same plane.
The spirit guide can only be bonded with one mortal at a time, and they can take this action again to end the bond or to form a new bond (which also ends the old bond). The bond also ends if the spirit guide or the mortal dies.
This bond strengthens the spirit guide's connection to the Universe. 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.
Constant SpellsA 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.
Bonded Strike
Requirements The spirit guide is currently Bonded with a Mortal
Effect The spirit guide makes a jaws Strike. If this attack hits, the bonded mortal can spend their reaction to Strike the same target.
Primal Innate Spells (DC 17, +9 to hit)
Cantrips (1st Level): Guidance, Read Aura, Stabilize
1st Level: Cleanse Cuisine, Detect Poison
3rd Level: Wanderer's Guide
5th Level: Truespeech (Constant)
Spirit guides of cunning are often seen as the weakest of the spirit guides, but they're also the most numerous and proactive, guiding families to safe paths or leaving food and water for warriors. Cunning guides often take the form of foxes.
Spirit guides are a distinctive form of spiritual entity with a tenuous attachment to the Universe. Some legends say the first spirit guides were the perfect conceptual forms of animals, and that from them, eagles, foxes, bears, and other mortal beasts were born. Each guide displayed an interest in mortal affairs, watching over communities and imparting their gifts. Fox shared his cunning with the mortals he befriended, while Bear taught them how to survive and endure.
Over countless mortal generations, new spirit guides were born, many of them possessing traits from two or more of the original guides. In the ancient human nation of Sarkoris, the people abandoned traditional gods in favor of venerating the spirit guides who watched over them. While some in neighboring nations saw this as heresy, to the old Sarkorians, such worship felt perfectly natural. After all, the same beings who'd taught their forebears to survive and thrive still walked among them.
Every so often, a spirit guide bonds with a mortal partner. While many spirit guides permanently bond with mortals, such as the spirit guides of Sarkoris and the spiritual leaders known as god callers, some instead form temporary bonds, either to test the prospective mortal before committing or because a permanent bond is undesirable. It's not uncommon for a single spirit guide to form bonds with multiple generations of the same family or community, protecting and guiding mortals they've grown fond of or who do them a great service.
Traits
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.
BeastA 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.
IncorporealAn 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.
SpiritEffects 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.