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Fetid FamiliarCreature -1


UncommonTinyAnimalEvilFiendUnholy
Source Pathfinder Society Intro: Year of Boundless Wonder
Perception +5 (low light vision, scent (imprecise) 40 feet)
Languages none
Skills Acrobatics +5, Athletics +2, Stealth +5
Str +0, Dex +3, Con +2, Int -4, Wis +1, Cha +0

AC 15; Fort +4; Reflex +7; Will +3;
HP 7
Speed 20 feet

Jaws One Action +7 (+3, -1) to hit (agile, finesse, unarmed, unholy) 1d8 Piercing

Evil Musk Two Actions (evil, poison)

The fetid familiar propels a stream of acrid musk in a 10-foot line. Each creature in the line must attempt a DC 15 fortitude save.


Critical Success The target is unaffected.

Success The target is Sickened 1.

Failure The target is Sickened 2.

Critical Failure The target is Sickened 2 and becomes Doomed 1 until the musk is removed or neutralized, requiring 10 minutes of thorough scrubbing with soap.


With their distinctive black bodies and white stripes or spots, skunks are instantly recognizable to most creatures. Those who catch a full blast of musk rarely decide to trouble a skunk again, as the revolting stench can linger for hours or even days. Removing the odor is difficult, typically requiring the aid of alchemy or magic.


These omnivores are most active at twilight, feeding on everything from berries to grubs and insects. Some farmers even encourage the animals to live near their farms to keep destructive pest populations low.


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.

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.

Fiend

Creatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.