FloolfCreature 1
Perception +11 (darkvision, scent (imprecise) 20 feet)
Languages none
Skills Acrobatics +9, Athletics +9, Stealth +11, Survival +10
Str +3, Dex +4, Con +1, Int +1, Wis +4, Cha -1
AC 19; Fort +8; Reflex +10; Will +20;
HP 50
Speed 35 feet
Immunities cold
Jaws
+10 (+5, +0) to hit (unarmed) 1d8+3 PiercingCute Aggression
Floolf pups are so adorable that any creature that is either a mammal, or has an Intelligence above 3 that sees or touches a floolf pup must succeed at a DC 27 will save or it will defend the floolf pup with its life. This effect ends when the creature is no longer able to perceive the pup.
If the creature can speak, anytime it remembers the floolf pup, it feels a compulsion (DC 15 will save) to tell their story of the encounter, invariably ending with the phrase, "I would die for that floolf."
Pack AttackThe floolf's attack deals 1d8 extra damage to creatures within the reach of at least two of floolf's allies.
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.
AnimalAn 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.