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Green MonkeyCreature 3


Uncommon​Tiny​Beast​Incorporeal​Spirit​
Source Pathfinder Adventure Path: Gatewalkers
Perception +12 (darkvision)
Languages Common, Fey, Tongues
Skills Acrobatics +13, Stealth +10, Survival +9, Thievery +10
Str +0, Dex +4, Con +0, Int +2, Wis +2, Cha +2

AC 19; Fort +6; Reflex +12; Will +9;
HP 50
Speed 30 feet (climb 30 feet)

Jaws One Action +12 (+8, +4) to hit (agile, finesse, magical, unarmed) 1d8+6 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.

Aura of Good Cheer (aura, emotion, mental)

30 feet. The green monkey's affable demeanor is contagious. Allies within the aura gain a +1 status bonus to Will saves against emotion effects.

Effect: Aura of Good Cheer

Nimble Dodge Reaction

Trigger The green monkey is targeted with a melee or ranged attack by an attacker it can see


Effect The green monkey gains a +2 circumstance bonus to AC against the triggering attack.

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 10, 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 jaws Strike. If this attack hits, the bonded mortal can spend their reaction to Strike the same target.


Primal Innate Spells (DC 20, +12 to hit)

1st Level: Tailwind
2nd Level: Gecko Grip
5th Level: Truespeech (Constant)


Nimble spirit guides are small and discreet, using their diminutive size and natural agility to dart from hiding place to hiding place. They tend to be much shyer than other spirit guides, at least initially, preferring to watch nearby mortals from a distance before deciding whether to trust them. When their trust is so earned, nimble spirit guides are often playful and contagiously exuberant. These spirit guides can often be found entertaining lost children with antics until they are rescued or freeing prisoners by stealing keys and picking locks.

The green monkey is a nimble spirit guide who takes the appearance of a tiny primate with green fur that, on closer inspection, turns out to be fine blades of grass.


Spirit guides are ghostly creatures that manifest as primordial animals in the Universe. Many Sarkorian cultures believe that spirit guides came into being as the first mortal hunting bands began to form. In this time before time, spirit guides adopted the most elemental shapes of animals, and they taught humanoid communities about important aspects of nature, such as where to find fresh water, which plants were safe to eat, and how to live in harmony with their environment. As they imparted their wisdom, spirit guides took more physical forms, eventually 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.

Spirit Guide Companions

One way to gain the aid of a spirit guide is to take the @UUID[Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.J0AfK0jJgS5WxhCE]{scion of Domora} archetype. This archetype allows character to choose a spirit guide to accompany them on their adventures—provided they first prove themselves worthy of the honor.

The Sarkoris Scar

Some spirit guides encountered in the haunted badlands now known as the Sarkoris Scar are remnants of god calling, an ancient tradition practiced by many Sarkorian cultures. Severed from their callers by the demonic war that devastated the land for over a century, such gods now roam the blasted landscape, occasionally helping those they find worthy.


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.