JewelCreature 9
Source Pathfinder Kingmaker
Perception +21 (low light vision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +19, Intimidation +17
Str -2, Dex +4, Con +2, Int -4, Wis +4, Cha +2
AC 29; Fort +17; Reflex +21; Will +19;
HP 60
Speed 30 feet
Jaws
+19 (+15, +11) to hit (agile, finesse, unarmed) 1d4+1 PiercingAnkle Bite
If Jewel damages a Small or larger creature standing on the ground with her jaws Strike, that creature becomes Off-Guard for 1 round (or off-guard and Clumsy 1 for 1 round on a critical hit).
Distracting Yipping
(auditory, emotion, mental)Jewel unleashes a torrent of grating, high-pitched yips. All creatures other than Pavetta within 20 feet must attempt a DC 25 will save.
Critical Success The creature is unaffected and becomes temporarily immune to Distracting Yipping for 24 hours.
Success The creature takes a -2 status penalty to Perception checks for 1 round.
Failure The creature takes a -4 status penalty to Perception checks and is Off-Guard for 1 round.
Critical Failure As failure, but also, if the creature attempts any concentrate action during the round, they must succeed at a DC 11 flat or the action is lost.
Return to PavettaIf Pavetta doesn't sustain her Release Jewel action, Jewel can only take Stride actions to return to Pavetta's square. If she's in her square, she takes no actions.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
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.
MinionMinions are creatures that directly serve another creature. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that's a spell or magic item effect, like a summoned minion, you Sustain the effect; if not otherwise specified, you issue a verbal command as a single action with the auditory and concentrate traits. If given no commands, minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don't act, animals follow their instincts, and sapient minions act how they please. You can have a maximum of four minions under your control.
A minion has only 2 actions and 0 reactions per turn, though certain conditions (such as slowed or quickened) or abilities might give them a reaction that they can use. Alterations to a minion's actions occur when they gain their actions for the round. A minion can't control other creatures.