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Magnetic SkinkCreature 0


SmallAnimal
Source Pathfinder Beginner Box: Secrets of the Unlit Star
Perception +8 (low light vision)
Languages none
Skills Acrobatics +4, Athletics +4, Stealth +4
Str +2, Dex +3, Con +4, Int -4, Wis +2, Cha -1

AC 15; Fort +8; Reflex +5; Will +2;
HP 10
Speed 30 feet (climb 30 feet)

Jaws One Action +5 (+0, -5) to hit 1d6 Piercing

Uncanny Climber

A magnetic skink's feet allow it to climb virtually any surface, no matter how slick or sheer. If a skink attempts an Athletics check to [/act climb] and critically fails, it gets a failure instead.

Launch Metal Two Actions

The skink repulses the metal attached to its body in all directions, dealing 2d6 bludgeoning damage (DC 15 reflex save) to all creatures adjacent to the skink. The skink can't use Launch Metal again for 1d4 rounds.

Unsteadying Magnetism One Action

The skink amplifies its magnetic field and tries to pull the metal away from a creature within 20 feet. If that creature is wearing metal armor or holding a metal item, they must attempt a DC 15 fortitude save. On a failure, that creature is Off-Guard until the start of the skink's next turn.


The scales of these large lizards are magnetic, drawing scraps of metal to their bodies. In addition to eating insects and other small prey, magnetic skinks also feed on small amounts of metal, so they're known to reside near settlements with access to these materials.


Traits

Common

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.

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.