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SkurgCreature 12


TinyAnimalMinion
Source Pathfinder #204: Stage Fright
Perception +15 (echolocation (precise) 20 feet, low light vision)
Languages Common
Skills Acrobatics +15, Stealth +15
Str +0, Dex +0, Con +0, Int +0, Wis +0, Cha +0

AC 30; Fort +20; Reflex +18; Will +20;
HP 60
Speed 25 feet (fly 25 feet)

Damage Avoidance

Skurg takes no damage when he rolls a success on a Reflex save; this doesn't prevent effects other than damage.

Independent

If the Final Herald doesn't command Skurg, he still gains 1 action on his turn. In combat, Skurg typically uses this action either to try to Hide or move to be adjacent to an enemy if it's Concealed, Hidden, or Undetected so that when the Final Herald Casts or Sustains a hex, that adjacent enemy becomes Frightened 1 as a result of her Starless Shadow patronage.

Restore Final Herald Two Actions (concentrate)

Frequency once per day

Requirements Skurg must be in the Final Herald's space


Effect Skurg restores 6d8 healing Hit Points to the Final Herald.



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.

Minion

Minions 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.