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15752765 Bestiary 15752765
52 DOMESTICATING BIG CATS Cat
15752765 While it’s common practice to keep Few predators of the natural world can match the cat’s talent for stalking
a house cat in the home to ward and stealth.
off unwanted rodents, keeping
a big cat for a pet is a different Leopard
matter entirely. Nevertheless,
up-and-coming merchant lords, Leopards are among the smallest of the big cats, yet they are still dangerous
creatures to tangle with. Leopard statistics can also be used for black panthers,
impetuous princes and princesses, white-spotted snow leopards, or tawny-coated cougars.
and status-obsessed nobles
LEOPARD CREATURE 2
have tried to do just that, often
resulting only in terrified house N MEDIUM ANIMAL
staff and ruined upholstery. Many
among the idle rich will gladly pay Perception +7; low-light vision, scent (imprecise) 30 feet
for the services of an unscrupulous Skills Acrobatics +8, Athletics +7, Stealth +8 (+11 in undergrowth)
druid or ranger who promises to Str +3, Dex +4, Con +2, Int –4, Wis +1, Cha –2
help them achieve their dreams AC 18; Fort +8, Ref +10, Will +5
of an oversized feline friend, but HP 30
the dire risks of such an endeavor Speed 30 feet, climb 20 feet
are enough to dissuade even the Melee [one-act jaws +10 (finesse), Damage 1d10+3 piercing plus Grab
greediest would-be animal trainers Melee [one-act claw +10 (agile, finesse); Damage 1d6+3 slashing
from even attempting the feat. Maul [one-act The leopard makes two claw Strikes against a creature it has grabbed. Both
count toward its multiple attack penalty, but the penalty increases only after both
attacks are made.
Pounce [one-act The leopard Strides and makes a Strike at the end of that movement. If the
leopard began this action hidden, it remains hidden until after this ability’s Strike.
Sneak Attack The leopard deals 1d4 extra precision damage to flat-footed creatures.
Lion
Lions are cooperative hunters, ambushing dangerous prey in groups of lionesses
that work in tandem to trap and kill their prey. Male lions are typically larger,
with long manes, and when they hunt, they tend to do so on their own.
LION CREATURE 3
N LARGE ANIMAL
Perception +9; low-light vision, scent (imprecise) 30 feet
Skills Acrobatics +8, Athletics +11, Stealth +10
Str +4, Dex +3, Con +2, Int –4, Wis +2, Cha –2
AC 19; Fort +9, Ref +10, Will +7
HP 45
Speed 30 feet
Melee [one-act jaws +11, Damage 1d10+6 piercing plus Grab
Melee [one-act claw +11 (agile); Damage 1d8+6 slashing
Pack Attack The lion deals 1d4 extra damage to any
creature that’s within reach of at least two of the
lion’s allies.
Pounce [one-act The lion Strides and makes a Strike at the
end of that movement. If the lion began this
action hidden, it remains hidden until after
the ability’s Strike.
Sneak Attack The lion deals 1d6 extra precision
damage to flat-footed creatures.
Tiger
Tigers are solitary and territorial
hunters, using their striped hides to
blend into the forests and jungles they
call home and preferring to attack
with surprise.
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paizo.com #8044058, Jose Flores <[email protected]>, Aug 9, 2019
A-C
TIGER CREATURE 4 Introduction
A-C
N LARGE ANIMAL CAT LOCATIONS D
E-G
Perception +12; low-light vision, scent (imprecise) 30 feet Leopards are exceptionally H-K
Skills Acrobatics +11, Athletics +13, Stealth +13 adaptable, able to survive in any L-N
Str +5, Dex +3, Con +3, Int –4, Wis +2, Cha –2 grassland, forest, or jungle, and O-R
AC 21; Fort +13, Ref +11, Will +8 even the fringes of deserts. S-T
HP 60 U-Z
Speed 30 feet Lions live in grassy plains
Melee [one-act jaws +13, Damage 1d10+7 piercing plus Grab and savannas, although species Appendix
Melee [one-act claw +13 (agile), Damage 1d8+7 slashing adapted for temperate environs
Pounce [one-act The tiger Strides and makes a Strike at the end of that movement. If the tiger that dwell in mountains exist as
well. Male mountain lions lack
began this action hidden, it remains hidden until after this ability’s Strike. the mane of their somewhat
Sneak Attack The tiger deals 1d6 extra precision damage to flat-footed creatures. larger grassland-dwelling kin,
Wrestle [one-act The tiger makes a claw Strike against a creature it is grabbing. If the attack but are no less dangerous.
hits, that creature is knocked prone. While tigers are most common
in forests, they also inhabit
Smilodon grasslands and savannas as long
as vegetation is dense, and their
Smilodons are large saber-toothed cats, apex predators that are significantly more dens are often found in caves.
muscular and broader than the other species of big cats. They often kill prey with
a quick stab to the throat or other vulnerable spot. The smilodon’s oversized fangs Smilodons live in wooded
are particularly sought after as trophies. and grassland areas.
SMILODON CREATURE 6
N LARGE ANIMAL 4128547
Perception +14; low-light vision, scent (imprecise) 60 feet
Skills Acrobatics +12, Athletics +16, Stealth +12
Str +6, Dex +2, Con +3, Int –4, Wis +2, Cha +0
15752766 AC 23; Fort +15, Ref +12, Will +10
HP 110
Speed 30 feet
Melee [one-act fangs +16, Damage
2d10+6 piercing plus Grab
Melee [one-act claw +16 (agile),
Damage 2d8+6 slashing plus
Grab
Pierce Armor [one-act The smilodon
makes a fangs Strike against
a creature it is grabbing. If the
attack hits, the creature is knocked
prone; if the creature is wearing
armor with hardness 10 or lower, the armor is
broken. If this Strike breaks a creature’s armor
or damages a creature who is unarmored or
wearing broken armor, the creature also
takes 2d6 persistent bleed damage. This
Strike doesn’t further damage armor
that’s already broken.
Pounce [one-act The smilodon Strides and
makes a Strike at the end of that
movement. If the smilodon began
this action hidden, it remains
hidden until after this
ability’s Strike.
Sneak Attack The smilodon
deals 1d6 extra precision
damage to creatures that are
flat-footed.
53
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15752767 Bestiary 15752767
54 THE CATFOLK NATION Catfolk
15752767 Catfolk claim to hail from a far- Lithe and agile, with catlike features and long tails, the amurruns are wanderers,
off nation called Murraseth in explorers, and extroverts who share a gregarious nature and an unbridled
southern Garund. It is a nation curiosity. This latter characteristic leads many individual amurruns into trouble,
yet this inquisitiveness is paired with a penchant for good fortune that offsets
rumored to hold a dark secret at much of their self-induced peril. They accept the term “catfolk” as a name for
its center, the details of which their people with grace and a hint of amusement.
its discreet inhabitants do not
willingly divulge to outsiders. Ever eager to explore and learn, catfolk have spread to other parts of the world
from their native nations in the southern tropics, yet never in large groups. A lone
Indeed, few adventurers from the catfolk can be found anywhere in the world, but it’s rare to find a settlement beyond
Inner Sea region have managed their traditional national borders. This is due to their innate wanderlust and insatiable
wonder. As many a catfolk might say, “I’ve lived with my people my whole life, but
to gain entrance to Murraseth, let you? You’re new and different! There’s so much to learn from you!”
alone discover any of its mysteries.
Longstanding amurrun legends claim the catfolk were first created as guardians
and were then charged with protecting the world from those sinister forces
that exist at its fringes. Often, this charge manifests as a longstanding
opposition to cultists of demon lords, archdevils, and other
fiendish demigods. Many catfolk worship the spirits
of creation, using serendipitous rituals to attract
good fortune and banish ill luck in the spirits’
name, while others venerate their own
small pantheon of divinities. Those who
travel often find comfort in the worship
of Desna, whose teachings closely match
their own predilections.
Catfolk adapt well to adventuring roles,
and can be quite diverse in their areas
of study and specialization. Those who
follow the traditions of rangers and rogues are
perhaps the most commonly encountered, but not
overwhelmingly so. Their natural curiosity leads some
catfolk to take up mystical arts, training as wizards or following
a divine path to become clerics.
catfolk pouncer
Catfolk pouncers travel the world in search of new experiences.
CATFOLK POUNCER CREATURE 1
CG MEDIUM CATFOLK HUMANOID
Perception +6; low-light vision
Languages Amurrun, Common
Skills Acrobatics +7, Athletics +6, Nature +4, Stealth +7, Survival +4
Str +3, Dex +4, Con +1, Int –1, Wis +1, Cha +1
Items greataxe, leather armor, spear (3)
AC 17; Fort +6, Ref +9, Will +4
HP 19
Cat’s Luck [reactio (fortune) Trigger The catfolk pouncer fails or
critically fails a Reflex saving throw. Frequency Once per day. Effect Reroll
that saving throw and take the better result.
Speed 30 feet
Melee [one-act greataxe +8 (sweep), Damage 1d12+3 slashing
Melee [one-act dagger +9 (agile, finesse, versatile S), Damage 1d4+3 piercing
Ranged [one-act dagger +9 (agile, thrown 10 feet, versatile S), Damage 1d4
+3 piercing
Sudden Charge [two-act The catfolk pouncer Strides up to double their
Speed. If the catfolk ends their movement within melee reach of at
least one enemy, they can make a melee Strike against that enemy.
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