Creature 1 Medium An animal is a creature of relatively low intelligence. It typically has no Intelligence modifier above –4, cannot speak languages, and cannot be trained in Intelligence-based skills. Recall Knowledge DC 15 • Animal (Nature)
Perception +6; , () 30 feet The creature sees in as if it were and therefore ignores concealment caused solely by . It does not gain vision through . A creature or object in dim light is concealed from a viewer relying on ordinary sight. Darkvision, low-light vision, or another applicable precise sense removes only the concealment caused by dim light for that viewer. Under ordinary bright illumination, creatures and objects can be observed clearly by average vision. This illumination by itself does not impose concealment or a darkness-based limit on sight. Within darkness, a creature or object is hidden or undetected from a viewer that lacks darkvision or another applicable precise sense. A creature unable to perceive in darkness is blinded while there, though it can still see an illuminated area beyond the darkness when the path is otherwise clear. Sudden exposure to bright light after darkness can make a creature dazzled for a short time if the GM determines it does. The creature detects creatures or objects by odor within the listed range and only when the subject emits an aroma; creatures usually do not. Scent is usually , but the creature's explicit acuity controls. The GM can double or triple range for a strong aroma or an upwind subject and reduce it for a downwind subject. 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’s 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 and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage. A vague sense can reveal that something is present but normally cannot determine its space. It can reveal the presence of an unnoticed creature and make it undetected, but it cannot by itself make the subject hidden or observed. When several senses apply, use the most precise applicable sense. An imprecise sense can usually locate a creature's space automatically, but it cannot provide enough detail to make that creature . The creature is normally ; Stealth or environmental distortion can leave it . can improve detection, but an imprecise sense can at best make an creature . A particular observer can locate you precisely with a precise sense. You are normally observed when in plain view, and a precise sense other than sight can also observe a creature or object. Hide, Sneak, or another means of avoiding detection can make you hidden or undetected instead. A creature found only with an imprecise sense remains hidden rather than observed. A particular observer knows the space you occupy but cannot determine your exact location. You typically become hidden by using Stealth to Hide. Seeking with only imprecise senses leaves you hidden rather than observed. The observer is to you and must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect; failure means the effect does not affect you. Area effects do not require this check. An observer can use Seek to try to make you observed. Take a −2 circumstance penalty to AC. Some effects make you off-guard only to a specified creature or against specified attacks. If a rule does not state such a restriction, you are off-guard against everything. A particular observer cannot see you, has no idea which space you occupy, cannot target you normally, and is off-guard to you. The observer can guess a space and attempt an attack. This uses the hidden-target procedure and requires a DC 11 flat check, but the GM rolls both the flat check and attack roll secretly and does not reveal whether failure came from the wrong space, the flat check, or the attack roll. Area effects can affect you normally. The observer can use Seek to try to find you. (1 action) Concentrate, Secret Choose an area to scan for creatures or objects, including secret doors or hazards. The GM determines how much one action can scan—almost always no more than 30 feet in any dimension—and can impose a penalty for distance or require more actions for a particularly cluttered area. The GM secretly rolls one Perception check and compares it with the Stealth DC of each undetected or hidden creature and with the GM-set DC of each object, including a DC set by someone Concealing the Object. A detected creature can remain hidden instead of observed if you used only an imprecise sense or an effect such as invisibility prevents observation. Critical Success An undetected or hidden creature becomes observed when your sense permits, and you learn the location of each object against which you critically succeeded. Success An undetected creature becomes hidden and a hidden creature becomes observed when your sense permits; for an object, you learn its location or a clue to its whereabouts, as the GM determines. Skills Athletics +6, Stealth +7
Str +3, Dex +2, Con +2, Int –4, Wis +1, Cha –1
DEFENSE AC 15; Fort +8, Ref +8, Will +5
HP 17
Irritating Dander A creature that hits a goblin dog with an unarmed attack, tries to it, or otherwise touches it is exposed to . (1 action) Requirements You have a free hand and the target is no more than one size larger. You can instead Grapple a target you already have or without a free hand. Attempt Athletics against its Fortitude DC. Critical Success The target is until the end of your next turn unless you move or it . Success It is for that duration. Failure The attempt fails and any or condition you imposed with Grapple ends. Critical Failure An already-held target breaks free and can either grab you as though it succeeded at Grapple or make you . An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty. You are off-guard and . If you attempt a manipulate action, spend it and then attempt a DC 5 flat check before resolving the action. On a failure, the action is lost. You cannot use any action with the move trait. If something is holding you in place and an external force would move you out of your space, that force must succeed at a check against either the DC of the holding effect or the relevant defense—usually Fortitude DC—of the creature holding you. You are off-guard and immobilized. You cannot use actions with the attack or manipulate traits except to Escape or your restraints. Restrained overrides grabbed. (1 action) Attack Using your body, a lever, or another tool, attempt an Athletics check to break open a door, window, container, heavy gate, or similar barrier. Without a crowbar, prying something open imposes a −2 item penalty. Critical Success Open the barrier without damaging it. Success Break the barrier open, making it broken. If it is especially sturdy, the GM can instead have it take damage while remaining unbroken. Critical Failure The attempt can jam the barrier, imposing a −2 circumstance penalty on later attempts to Force it Open. (1 action) Attack Choose one creature, object, spell effect, hazard, or other impediment that makes you grabbed, immobilized, or restrained. Attempt your unarmed attack modifier against that impediment's DC, or use Acrobatics or Athletics instead. The DC is typically a grabbing creature's Athletics DC, a tying creature's Thievery DC, a spell's spell DC, or the listed Escape DC of an object, hazard, or other impediment. The action keeps the attack trait whichever check you choose. Critical Success Remove all three listed conditions imposed by the chosen impediment, then you can Stride up to 5 feet. Success Remove those conditions from that impediment. Critical Failure You remain trapped and cannot Escape again until your next turn. You are off-guard and take a −2 circumstance penalty to attack rolls. The only move actions you can use are Crawl and Stand; Standing ends prone. You can Take Cover while prone to gain greater cover and a +4 circumstance bonus to AC against ranged attacks, but you remain off-guard. If you become prone while Climbing or Flying, you fall. You cannot be knocked prone while Swimming. (Reaction) DC 17 (Reaction) Trigger: a rider the creature or while riding it. Effect: the rider attempts a Reflex save against the listed DC. Failure knocks the rider off to land ; critical failure also deals 1d6 bludgeoning damage in addition to ordinary damage. A trusted mount ordinarily uses this only when spooked or mistreated. You are off-guard and take a −2 circumstance penalty to attack rolls. The only move actions you can use are Crawl and Stand; Standing ends prone. You can Take Cover while prone to gain greater cover and a +4 circumstance bonus to AC against ranged attacks, but you remain off-guard. If you become prone while Climbing or Flying, you fall. You cannot be knocked prone while Swimming. A fall longer than 5 feet deals bludgeoning damage equal to half the distance fallen, capped at 750 damage for a fall of 1,500 feet or more. Taking any falling damage makes the creature land prone. A creature falls about 500 feet during the first round and about 1,500 feet during each later round. A sufficiently soft landing reduces the effective distance by 20 feet, or by 30 feet after an intentional dive, but never by more than the material's depth. or Grab an Edge can alter a fall when their requirements apply. (Reaction) Trigger You fall. Requirements You have a fly Speed. Attempt an Acrobatics check or Reflex save to slow the fall. The DC is typically 15 but can be higher because of air turbulence or other circumstances. Success You take no falling damage. (1 action) Move Mount an adjacent willing creature at least one size larger than you. If already mounted, you can instead dismount into an adjacent space. (1 action) Auditory, Concentrate Issue a simple order and attempt a Nature check against the animal's Will DC; the GM can adjust the DC for its attitude, its inclinations, or an offered treat. You automatically fail if it is hostile or unfriendly to you, while a helpful animal improves your degree of success by one step. Most animals know Drop Prone, Leap, Seek, Stand, Stride, and Strike. To command a known activity, spend as many actions on Command an Animal as that activity costs. You can likewise spend multiple actions to grant that many basic actions on the animal's next turn. Success The animal follows the order on its next turn. Failure It does nothing. Critical Failure It takes a different action chosen by the GM. An animal understands only simple instructions: you can name a destination or attack target, but normally cannot dictate a precise path or require a nonlethal attack. The GM chooses the action's specifics. It obeys as soon as possible, usually as its first action next turn, resolves multiple successful commands in order, and forgets commands it cannot complete that turn. The GM resolves commands from multiple people and can raise the DC if someone already tried to command the animal that round. Pets, animal companions, familiars, and similar minions follow their more effective command rules. Juke (Reaction) Requirements A creature must be mounted on the goblin dog; Trigger The rider issues a command to the goblin dog; Effect The goblin dog before following the command. (1 action) Requirements Your Speed is at least 10 feet. Move 5 feet without triggering reactions caused by movement. You cannot Step into , and you cannot Step using a Speed other than your land Speed. An action with this trait involves moving from one space to another. Entering a difficult-terrain square costs 5 additional feet of movement. Without a grid, moving 5 feet through it likewise costs 5 additional feet. Do not add another diagonal surcharge to that extra cost. Step cannot enter difficult terrain, while a jump ignores terrain crossed through the air. Greater difficult terrain uses its own larger cost. OFFENSE Speed 40 feet
Melee (1 action) jaws +9, Damage 1d6+3 piercing plus
Goblin Pox () and goblin dogs are immune to goblin pox; Saving Throw DC 17 Fortitude; Stage 1 1 (1 round); Stage 2 1 and 1 (1 round); Stage 3 2 and can’t reduce its value below 1 (1 day) An effect with this trait applies one or more diseases. A disease is typically an . Diseases, poisons, curses, radiation, and similar effects use a structured affliction. A complete affliction identifies its owner and traits, an initial saving throw, , optional maximum duration, and one or more numbered stages. If no level is printed, use the level of the creature, hazard, or item that caused it. The affliction's own exception or removal restriction controls over the general procedure. Resolve the initial save to choose the starting stage, wait through any onset, apply stage damage and effects when a stage begins, and make later saves at the printed stage intervals. The maximum duration ends the affliction when it expires even if ordinary recovery has not ended it. After a failed initial save, onset delays the first stage's effect for the printed time. A critical failure still selects the appropriate starting stage, but neither stage takes effect until onset ends. If the affliction lists no onset, the starting stage applies immediately. This trait identifies a small, energetic goblin creature. Goblins commonly possess . An ability bearing this trait is available only to goblins, and a weapon bearing it is made and used by goblins. Normal darkvision sees in and dim light as well as ordinary sight, but only in black and white. Some magical , including a 4th-rank darkness spell, blocks normal darkvision. Greater darkvision also sees through those forms of magical . Within darkness, a creature or object is hidden or undetected from a viewer that lacks darkvision or another applicable precise sense. A creature unable to perceive in darkness is blinded while there, though it can still see an illuminated area beyond the darkness when the path is otherwise clear. Sudden exposure to bright light after darkness can make a creature dazzled for a short time if the GM determines it does. Take a status penalty equal to your sickened value to all checks and DCs. You cannot willingly ingest anything while sickened. You can spend one action retching to attempt a Fortitude save against the DC of the effect that made you sickened. On a critical success, reduce sickened by 2; on a success, reduce it by 1. This is an unnamed action, not a separate Retch catalog action. When you regain actions at the start of your turn, reduce that number by your slowed value. Becoming slowed during your turn does not remove actions you already gained. Scratch (2 actions) (manipulate) The goblin dog vigorously scratches itself, exposing all adjacent creatures to .