PZOPSQ0003e Society - Fane of Fangs PDF
PZOPSQ0003e Society - Fane of Fangs PDF
Fane of Fangs
By Nathan King
TIER 5
Fane of Fangs
Pathfinder Society Quest
Pathfinder Society Quest: Fane of Fangs is a Pathfinder Society Quest designed for 5th-level characters. This quest is
designed for play in the Pathfinder Society Organized Play campaign, but can easily be adapted for use with any world.
This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of
the worlds oldest fantasy roleplaying game.
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and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations,
characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not
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Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open
Game Content may be reproduced in any form without written permission.
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Fane of Fangs
By Nathan King
WHERE ON GOLARION?
Fane of Fangs occurs in Southern Fangwood in northeastern
Nirmathas. For more about Nirmathas and its forest, see
Pathfinder Campaign Setting: The Inner Sea World Guide,
available at bookstores and game stores everyone, and
online at paizo.com.
Nirmathas
Southern
Fangwood
GETTING STARTED
SUMMARY
A. Fane of Fangs
N
A4
A3
A2
A2
A3
A5
1 square = 5 feet
A1
daemons unholy altar in two. This arrow has been a key part
of a ritual that has kept the daemons from returning. Until two
months ago, Erastilian priests have performed this ceremony in
the reconsecrated temple on the night of the new moon, but
the relic recently went missing.
The church of Old Deadeye asked that you track down who
stole the relic and return it before the daemons broke free once
more. You found the arrow only a week ago and have hurried
back to the temple to meet the priests Enogas and Larya, who
will take custody of the relic and enact the ritual. The new
moon rises tonight, and even now dusk is falling.
A. FANE OF FANGS
Once a temple to Anogetz, this sanctuary has since
been converted into a shrine to Erastil. The gods holy
symbola bow of elk antlers nocked with an arrowis
emblazoned on each of the large oaken doors leading into
the temple. The entrance stands slightly ajar. The path
leading to the site shows signs of recent traffic. A PC who
succeeds at a DC 15 Perception or Survival check discerns
four different sets of footprints around the entrance.
Exceeding the Survival check DC by 5 or more also reveals
that two sets are from humanoids wearing boots, two
are from barefoot humanoids, and none seems to have
left the temple. Succeeding at this higher Survival check
counts as a clue for the purposes of seeing through the
faceless stalkers disguise (see The Cultists Deception
sidebar on page 5).
FANE OF FANGS
A1. Courtyard (CR 6)
Faceless Stalkers
A PC can identify the faceless stalkers with a successful
Knowledge (dungeoneering) check. Provide the PCs the
following information based on their result.
14+ This is a faceless stalker, an aberrant shapechanger
capable of imitating humanoid victims. Its rubbery body
resists bludgeoning attacks, but slashing and piercing attacks
work well.
19+ A faceless stalkers flexible body allows it to stretch
its arms to several times their normal length, granting it
extraordinary reach. It is also capable of grabbing foes of its
size and draining their blood.
24+ A faceless stalker carefully watches its prey for
weaknesses and exploits those to deadly effect; it has a
rogues sneak attack ability.
CR 4
FANE OF FANGS
a short-lived whirlwind of rage before the birds scatter,
leaving behind two mountain rams with glowing red
eyes and fleeces that smolder like burning coal. Other
woodland creatures gather nearby to witness the PCs
defeat while maliciously screeching in anger, but they
dont participate in the combat.
CEUSTODAEMON
CR 6
Ceustodaemons
CR 1
CONCLUSION
Destroying the daemon permanently weakens the
temples connection to Anogetz; when several other
priests of Erastil arrive a day later to investigate, they
are able to banish the daemonic presence entirely rather
than just seal it away. Without needing the spear of the
huntmaster to anchor the ritual wards, the Erastilians give
it to the PCs in thanks for their heroism.
Date
GM #
GM Character #
GM Name
Dark Archive
Scarab Sages
A
GM Prestige Earned
The Exchange
Silver Crusade
B
Character #
Grand Lodge
Sovereign Court
C
Libertys Edge
D
Prestige Points
Character Name
Dark Archive
Scarab Sages
The Exchange
Silver Crusade
Character #
Grand Lodge
Sovereign Court
Libertys Edge
Prestige Points
Character Name
Dark Archive
Scarab Sages
The Exchange
Silver Crusade
Character #
Grand Lodge
Sovereign Court
Libertys Edge
Prestige Points
Character Name
Dark Archive
Scarab Sages
The Exchange
Silver Crusade
Character #
Grand Lodge
Sovereign Court
Libertys Edge
Prestige Points
Character Name
Dark Archive
Scarab Sages
The Exchange
Silver Crusade
Character #
Grand Lodge
Sovereign Court
Libertys Edge
Prestige Points
Character Name
Dark Archive
Scarab Sages
The Exchange
Silver Crusade
Character #
Grand Lodge
Sovereign Court
Libertys Edge
Prestige Points
Character Name
Dark Archive
Scarab Sages
The Exchange
Silver Crusade
Character #
Grand Lodge
Sovereign Court
Libertys Edge
Prestige Points
Character Name
Dark Archive
Scarab Sages
The Exchange
Silver Crusade
Grand Lodge
Sovereign Court
Libertys Edge
Character Chronicle #
Core Campaign
Player Name
Character Name
Pathfinder Society #
Faction
PRICE
305 GP
LEGACY ARROW
SLOT none
CL 4th
AURA moderate conjuration
Slow
46
SUBTIER
Slow
SUBTIER
Slow
SUBTIER
Slow
SUBTIER
Slow
Normal
Normal
Normal
GMs
Initials
=
Final XP Total
Normal
COST 22,000
Normal
Starting XP
CONSTRUCTION REQUIREMENTS
MAX GOLD
EXPERIENCE
A.K.A.
SUBTIER
Initial Prestige
Initial Fame
GMs
Initials
9th Level: The arrow has the distance and seeking special abilities.
11th Level: When fired, the arrow regains its special abilities after 10 minutes instead of 1 day.
14th Level: Once per day as a standard action, the arrows wielder can designate it as a bane arrow for a category of her choice.
FAME
fired, it loses this weapon special ability and any gained at higher levels for 1 day.
Prestige Spent
It retains its current bane properties until they are changed. The arrow still takes 10 minutes to regain the use of bane, as usual.
16th Level: The arrow retains its bane, distance, and seeking special abilities after being fired.
18th Level: Once per week, the wielder can take a standard action to fire the arrow, giving it the properties of a greater slaying
arrow (keyed to the same category as its bane ability), in addition to its other special abilities. After being fired, the arrow loses all
Current
Prestige
Final
Fame
20th Level: The greater slaying ability can be used once per day (after which the arrow loses all special abilities for 1 day)
rather than once per week. The arrow overcomes damage reduction as though adamantine.
Starting GP
2,650 GP
WEIGHT 6 lb.
SCALING prize
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, detect animals or plants, know direction,
COST 10,380
GMs
Initials
+
Day Job (GM ONLY)
Gold Spent
GMs
Initials
GOLD
PRICE
=
Total
For GM Only
EVENT
EVENT CODE
DATE
GM Pathfinder Society #
SPECIAL ABILITIES
Speed 30 ft.
Melee +1 Large bastard sword +9 (2d8+7/1920)
Ranged throwing axe +7 (1d6+4)
Special Attacks rage (14 rounds/day), rage powers (accurate
stance, knockback)
STATISTICS
Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 10
Base Atk +5; CMB +9; CMD 21
Feats Exotic Weapon Proficiency (bastard sword), Power Attack,
Toughness, Weapon Focus (bastard sword)
Skills Acrobatics +8, Climb +15, Intimidate +8, Perception +9,
Survival +9
Languages Common, Hallit
SQ fast movement
Combat Gear potion of cure moderate wounds, potion of cure
serious wounds; Other Gear +1 hide armor, +1 Large bastard
sword, throwing axes (2), amulet of natural armor +1, cloak
of resistance +1, ring of climbing, sunrods (2), 395 gp
10
FANE OF FANGS
What she did not know was that the dagger was a
deception, and the warband had used it simply to goad
her into a suicide mission.
What the warband themselves didnt anticipate was
that Amiri would find a frost giant. After wandering
the mountains, she came to an immense body at the
foot of a cliffthe giant had fallen to his death weeks
before, and at his side lay his immense bastard sword.
Although Amiri knew that she had not killed the giant,
she also knew that all she needed was his sword as
proofcertainly her kin wouldnt think to dispute her
claim with such a grand trophy. Yet when she returned
to the place she had left her kin, she found the camp
empty. Worried that they had fallen victim to the regions
dangers, she tracked them, catching up with the warband
halfway back to the tribal camp. As she approached the
camp, though, she realized something was amissthey
were talking of her, and they were laughing. She knew
then that she had been duped.
That they seemed grateful and so at ease with her death
was not what enraged Amiri. It was the proof that her own
people thought of her as a fool that did it. Eyes blazing,
Amiri stepped into the camp and held her new sword out,
proclaiming that even now she had bested them. The
other warriors, shocked to see her alive, quickly fell back
to laughter, pointing out that she could hardly wield such
an ungainly weapon. Her fury growing, Amiri hefted
the weapon and tried to adopt a menacing pose, but the
weapons size threw her off balance and she toppled over,
much to the other barbarians growing amusement.
Rage overtook her, and in that blind bloodlust she
found a strength shed never known she possessed.
When the red mists cleared, the dead members of her
hunting party surrounded her.
While she was unrepentant for the deaths of the
men who preferred to betray her rather than admit
her skill, Amiri still knew that kin-killing was a crime
she could never live down. She abandoned her people to
the cold steppes and tundra and headed south toward
more civilized lands, enjoying the heady rush of finally
being free of blind tradition. Since then, she has taken
to traveling only with those adventurers and mercenary
companies who show her proper respect. She values her
oversized sword (even though she can only truly wield
it properly when her blood rage takes her), but never
speaks of the circumstances that forced her to flee her
homeland. Some things are better left unsaid.
11
Speed 40 ft.
Melee +1 temple sword +10 (1d8+4/1920) or
unarmed strike +8 (1d8+3)
Ranged shuriken +7 (1d2+3)
Special Attacks flurry of blows, style strike (flying kick),
stunning fist (5/day, DC 15)
STATISTICS
Str 16, Dex 14, Con 14, Int 10, Wis 16, Cha 8
Base Atk +5; CMB +8; CMD 26
Feats Combat Reflexes, Dodge, Improved Initiative, Improved
Unarmed Strike, Mobility, Stunning Fist, Toughness, Weapon
Focus (temple sword)
Skills Acrobatics +10 (+19 when jumping), Climb +11,
Knowledge (religion) +8, Perception +11, Sense Motive +11
Languages Common, Vudrani
SQ fast movement, ki pool (5 points, magic), ki power
(high jump)
Combat Gear potion of cure moderate wounds, potion of cure
serious wounds; Other Gear +1 temple swordAPG, bracers of
armor +1, cloak of resistance +1, ring of protection +1, ring of
jumping, 120 gp
SPECIAL ABILITIES
Flurry of Blows Sajan can make a flurry of blows as a fullattack action, which allows him to make two attacks at his
highest base attack bonus. When using this ability, Sajan can
make these attacks with any combination of his unarmed
strikes, temple sword, and shuriken. He takes no penalty
for using multiple weapons when making a flurry of blows,
but he does not gain any additional attacks beyond whats
already granted by the flurry for doing so.
Style Strike Sajan knows one type of style strike. Whenever
he makes a flurry of blows, he can designate one of his
unarmed strikes as a style strike. This attack is resolved as
normal, but it has an additional effect depending on the
type of strike chosen.
Flying Kick: Sajan leaps through the air to strike a foe
with a kick. Before the attack, he can move 10 feet. This
12
FANE OF FANGS
padaprajna discipline forged a tight bond between the
twins, who spent even their infrequent times of rest
together, practicing the latest martial techniques taught
to them. On their twelfth birthday, the twins were
forcefully split up: Sajan went to live with the fighting
men of the ghana padaprajna, while Sajni joined the
battling women of the sastra padaprajna. Despite their
separation, the twins continued to meet when they could,
sparring and joking as they had in childhood.
As the insightful narrative of the Vigrahin Patitraka
states, A warriors life is to war. Thus it was that Sajans
lord embroiled himself in a conflict with a neighbor.
Most of the army fielded by Sajans lord consisted of
conscripts wielding tools of their trades, while the
valuable padaprajna watched in reserve. The warriors
deduced that they stood on the losing side, but they
were duty-bound to fight to the death when instructed.
Instead, their lord stole from them the glory of battledeath when he sued for peace after his conscripts fled the
field. As part of his surrender, the lord gave over half of
his sastra padapranjaincluding young Sajni.
Sajan vowed to be reunited with his sister, and slipped
stealthily into the city of Sumadhadra just in time to see
his sister leave through the gates. He soon discovered
that the traded sastra padapranja were loaded onto ships
bound for distant Jalmeray.
When he reached Jalmerays docks, Sajan learned that
his sister had signed on as a guard aboard a trading ship
bound for a place called Absalom.
The desperate young padapranja gained passage to
Absalom and, upon arrival, stared in wonder at the citys
size and splendor. It seemed to him that these strange
western barbarians could be capable of creating a place so
grand. By the time he got his bearings, he found himself
without leads, for the sheer size of the city that so
impressed him also made finding his sister nearly
impossible.
Sajan knows he cannot return to Vudra, for the
padapranja there would execute him as a deserter.
He cares not for his home country, however, and
continues to seek out any clue that might point
him toward his sister.
Speed 30 ft.
Melee +1 rapier +9 (1d6+5/1820) or
dagger +7 (1d4+2/1920)
Ranged dagger +7 (1d4+2/1920)
Special Attacks debilitating injury, finesse training (rapier),
sneak attack +3d6
STATISTICS
Str 14, Dex 18, Con 12, Int 10, Wis 12, Cha 12
Base Atk +3; CMB +5; CMD 21
Feats Dodge, Improved Initiative, Toughness, Weapon Finesse,
Weapon Focus (rapier)
Skills Acrobatics +17, Climb +10, Disable Device +14, Escape
Artist +12, Knowledge (local) +8, Perception +11, Sleight of
Hand +12, Stealth +12; Racial Modifiers +2 Perception
Languages Common, Elven
SQ rogues edge (Acrobatics), rogue talents (slow reactions,
weapon training), trapfinding +2
Combat Gear potion of cure moderate wounds, potion of cure
serious wounds, potion of blur, tanglefoot bag; Other Gear +1
studded leather, +1 rapier, daggers (12), cloak of resistance +1,
ring of protection +1, boots of elvenkind, 103 gp
SPECIAL ABILITIES
14
FANE OF FANGS
about. She has focused her training on Acrobatics, allowing
her to move at her normal speed through a threatened
square without provoking an attack of opportunity by
increasing the DC of the check by only 5 (instead of by 10).
She is not denied her Dexterity bonus when attempting
Acrobatics checks with DCs of 20 or lower.
Rogue Talents Merisiel has learned a number of talents that
aid her and confound her foes.
Slow Reactions: Opponents damaged by Merisiels sneak
attack cant make attacks of opportunity for 1 round.
Weapon Training: Merisiel gains Weapon Focus as a
bonus feat.
Trapfinding Merisiel gains a +2 bonus on Perception checks
to locate traps and on Disable Device checks. She can use
Disable Device to disarm magic traps.
Uncanny Dodge Merisiel can react to danger before her senses
would normally allow her to do so. She cannot be caught
flat-footed, nor does she lose her Dexterity bonus to AC if
the attacker is invisible. She still loses her Dexterity bonus
to AC if immobilized, or Merisiel can still lose her Dexterity
bonus to AC if an opponent successfully uses the feint action
against her.
15
Speed 20 ft.
Melee quarterstaff +3 (1d41)
Ranged light crossbow +5 (1d6/1920)
Gnome Spell-Like Abilities (CL 5th; concentration +9)
1/daydancing lights, ghost sound (DC 15), prestidigitation,
speak with animals
Summoner Spell-Like Abilities (CL 5th; concentration +9)
7/daysummon monster III
Summoner Spells Known (CL 5th; concentration +9)
2nd (3/day)barkskin, bears endurance, glitterdust (DC 17)
1st (5/day)jump, protection from evil, rejuvenate
eidolonAPG, shield
0 (at will)acid splash, detect magic, guidance, light,
message, resistance
STATISTICS
Str 9, Dex 12, Con 16, Int 14, Wis 10, Cha 18
Base Atk +3; CMB +1; CMD 13
Feats Augment Summoning, Skill Focus (Knowledge [planes]),
Spell Focus (conjuration)
Skills Acrobatics +6, Knowledge (arcana) +8, Knowledge
(dungeoneering) +8, Knowledge (engineering) +8, Knowledge
(planes) +13, Linguistics +6, Perception +2, Spellcraft +10, Use
Magic Device +12; Racial Modifiers +2 Perception
Languages Abyssal, Common, Gnome, Goblin, Protean, Sylvan
SQ bond senses 5 rounds/day, eidolon, life link
Combat Gear potion of cure moderate wounds, potion of cure
serious wounds, wand of magic missile (CL 3rd, 5 charges),
wand of dispel magic (3 charges); Other Gear +1 leather
armor, quarterstaff, light crossbow with 10 bolts, cloak of
resistance +1, ring of protection +1, 29 gp
SPECIAL ABILITIES
16
FANE OF FANGS
remain for 5 minutes (instead of 5 rounds). Balazar cannot
have more than one summon monster spell active in this way
at one time. If this ability is used again, any existing summon
monster from this spell-like ability immediately ends.
For this adventure, Balazar can summon a celestial
wolverine within 35 feet when he uses this ability. Statistics
for a celestial wolverine are included at the end of his
character sheet.
Acid Splash Balazar makes a ranged attack at +5 to hit against
touch AC. If he hits, it deals 1d3 acid damage.
Barkskin Balazar can touch a target and grant a +2
enhancement bonus to its natural armor for 50 minutes.
Bears Endurance A touched creature gains a +4 enhancement
to Constitution for 5 minutes. This grants the target 10
additional hit points (Padrig only gains 8, and the summoned
wolverine only gains 6) and a +2 bonus on Fortitude saves.
When the spell wears off, the target loses the additional hit
points, which could kill her.
Dancing Lights Balazar can create up to four glowing lights
that resemble lanterns or globes of light. These shed light
in a 10-foot radius and move up to 100 feet per round at
Balazars direction.
Detect Magic Balazar can notice magic in a 60-foot-cone. If he
concentrates, he can find how many magic auras there are
on the next round. On the round after that, he can try to find
out more about one aura.
Dispel Magic Balazars wand can attempt to end a spell, for
which he rolls 1d20+5 against a DC of 11 + the spells caster
level. If successful, the spell ends immediately.
Ghost Sound Balazar can make illusory noises as loud as up to
20 humans in any spot within 35 feet for 5 rounds, but he
cant create discernible speech.
Glitterdust Creatures in a 10-foot radius take a 40 penalty to
Stealth and lose the benefit of invisibility and the like for 5
rounds. They are also blinded if they fail a DC 16 Will save,
but at the end of each of their turns, they can attempt the
Will save again to end the blindness.
Guidance Balazar can give a touched target a +1 competence
bonus that the target can use on any attack roll, saving
throw, or skill check in the next minute.
Jump A touched creature gains a +20 enhancement bonus on
Acrobatics checks made to jump for 5 minutes. Merisiel and
Sajan already have enhancement bonuses to Acrobatics, so
their bonus on checks to jump only increases by 15 from
this spell.
Light An object Balazar touches sheds light for 50 minutes. He
cant have more than one copy of this spell active at once.
Magic Missile Balazars wand shoots out 3 missiles of force at
up to 3 targets all within 150 feet of him and no more than
15 feet from each other. The missiles automatically hit and
deal 1d4+1 damage each, even to incorporeal creatures.
Balazar must succeed at a DC 20 Use Magic Device check to
17
PADRIG
CN Medium outsider (extraplanar, protean)
Init +4; Senses darkvision 60 ft.; Perception +7
DEFENSE
Str 14, Dex 18, Con 14, Int 7, Wis 10, Cha 11
Base Atk +4; CMB +6 (+10 grapple); CMD 20 (cant be tripped)
Feats Weapon Finesse, Weapon Focus (bite)
Skills Acrobatics +9, Bluff +5, Climb +10, Fly +13, Knowledge
(planes) +3, Perception +7, Stealth +11
Languages Abyssal, Common, Gnome, Goblin, Protean, Sylvan
SQ evolutions (bite, flight, grab, improved damage (bite),
reach, resistance [acid], tail, tail slap), link, share spells
Other Gear amulet of mighty fists +1
SPECIAL ABILITIES
OFFENSE
No obstacle is
insurmountable, for we
need never overcome
it alone.
18
FANE OF FANGS
Daemon, Ceustodaemon
CR 6
XP 2,400
NE Large outsider (daemon, evil, extraplanar)
Init +1; Senses darkvision 60 ft., detect good, detect magic,
see invisibility; Perception +15
DEFENSE
Speed 30 ft.
Melee bite +11 (2d6+4), 2 claws +11 (1d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (30-ft. cone; 6d6 fire damage;
Reflex DC 17 for half; usable once every 1d4 rounds)
Spell-Like Abilities (CL 8th; concentration +10)
Constantdetect good, detect magic, see invisibility
At willdimension door
3/daydispel magic, fly
1/dayhold monster (DC 17), slow (DC 15)
STATISTICS
Str 18, Dex 13, Con 16, Int 11, Wis 14, Cha 15
Base Atk +8; CMB +13; CMD 24
Feats Alertness, Blind-Fight, Power Attack, Step Up
Skills Bluff +13, Intimidate +11, Knowledge
(planes) +9, Perception +15, Sense Motive +15,
Stealth +8, Survival +9
Languages Abyssal, Infernal; telepathy 100 ft.
SQ drawn to service
ECOLOGY
19
Faceless Stalker
CR 4
XP 1,200
CE Medium aberration (shapechanger)
Init +7; Senses darkvision 60 ft.; Perception +2
DEFENSE
OFFENSE
Speed 30 ft.
Melee mwk longsword +8 (1d8+4/1920), slam +2 (1d6+2 plus
grab)
Space 5 ft.; Reach 10 ft.
Special Attacks blood drain (1 Constitution), sneak attack +2d6
Spell-Like Abilities (CL 5th; concentration +8)
Constanttongues
STATISTICS
Str 18, Dex 17, Con 18, Int 13, Wis 15, Cha 16
Base Atk +3; CMB +7 (+11 grapple); CMD 20
Feats Combat Reflexes, Deceitful,
Improved Initiative
Skills Bluff +10, Disguise +14 (+24 when
using change shape), Escape Artist
+19, Sleight of Hand +8, Stealth +11
Racial Modifier +4 Disguise, +8
Escape Artist
Languages Aquan, Common; tongues
SQ change shape (Medium humanoid,
alter self), compression, faceless
ECOLOGY
20
FANE OF FANGS
CR 1
CR 1
XP 400
XP 400
N Large animal
Init +3; Senses low-light vision, scent; Perception +5
N Medium animal
Init +2; Senses low-light vision, scent; Perception +6
DEFENSE
DEFENSE
OFFENSE
OFFENSE
Speed 50 ft.
Melee bite +4 (1d4+6)
Special Attack spit (+3 ranged touch)
Speed 40 ft.
Melee gore +3 (1d4+3)
Special Attacks powerful charge (gore, 1d8+3)
STATISTICS
STATISTICS
Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +6; CMD 18 (22 vs. trip)
Feats Endurance
Skills Perception +5
Str 14, Dex 15, Con 13, Int 2, Wis 14, Cha 7
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Improved Bull RushB, Skill Focus (Acrobatics)
Skills Acrobatics +13 (+17 jump), Perception +6; Racial Modifiers
+4 Acrobatics
ECOLOGY
ECOLOGY
SPECIAL ABILITIES
RAM
COMPANIONS
Starting Statistics: Size Small; Speed
40 ft.; AC +1 natural; Attack gore (1d3); Ability
Scores Str 10, Dex 17, Con 11, Int 2, Wis 14, Cha
7; Special Qualities low-light vision, scent.
4th-Level Advancement: Size Medium; Attack
gore (1d4); Ability Scores Str +4, Dex 2, Con +2;
Special Attacks powerful charge (1d8); Bonus Feat
Improved Bull Rush.
21