Pusk
Creature 2- Perception
- +6; darkvision
- Languages
- Chthonian, Telepathy 100 feet
- Skills
- Acrobatics +6, Athletics +8, Deception +6, Stealth +6
- Str +4, Dex +0, Con +4, Int −3, Wis +0, Cha +0
Telepathy 100 feet (aura, magical, mental)
Sloth When a pusk regains their actions, roll 1d4. The pusk regains that many actions for the turn (to a maximum of 3, or 2 if the pusk is a minion).
Effects like the slowed condition can further reduce their number of actions.
- AC
- 17; Fort +10, Ref +4, Will +8
- HP
- 36; Weaknesses cold iron 3, holy 3
- Speed
- 20 feet
Melee ◆ jaws +10 (magical, unarmed, unholy), Damage 1d8+4 piercing
Melee ◆ claw +10 (agile, magical, unarmed, unholy), Damage 1d6+4 slashing
Divine Innate Spells DC 16, attack +8; 3rd slow; 1st fear
Cower ◆ The pusk makes itself as small as possible, protecting its vital organs with its limbs. It gains a +4 circumstance bonus to AC but takes a –2 penalty to attack rolls. This lasts until the pusk moves from its current space, falls Unconscious, or ends the effect as a free action.
Frenzied Slashes ◆◆◆ The pusk makes three claw Strikes, each at a –2 penalty, all targeting the same creature. The pusk's multiple attack penalty doesn't increase until after it has made all three attacks. The pusk gains the Clumsy 2 condition until the beginning of its next turn.
Vicious Criticals A pusk makes the most of any weakness it finds. Whenever a pusk scores a critical hit with its claw Strike, the target takes an additional 1d6 persistent bleed damage.
Source: Pathfinder Monster Core