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SaberpupIt skewers prey with its tusks, extracting game from the safety and comfort of burrows.

Saberpup (CR 1/2)

XP 200
N Tiny Animal
Init +6; Senses Darkvision 60 ft., low-light vision, scent; Perception +5

DEFENSE

AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 8 [12] (1d8+4)
Fort +3, Ref +3, Will +2
Resist Fire 5
Weakness Ice

OFFENSE

Speed 30 ft.
Melee 2 Claws +3 (1d3-1), Gore +3 (1d4-1)
Space 2-1/2 ft. ft.; Reach 0 ft.
Special Attacks Powerful Charge

STATISTICS

Str 8, Dex 12, Con 12, Int 2, Wis 10, Cha 8
Base Atk +0; CMB +1; CMD 12 (16 vs. trip)
Feats Skill Focus (Perception), Toughness*
Skills Acrobatics +4, Perception +5, Stealth +12; Racial Modifiers +4 Perception, +4 Survival when tracking by scent

SPECIAL ABILITIES

Familiar

The master of a saberpup familiar gains a +3 bonus to Survival checks.

Powerful Charge (Ex)

A saberpup, when it makes a charge attack, he also deals double damage with his gore attack.