It 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.