Help with Help Hound


Advice


I'm working on building my first creature using the creature creation rules. Of course it is going to be the Help Hound.

The idea behind a Help Hound is that it is a GM bailout. If the GM puts the players in a (typically non-combat) situation that they weren't able to handle, the Help Hound can be a justification for the Deus ex machina rescuing of the party. Typically for helping out if the PCs end up lost, injured, poisoned, and stranded out in the middle of the wilderness.

So what think ye all?

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Help Hound
Creature 3

Celestial, Beast
Alignment: NG

STR +4
DEX +3
CON +1
INT -3
WIS +2
CHA -1

Perception: +12
darkvision, scent (imprecise) 60 feet

Languages: common, celestial, (can’t speak any language)

Speed: 40 ft.

Master Skills:
Survival +10
Athletics +10

Trained Skills:
Nature +9
Medicine +9
Acrobatics +7

Combat stats (if for some dumb reason the players decide to attack the thing)

Spoiler:

AC: 18
Fort: +9
Ref: +12
Will: +9

HP 45

Melee:
Jaws +10; Damage 1d8+6 piercing, 1d6 good

Abilities:

Know Direction (at will)
Stabilize (3/day)
Endure Elements (3/day)
Neutralize Poison (1/day)
Remove Poison (1/day)

Pantomime (exploration) - The Help Hound can take several minutes trying to convey simple commands. Any other creature (players) can make a Society check against DC 15 to understand the message. Typical messages would be one word commands like 'stop', 'stay', 'wait', 'run', or 'fetch'.

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