Familiar, Rasclinn

Rasclinn CR 1/4

XP 100
N Tiny animal
Init +3; Senses low-light vision, scent; Perception +8

Defense

AC 18, touch 15, flat-footed 15 (+3 Dex, +2 size, +3 natural)
hp 4 (1d8)
Fort +0, Ref +5, Will +1
SQ immunity to poison

Offense

Speed 60 ft.
Melee bite +3 (1d3–2)
Space 2-1/2 ft., Reach 0 ft.
Special Attacks Rage

Statistics

Str 6, Dex 17, Con 11, Int 2, Wis 12, Cha 14
Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
Feats Alertness, Weapon Finesse
Skills Acrobatics +2 (+10 when jumping), Perception +8, Stealth +10, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

Ecology

Environment Rocky badlands
Organization solitary, pair, or Gang (1-12)
Treasure none

Description

Wagging its tail and eyeing your packs hungrily, this canine creature has a strange, metallic hide and tufts of wiry hair around its salivating jawline. Rasclinn are small dog-like creatures that feed on any vegetation by extracting the trace metals from the plants, which gives them a somewhat metallic hide. They are hunted due to this hide, but are very tough to kill. Rasclinn are small, standing about 3 feet at the shoulder, and weighing only 50 pounds. They have a silver tint to their hide. They have no language of their own, but instead communicate by barks and yelps. These yelps and barks can mean a multitude of things. Very few creatures hunt rasclinn since their metallic hide makes them unpalatable. Combat Rasclinn attack with their bite when cornered or defending young. Rasclinn usually avoid combat at all costs and attempt to hide in patches of spider grass or sand cacti when available.

Rage: A rasclinn that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily.

Skills: Rasclinn receive a +10 racial bonus to jump

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