Pups

Level 1
Creature· chaoticUniqueSmallLegacy
AC 15
HP 22 (void healing)
Speed 30 ft.
Fort +9
Ref +7
Will +5
Perc +7
Size Small
Unique
chaoticundead
Immunities bleed, death effects, disease, paralyzed, poison, sleep
Senses darkvision, scent 30 ft. (imprecise)
Skills athletics +7, acrobatics +5, stealth +5, survival +5
Recall Knowledge religion DC 25

Attacks

Melee Jaws +9/+4/-1(unarmed)
Damage: 1d6+2 piercing

Abilities

Sense Companiondefensive(detection, occult)

Pups knows the direction of its past owner or family (as long as they're both on the same plane), but not the distance.

Stenchdefensive(aura, olfactory)

10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 14 fortitude save or become Sickened 1 (plus Slowed 1 for as long as it's sickened on a critical failure). While within the aura, affected creatures take a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Void Healingdefensive

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Betray the Livingoffensive

Pups' Strikes deal 1d4 additional damage to living creatures.

Description

Bonds of loyalty that endure beyond death reanimate pets to crawl from their graves within days of dying, returning to the side of their past owners, family, or pack. Unfortunately, death irrevocably changes a risen pet. They return as aggressive, predatory beasts, difficult to control and easy to anger. Even the most friendly and docile of pets becomes sadistic and violent in undeath—fixating first on those it views as competition for the attention of its owners. When a risen pet is jilted, rebuffed, or offended by its owner, it turns on them.

Traits

Chaotic