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Zoog

CR 1.00 Magical Beast CE Tiny HD 2
This skittish amalgam of beast parts has luminous eyes, a rat's tail, simian appendages, and tendrils extending from a mole-like nose

Spiteful, nasty creatures with a taste for the flesh of sentient beings, zoogs lurk in the shadowy, moldering places of the world. Often mistaken merely for otherworldly animals, zoogs possess base intentions and vicious demeanors that set them apart from lowly beasts. Congregating in loose, tribal societies, these sinister creatures claim the depths of dark woodlands or moldy forests as their homes, favoring lands where the boundaries between worlds and planes grow thin and strange creatures—not unlike themselves—slip between reality's cracks.

Although lone zoogs shy away from attacking larger creatures, when zoogs outnumber an invader they launch deadly ambushes, leaping from sagging boughs and hidden dens to swarm foes. Only strangers with quick tongues and items that appeal to zoogs' interest in magical curiosities might manage to barter for safe passage through zoog territory. While many victims of zoog attacks are consumed on the spot, some less fortunate few are dragged back to the mystical, strangely carved stones that mark the center of zoog communities. There, such captives become the doomed focus of strange ceremonies before being sacrificed to the zoogs' depraved deities.

Commonly, zoogs eat fungi and plants, but they also have a taste for the meat of sentient creatures, treating the butchering and consumption of such beings as a rare privilege. Zoogs also detest cats, and go to great lengths to slay felines of any sort and devour them.

Occasionally a zoog allows a spellcaster of especial depravity, or with interests in the mysteries of realms and creatures beyond the mortal world, to employ it as a familiar. A spellcaster must have the Improved Familiar feat, be chaotic evil, and have an arcane caster level of 5th or higher to gain a zoog familiar.

HP
11 (2d10)
AC
14, touch 14, flat-footed 12 (+2 Dex, +2 size)
Init
+2
Speed
30 ft., climb 30 ft.
Fort
+3
Ref
+5
Will
+1
BAB
+2
CMB
+2
CMD
10 (14 vs. trip)
Melee
bite +6 (1d3-2 plus bleed 1), 2 claws +6 (1d2-2)
Racial Modifiers
+6 Acrobatics, +6 Climb
str
6
-2
dex
15
+2
con
10
+0
int
5
-3
wis
12
+1
cha
5
-3

bleed 1

Otherworldly Touch — A zoog's natural attacks can strike incorporeal creatures as if they were ghost touch weapons.

Universal Monster Rules

Bleed (1) Ex from Universal Monster Rule
A creature with this ability causes wounds that continue to bleed, dealing the listed damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing. The amount of damage each round is determined in the creature's entry.

Special Abilities

Otherworldly Touch from text
A zoog's natural attacks can strike incorporeal creatures as if they were ghost touch weapons.

Feats, Traits & Items

Weapon Finesse from Feat

With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Acrobatics +12, Climb +16, Perception +5

spell-like abilities:
Constant—Detect Magic, Constant—Speak With Animals
Details
Type
Magical Beast
Alignment
CE
Size
Tiny
Environment
any forest
Organization
solitary, pair, gang (3-14), tribe (15+ plus 50% noncombatants)
Treasure
incidental
Senses
darkvision 60 ft., detect magic, low-light vision, scent, spell sight; Perception +5
Languages
Aklo; speak with animals
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
3 House/Core
View references and cross-links for Zoog

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