Suhko (3-4)
CREATURE 3 +8; darkvision
Aklo, Chthonian, Common, Draconic, Sakvroth
Deception +8, Intimidation +8, Occultism +10, Stealth +6
Str +0, Dex +0, Con +2, Int +4, Wis +2, Cha +2
AC 16; Fort +8, Ref +6, Will +10; +2 circumstance to all saves vs. dream and sleep
HP 40
+2 Circumstance to All Saves vs. Dream and Sleep
25 feet
Melee Living Hair +6 (agile, disarm, finesse, trip, unarmed), Damage 1d4 bludgeoning
Melee Staff +6 (two hand d8), Damage 1d4 bludgeoning
Ranged Sling +6 (propulsive, range increment 50 feet), Damage 1d6 bludgeoning
Occult Prepared Spells DC 20, attack +12; 2nd Blood Vendetta, Vomit Swarm; 1st Déjà Vu, Grim Tendrils, Phantom Pain; Cantrips (2nd) Chill Touch, Daze, Guidance, Mage Hand, Shield
Familiar (Runt)
Suhko has a Tiny prairie drake named Runt as a familiar. Runt has a speed of 25 feet, a burrow speed of 20 feet, 15 hit points, an AC of 16, and the following additional familiar abilities: Restorative Familiar and speech (Common). Note that as normal for a minion, Suhko must spend 1 action to command Runt to give him the 2 actions needed to use Restorative Familiar.
Restorative Familiar (concentrate)
once per day
Runt gives up some of his animating energy and heals Suhko. He must be in Suhko's space to do so. Runt restores 2d8 Hit Points to Suhko.
Note Suhko must spend 1 action to command Runt to give him the 2 actions needed to use Restorative Familiar.
Pathfinder Society Scenario #4-13: Within the PrairiesOGL