Familiar, MeerkatThis curious, sand-colored, weasellike creature has dark bands around its inquisitive eyes.Meerkat CR 1/4Source Ultimate Wilderness pg. 200 XP 100 N Tiny animal Init +2; Senses low-light vision, scent; Perception +1DefenseAC 14, touch 14, flat-footed 12 (+2 Dex, +2 size) hp 5 (1d8+1) Fort +3, Ref +4, Will +1 Immune scorpion venomOffenseSpeed 30 ft., burrow 5 ft. Melee bite +4 (1d3–3) Space 2-1/2 ft., Reach 0 ft. Special Attacks mobStatisticsStr 5, Dex 14, Con 13, Int 2, Wis 13, Cha 13 Base Atk +0; CMB +0; CMD 7 (11 vs. trip) Feats Weapon Finesse Skills Stealth +14EcologyEnvironment warm plains Organization solitary, pair, mob (3–16), or clan (17–30) Treasure noneSpecial AbilitiesImmunity to Scorpion Venom (Ex) Meerkats are immune to the poison of all scorpions.
Mob (Ex) If two meerkats in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.DescriptionMeerkats are playful, highly social animals that hunt and forage during the day. They live in complex burrow systems consisting of numerous access holes, chambers, and tunnels. Their diet consists of eggs, fruit, insects, larvae, lizards, rodents, and scorpions. Using a wide range of sounds, they communicate and warn one another about threats, banding together in a mob when they need to defend themselves. Meerkats can live more than 10 years.
A meerkat weighs around 2 pounds and is about 1 foot tall when standing upright.Creatures in "Familiar" CategorySource Pathfinder RPG Bestiary pg. 131 Presented here are the base animal statistics for all of the most commonly used familiars—of course, these statistics can also be used for normal animals as well. Small animals like these use Dexterity to modify Climb and Swim checks.
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