columns: 2
forcecolumns: true
layout: Basic Pathfinder 2e Layout
source: "Pathfinder Bestiary 3"
name: "Cunning Fox"
level: "Creature 1"
alignment: ""
size: "Small"
trait_01: [[beast]]
trait_02: [[incorporeal]]
trait_03: [[spirit]]
modifier: 9
perception:
- name: "Perception"
desc: "+9; Darkvision"
languages: "Common, Fey; tongues"
skills:
- name: "Skills"
desc: "Acrobatics: +6, Deception: +6, Stealth: +8, Survival: +5"
abilityMods: [1, 3, 0, 2, 2, 1]
speed: 40 feet
sourcebook: "_Pathfinder Bestiary 3_"
ac: 16
armorclass:
- name: AC
desc: "16; __Fort__ +5, __Ref__ +8, __Will__ +7"
hp: 14
health:
- name: ""
- name: HP
desc: "14; __Immunities__ disease, paralyzed, poison, precision; __Resistances__ all damage 2 (except force, ghost touch, or vitality)"
abilities_top:
- name: ""
- name: "Bond with Mortal"
desc: "`pf2:2` (mental,primal) **Frequency** once per day\n* * *\n\n**Effect** The spirit guide forms a bond with a mortal creature. While the bond exists, the spirit guide increases their current and maximum Hit Points by 10, gains a +2 status bonus to their attack and damage rolls, and can communicate telepathically with the bonded mortal as long as the two beings are on the same plane.\n\nThe spirit guide can only be bonded with one mortal at a time, and they can take this action again to end the bond or to form a new bond (which also ends the old bond). The bond also ends if the spirit guide or the mortal dies.\n\nThis bond strengthens the spirit guide's connection to the Material Plane. While bonded, the spirit guide loses the incorporeal and spirit traits, loses their immunities and resistances, and changes their Strikes to deal the appropriate physical damage (typically piercing or slashing) instead of force damage."
- name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
abilities_mid:
- name: ""
attacks:
- name: ""
- name: "**Melee** `pf2:1` Horn"
desc: "+6 (finesse, magical)\n__Damage__ 1d8 + 1 force"
- name: "**Melee** `pf2:1` Jaws"
desc: "+6 (agile, finesse, magical)\n__Damage__ 1d4 + 1 force"
- name: "Primal Innate Spells"
desc: "DC 17, attack +9; __3rd __ _[[Spells/Wanderer's Guide|Wanderer's Guide]]_; __1st __ _[[Spells/Detect Poison|Detect Poison]]_, _[[Spells/Cleanse Cuisine|Purify Food and Drink]]_\n__Cantrips__ __(1st)__ _[[Spells/Guidance|Guidance]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Stabilize|Stabilize]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Tongues]]_"
- name: "Bonded Strike"
desc: "`pf2:2` **Requirements** The spirit guide is currently Bonded with a Mortal\n* * *\n\n**Effect** The spirit guide makes a jaws Strike. If this attack hits, the bonded mortal can spend their reaction to Strike the same target."
name: Cunning Fox
creatures:
- 1: Cunning FoxSpirit guides of cunning are often seen as the weakest of the spirit guides, but are also the most numerous and proactive, guiding families to safe paths or leaving food and water for warriors. Cunning guides often take the form of foxes.
Spirit guides are a distinctive form of spiritual entity with a tenuous attachment to the Material Plane. Some legends say that the first spirit guides were the perfect conceptual forms of animals, and that from them, eagles, foxes, bears, and other mortal animals were born. Each guide displayed an interest in mortal affairs, watching over communities and imparting their gifts. Fox shared his cunning with the mortals he befriended, while Bear taught them how to survive and endure.
Over the passing of countless mortal generations, new spirit guides were born, many of them possessing traits from two or more of the original spirit guides. In the ancient human nation of Sarkoris, the people abandoned the worship of traditional gods in favor of venerating the spirit guides who watched over them. While the people of some neighboring nations saw this as heresy, to the old Sarkorians, this worship was perfectly natural. The same beings who had taught their forebears lessons that allowed them to survive and thrive still walked among them.
Spirit guides can form bonds with mortal partners. While many spirit guides create a permanent bond with a mortal, such as the relationship between the spirit guides of Sarkoris and the mortal spiritual leaders known as god callers, some instead form temporary bonds, either to test the prospective mortal before committing or because a permanent bond is undesirable. It’s not uncommon for a single spirit guide to form bonds with recurring generations of a family or community, protecting and guiding mortals they’ve grown fond of or who do them a great service.