Challenge Rating: 1
Hit Points: 14 (2d8+5)
Armor Class: 14 (+2 Dex, +2 natural), Touch 12, Flat footed 12
Saves: Fort +5 Ref +5 Will +1
Base Attack: +1
Melee: Bite +3 (1d6+1)
Special Attacks: Pin
Sanity Effects: –
Abilities: STR 13, DEX 15, CON 15, INT 2, WIS12 , CHA 6
Skills: Acrobatics +2, Athletics +1, Awareness +3, Endurance +2, Knowledge –, Persuasion –, Spellcraft -, Survival +3, Thievery +4
Talents: Track, Weapon Specialty
Special Qualities: Low Light Vision 60’, Scent
Environment: Forest, Mountains, Plains
Organization: Solitary, Pair, Pack (7-12)
This ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk, can be detected at three times these ranges.
The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.
Using the Survival skill, a ranger can try to track anything that has passed nearby.