Gerbie
System: Pathfinder | SRD
Gerbie
CR 4
XP 1200
Init +3
;
Senses low-light vision; Perception +13
Defense
AC 17, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 natural, +1 size)
hp 38 (7d6+14)
Fort +3,
Ref +8,
Will +8
DR 10/cold iron
SR 15
Offense
Speed 30 ft.
Melee bite +7 (1d4-2) or
Special Attacks forget, mental cacophony
Spell-Like Abilities (CL 7th; concentration +12)
Aura friendship (60 ft., DC 18)
CMB +0
CMD 14
Statistics
Str 6,,
Dex 16,,
Con 13,,
Int 11,,
Wis 16,,
Cha 21
Base Atk +3
Feats Dodge , Toughness , Weapon Finesse , Weapon Focus (touch)
Skills Acrobatics +12, Diplomacy +19, Handle Animal +12, Heal +10, Perception +13, Perform (comedy) +9, Ride +10
Languages First Speech; truespeech
SQ charmer
Special Abilities
Aura of Friendship (Sp) Any creature within 60 feet of a gerbie must succeed at a DC 18 Will saving throw or have its attitude adjusted to friendly toward both the gerbie and any other creatures currently within the aura’s area of effect, as per charm monster . This positive attitude toward other targets of the ability lasts for 1 day after leaving the gerbie’s aura. A creature that leaves and reenters a gerbie’s aura can attempt another saving throw. A creature that successfully saves against this ability is immune to that gerbie’s aura for 24 hours. Being attacked by another creature within the aura (including the gerbie) immediately ends the forced friendliness toward that creature and prompts a new save against the aura, with the standard +5 bonus for being threatened while charmed. The save DC is Charisma-based.
Charmer (Su) A creature targeted by the gerbie’s charm monster spell-like ability does not receive the +5 bonus to its saving throw if being attacked by the gerbie or its allies. This does not apply to the aura of friendship ability.
Forget (Su) A gerbie that makes a successful touch attack on a creature can cause it to forget something, as if it had failed its saving throw against modify memory , save that the effect is immediate and the gerbie does not need to spend time visualizing the modification.
Mental Cacophony (Su) As a standard action, a gerbie can force any creature within 100 feet to attempt a DC 18 Will saving throw or be sickened for 1d10 rounds as its mind is overloaded by the surface thoughts of trees, bugs, and any other living things around it. The affected character cannot process or interpret this information, though certain thoughts may stand out at the GM’s discretion. The save DC is Charisma-based.