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Green Monkey

Creature 3 (uncommon) — beast, incorporeal, spirit

MenderShadeLANDVERTICALbeastincorporealspirit

Nimble spirit guides are small and discreet, using their diminutive size and natural agility to dart from hiding place to hiding place. They tend to be much shyer than other spirit guides, at least initially, preferring to watch nearby mortals from a distance before deciding whether to trust them. When their trust is so earned, nimble spirit guides are often playful and contagiously exuberant. These spirit guides can often be found entertaining lost children with antics until they are rescued or

Source: gatewalkers-bestiary

Perception +12; darkvision
Languages common, fey; tongues
Skills acrobatics +13, stealth +10, survival +9, thievery +10
Str
+0
Dex
+4
Con
+0
Int
+2
Wis
+2
Cha
+2
AC 19 Fort +6 Ref +12 Will +9
HP 50
Speed 30 feet, climb 30 feet

Offense

Melee Jaws (agile, finesse, magical, unarmed) +12, Damage 1d8+6 force

Abilities

Constant Spells — 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.
Aura of Good Cheer (aura, emotion, mental) — 30 feet. The green monkey's affable demeanor is contagious. Allies within the aura gain a +1 status bonus to Will saves against emotion effects.
Nimble Dodge
Bond with Mortal (mental, primal) — Frequency once per day

Effect The spirit guide forms a bond with a mortal creature. While the bond exists, the spirit guide's current and maximum Hit Points increase by 10, the spirit guide gains a +2 status bonus to attack and damage rolls, and the spirit guide and bonded mortal can communicate telepathically as long as they're on the same plane. The spirit guide can be bonded with only one mortal at a time, and can take this action again to end the bond or to form a new bond (which also ends the old bond). The bond ends if the spirit guide or the mortal dies.

This 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.
Bonded Strike
Primal Innate Spells DC 20, attack +12
5th Truespeech (Constant)
2nd Gecko Grip
1st Tailwind

WORKS WELL WITH

AnvilLAND / VERTICALThe Anvil's stationary defense keeps the Mender's Aura of Good Cheer in reliable range while the Anvil benefits from the Will-save bonus against emotion effects.
CrasherLAND / VERTICALThe Crasher's aggressive diving triggers Bonded Strike more often while the Mender's aura patches the Crasher's typically vulnerable Will save.

PUNISHES

✖ emotion reliance✖ Will targeting
stacking Menders creates redundant aura coverage and understaffs the frontline
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Adventure Path: Gatewalkers.

This stat block is Remaster content, used under the ORC License. Reserved Material and Product Identity remain the property of Paizo Inc.

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