Shoony Militia Member
Creature 2 (rare) — humanoid, shoony
Pre-Remaster content. May include legacy alignment.
AnvilLAND
If shoonies had their way, war would cease to exist altogether, but they know this isn't likely. Shoonies' relative wealth of resources and their frailty compared to other humanoids make them a common target of violence and subjugation. Because of this, basic combat training is typically mandatory for all shoony village members. Few individuals pursue lifelong careers in service to their settlement's militia, however. The passing down of a sword from one shoony soldier to another is a time-honor
Source: extinction-curse-bestiary (Pre-Remaster)
Perception +8; low-light-vision, scent (imprecise) 30 feet
Languages common, shoony
Skills acrobatics +8 (+9 to Tumble Through spaces of Medium or larger creatures), athletics +10, crafting +4, society +6, survival +6
Str
+4
Dex
+2
Con
+1
Int
+0
Wis
+2
Cha
+1
Items Javelin (2), Longsword, Hide Armor
AC 17
Fort +9
Ref +6
Will +8
blunt snout
HP 40
Speed 20 feet
Offense
Melee Longsword (versatile-p) +10, Damage 1d8+4 slashing
Ranged Javelin (thrown) +10, range increment 30 feet, Damage 1d6+4 piercing
Abilities
Blunt Snout — The Shoony Militia Member's blunt snout and labyrinthine sinus system make it resistant to phenomena that assail the nose. When it rolls a saving throw against inhaled threats (such as inhaled poisons) and olfactory effects (such as xulgath stench), the outcome is one degree of success better than the result of its roll.
WORKS WELL WITH
FlankerLANDFlanker capitalizes on the anvil's threat to gain off-guard positioning against engaged enemies.
MenderLANDMender extends the anvil's endurance for sustained frontline pressure.
PUNISHES
✖ inhalation tactics
Works well with · Punishes · Pairing advice
Unlock with Tactics
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