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Shoony Tiller

Creature 0 (rare) — humanoid, shoony

Pre-Remaster content. May include legacy alignment.

CrasherLANDhumanoidshoonyrural

Nearly all shoonies in a given settlement are farmers, fishers, or foragers. Shoonies are not expected to fight to protect their settlements; most agree it is better to live in cowardice than to die with that foolish, intangible principle taller races call "honor." Many shoonies hone their skill with tools rather than arms in the knowledge that whatever is lost to violence can be rebuilt. When cornered, a shoony may put up a fight with whatever they have on hand; the average shoony can wield a s

Source: extinction-curse-bestiary (Pre-Remaster)

Perception +6; low-light-vision
Languages common, shoony
Skills athletics +7, crafting +1, diplomacy +4, Farming Lore +3, society +1, survival +4
Str
+3
Dex
+1
Con
+1
Int
-1
Wis
+2
Cha
+2
Items Hoe
AC 15 Fort +5 Ref +3 Will +6 blunt snout
HP 16
Speed 25 feet

Offense

Melee Hoe +6, Damage 1d4+3 bludgeoning
Ranged Dirt Clod (nonlethal, thrown) +4, range increment 10 feet, Damage 1 bludgeoning

Abilities

Blunt Snout — The Shoony Tiller'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.
Dig Quickly (manipulate) —

WORKS WELL WITH

AnvilLANDA durable frontline partner absorbs priority attacks while this modestly-armored brawler adds extra Strikes.
MenderLANDSustained healing keeps this fragile combatant swinging through a prolonged melee exchange.
SniperLANDRanged pressure from a distance covers this creature's lack of reach or mobility options.

PUNISHES

✖ low AC✖ isolation
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 #153: Life's Long Shadows.

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