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Nimble Guide

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 freeing prisoners by stealing keys and picking locks.

The green monkey is a nimble spirit guide who takes the appearance of a tiny primate with green fur that, on closer inspection, turns out to be fine blades of grass.

Recall Knowledge - Beast (Arcana, Nature): DC 20
Recall Knowledge - Spirit (Occultism): DC 20
Unspecific Lore: DC 18
Specific Lore: DC 15

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Green MonkeyCreature 2

Legacy Content

Uncommon N Tiny Beast Incorporeal Spirit 
Source Pathfinder #188: They Watched the Stars pg. 90
Perception +12; darkvision
Languages Common, Sylvan; tongues
Skills Acrobatics +11, Stealth +8, Survival +7, Thievery +8
Str +0, Dex +4, Con +0, Int +2, Wis +2, Cha +2
AC 17; Fort +4, Ref +10, Will +7
HP 35; Immunities disease, paralyzed, poison, precision; Resistances all damage 4 (except force, ghost touch, or positive; double resistance vs. non-magical)
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 [reaction] Trigger The green monkey is targeted with a melee or ranged attack by an attacker it can see; Effect The green monkey gains a +2 circumstance bonus to AC against the triggering attack.
Speed 30 feet, climb 30 feet
Melee [one-action] jaws +10 [+6/+2] (agile, finesse, magical), Damage 1d8-2+6 forcePrimal Innate Spells DC 18 (-4 dmg); 2nd spider climb; 1st longstrider; Constant (5th) tongues
Bond with Mortal [two-actions] (mental, necromancy, 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 [two-actions] Requirements The spirit guide is currently Bonded with a Mortal; Effect The spirit guide makes a jaws Strike. If this attack hits, the bonded mortal can spend their reaction to Strike the same target.

All Monsters in "Spirit Guide"

NameLevel
Cunning Guide1
Strong Guide10
Nimble Guide3
Swift Guide7
Sage Guide5
Guardian Guide14

Spirit Guide

Source Bestiary 3 pg. 252
Spirit guides are a distinctive form of spiritual entity with a tenuous attachment to the Material Plane. Some legends say that the first spirit guides were the perfect conceptual forms of animals, and that from them, eagles, foxes, bears, and other mortal animals were born. Each guide displayed an interest in mortal affairs, watching over communities and imparting their gifts. Fox shared his cunning with the mortals he befriended, while Bear taught them how to survive and endure.

Over the passing of countless mortal generations, new spirit guides were born, many of them possessing traits from two or more of the original spirit guides. In the ancient human nation of Sarkoris, the people abandoned the worship of traditional gods in favor of venerating the spirit guides who watched over them. While the people of some neighboring nations saw this as heresy, to the old Sarkorians, this worship was perfectly natural. The same beings who had taught their forebears lessons that allowed them to survive and thrive still walked among them.

Spirit guides can form bonds with mortal partners. While many spirit guides create a permanent bond with a mortal, such as the relationship between the spirit guides of Sarkoris and the mortal spiritual leaders known as god callers, some instead form temporary bonds, either to test the prospective mortal before committing or because a permanent bond is undesirable. It's not uncommon for a single spirit guide to form bonds with recurring generations of a family or community, protecting and guiding mortals they've grown fond of or who do them a great service.

Sidebar - Additional Lore Permanent Bonds

A spirit guide can form a permanent, close bond with a mortal, granting both new abilities. Such bonded pairs can see through one another's eyes, coordinate their actions to an unparalleled degree, and come to one another's aid in an instant. Stories tell that a pair thus linked shares even their life essence between them, growing and learning together throughout the mortal's life.

Sidebar - Advice and Rules Spirit Guide Companions

One way to gain the aid of a spirit guide is to take the scion of Domora archetype. This archetype allows character to choose a spirit guide to accompany them on their adventures—provided they first prove themselves worthy of the honor.

Sidebar - Additional Lore Strength and Adversity

In the region of the Broken Lands known as the Sarkoris Scar, spirit guides are active participants in the fight against the demons who infest that poisoned land. Battle-tested knights and Sarkorian reclaimers alike have countless stories of being rescued from certain doom by a charging bear cloaked in feathers and tearing wrath demons out of the skies, or ghostly eagles with dragon scales swooping in to snatch warriors clear of a pride demon's descending blades. Others speak of discovering caches of safe food, clean water, and other supplies left by ghostly foxes or martens.

Sidebar - Locations The Sarkoris Scar

Some spirit guides encountered in the haunted badlands now known as the Sarkoris Scar are remnants of god calling, an ancient tradition practiced by many Sarkorian cultures. Severed from their callers by the demonic war that devastated the land for over a century, such gods now roam the blasted landscape, occasionally helping those they find worthy.