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There is a Legacy version here.

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 Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Green MonkeyCreature 4

Uncommon Tiny Beast Incorporeal Spirit 
Source Gatewalkers (Hardcover) pg. 268
Perception +14; darkvision
Languages Common, Fey; truespeech
Skills Acrobatics +15, Stealth +12, Survival +11, Thievery +12
Str +0, Dex +4, Con +0, Int +2, Wis +2, Cha +2
AC 21; Fort +8, Ref +14, Will +11
HP 65; Immunities disease, paralyzed, poison, precision; Resistances all damage 4 (except force, ghost touch, or spirit; 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 +14 [+10/+6] (agile, finesse, magical), Damage 1d8+2+6 forcePrimal Innate Spells DC 22 (+4 dmg); 2nd gecko grip; 1st tailwind; Constant (5th) truespeech
Bond with Mortal [two-actions] (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 Universe. 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 Howl of the Wild pg. 182 2.1
Many of Sarkoris's fiercest defenders among the land's spirit guides died in the early throes of conflict against the demons spilling forth from the Worldwound. The mighty sunscale serpents from the family of guardian guides used to shed their light across the land, but their wings were among the first lights blackened by the hordes of the demon lord of locusts. The swift guides were first to the fray, and first to fall. With the Worldwound closed and the demons in retreat, some of these guides have returned once more, helping secure the borders of the Sarkoris Scar against demonic resurgence.

Sidebar - Advice and Rules Spirit Guide Companions

One way to gain the aid of a spirit guide is to take the scions 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 - 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.

Shelyn's Corner

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