Pups

Level 1
Creature· chaoticUniqueSmallLegacy
AC
15
HP
22
Speed
30 ft.
Perception
+7
Fort
+9
Ref
+7
Will
+5
Immunities bleed, death-effects, disease, paralyzed, poison, sleep
Senses darkvision, scent 30 ft. (imprecise)
Skills athletics +7, acrobatics +5, stealth +5, survival +5
Recall Knowledge DC 25 (religion)

Attacks

Melee Jaws +9 (unarmed), Damage 1d6+2 piercing

Abilities

Sense Companion

Pups knows the direction of its past owner or family (as long as they're both on the same plane), but not the distance.

Stench

10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 14 fortitude save or become Sickened 1 (plus Slowed 1 for as long as it's sickened on a critical failure). While within the aura, affected creatures take a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Void Healing
Betray the Living

Pups' Strikes deal 1d4 additional damage to living creatures.

Bonds of loyalty that endure beyond death reanimate pets to crawl from their graves within days of dying, returning to the side of their past owners, family, or pack. Unfortunately, death irrevocably changes a risen pet. They return as aggressive, predatory beasts, difficult to control and easy to anger. Even the most friendly and docile of pets becomes sadistic and violent in undeath—fixating first on those it views as competition for the attention of its owners. When a risen pet is jilted, rebuffed, or offended by its owner, it turns on them.