Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
Ferocious little dog
Ability
Ankle Bite
If Jewel damages a Small or larger creature standing on the ground with her jaws Strike, that creature becomes flat-footed for 1 round (or flat-footed and clumsy 1 for 1 round on a critical hit).
Ability
Distracting Yipping
4 status penalty to Perception checks and is flat-footed for 1 round. Critical Failure As failure, but also, if the creature attempts any concentrate action during the round, they must succeed at a DC 11 flat check or the action is lost.
Ability
Return to Pavetta
If Pavetta doesn't sustain her Release Jewel action, Jewel can only take Stride actions to return to Pavetta's square. If she's in her square, she takes no actions.
Offense
Melee
Circumstance: combat round (melee)
jaws +19 [+15/+11] (agile, finesse), Damage 1d4+1 piercing plus Ankle Bite
Trait
Animal
An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence ability modifier over -4, can't speak languages, and can't be trained in Intelligence-based skills.
Trait
Minion
Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn, doesn't have reactions, and can't act when it's not your turn. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that's a spell or magic item effect, like a summoned minion, you Sustain a Spell or Sustain an Activation; if not otherwise specified, you issue a verbal command as a single action with the auditory and concentrate traits. If given no commands, minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don't act, animals follow their instincts, and sapient minions act how they please. A minion can't control other creatures.
Perception
low-light vision
scent (imprecise) 30 feet