The Vorpal Tribble
2009-11-16, 07:41 PM
Skrytinn'kanina
A cold wind suddenly blows by, rustling the nearby leaves and a strange scent fills the air. As you turn the first thing you see are the eyes, those horrifying blood-red eyes...
Medium Fey (extraplanar)
Hit Dice: 8d6+8 (36 hp)
Initiative: +4
Speed: 50 ft. (10 squares)
Armor Class: 18 (+4 dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple: +4/+4
Attack: Skrytinn's Touch +8 melee touch (1d4+7 plus 1d4 dexterity and strength) or bite +3 melee (1d4)
Full attack: 2 Skrytinn's Touch +8 melee touch (1d4+7 plus 1d4 dexterity and strength) or bite +3 melee (1d4)
Space/Reach: 5 ft./10 ft.
Special Attacks: Call of the wild, skrytinn's touch, spell-like abilities
Special Qualities: Damage reduction 10/cold iron, darkvision 60 ft., honored by nature's children, immunity to illusion, sleep and paralysis, low-light vision, rabbit hole, see invisibility, spell resistance 21, telepathy 100 ft., trackless step, uncanny dodge
Saves: Fort +3, Ref +10, Will +8
Abilities: Str 10, Dex 19, Con 12, Int 17, Wis 14, Cha 24
Skills: Bluff +18, Diplomacy +20, Hide +10, Intimidate +20, Jump +10*, Knowledge (arcana) +14, Knowledge (nature) +14, Listen +13, Move Silently +15, Spellcraft +10, Spot +7, Sense Motive +13
Feats: Dodge, Mobility, Run, Weapon Finesse(B)
Environment: Cold or Temperate Forest
Organization: Solitary, Circle 4-20, Burrow 20+
Challenge Rating: 8
Treasure: Standard
Alignment: Always Lawful Neutral
Advancement: By class level
Level Adjustment: -
The skrytinn'kanina are vaguely man-like, with snow white skin with the appearance of parchment stretched over delicate bones. Its proportions are lanky and lean, if not skeletal. Its fingers are so long and supple to be almost tentacles. Enormous eyes of a dark red color with slanted corners peer out from the sharp face with an unreadable expression. Long blood-pink ears lie close to the head with sharp points. They are at once both inhumanly beautiful and deeply disturbing.
These enigmatic beings are rarely seen, or at least seen more than once. They care nothing for mortals and only acknowledge their existence when they intrude upon their demesne or post a threat to nearby wilderness or other fey. In fact, they are the mediators of many woodland fey and their voice to mortal intruders. If a woodsman wishes to cut trees within the forest of a dryad, it is a skrytinn'kanina who is sought for an agreement. However, with the contempt they hold for mortals, they only show themselves to speak with those of high standing or particularly learned individuals. Kings, emperors, or casters of great renown are all who they will entreat with. Even then they are cold and show no disrespect or respect, treating them with a complete lack of emotion or compassion. This has brought many to think them emotionless, but they indeed have feelings, alien though they are to most races.
Skrytinn'kanina live within vast, cold burrows of stone and earth lit by heatless red flames. What is to be found beyond the stairwell that mortals are allowed to see remains a mystery. However, skrytinn'kanina are known for their attraction to the mystery of magic and may practice their spell casting within.
Their homes never seem to be in the same place, having a spatial conformity all their own. They do have favorite forests however, and their doorways tend to be found in the sides of woodland hills or slopes. Some even say that their burrows are links between the material plane and the land of faerie.
Skrytinn'kanina weigh 120 lbs, and stand six to seven feet tall, though are generally hunched over and appearing shorter. They speak common and sylvan though can use their telepathy to speak with others.
Combat
Skrytinn'kanina are not so much pacifistic as it is that they disdain combat. If possible they merely go invisible and summon a portal to lead them away from their unworthy opponents. The kanina have long memories however, and those who insult them are wont to be punished, though it may take many years to exact vengeance.
If forced into serious combat a skrytinn uses its call of the wild to soften up if not entirely do away with its opponent and summon aid. It then leaps and dances about with inhuman agility, brushing with its long fingers.
Call of the Wild (Su):
As a standard action a Skrytinn can let forth a piercing, eerie howl that causes intense fear in non-faerie beings. All non-faerie within sixty feet must succeed on a will save (DC 21) or become panicked for a number of rounds equal to each point by which they failed their save. Even those who make the save remain shaken until their next turn. Those who make the save cannot be affected again for 24 hours. This a sonic, mind-affecting effect. The save DC is Charisma-based.
The secondary effect of this is that this call summons a number of woodland fey, whose combined HD cannot exceed the Skrytinn's, from the nearby forests.
There is a 10% chance this brings forth a second Skrytinn'kanina from the burrow. This second one may also call out a summoning.
These fey appear 2d6 rounds after the call, and defend the Skrytinn'kanina to the best of their ability if it is under attack. Otherwise they wait to be commanded before acting.
Honored By Nature's Children (Ex):
Skrytinn'kanina are instinctively known by all woodland fey, who regard them as their trusted friend and ally. This only effects fey, and acts as an automatic Charm Monster spell, though is not a supernatural or spell-like affect. Skrytinn'kanina in turn never willingly harm or mistreat a fellow fey.
Rabbit Hole (Sp):
As a full-round action a Skrytinn can summon a doorway to its burrow out to sixty feet away that may appear upon any natural surface. The doorway is always visible and shows only a stone stairway from which pours a dim red light and a chill breeze. Once the Skrytinn passes through it may immediately close or remain open at its wish.
The doorway is warded against all creatures but fey and outsiders from the Plane of Faerie.
As such, no other peoples are capable of passing through it unless the Skyrytinn wishes it.
The caverns where the door leads are surrounded by a force affect that repels transportation and incorporeal visitors, such as ghosts.
See Invisibility (Ex): A skrytinn'kanina is continuously effected as by a See Invisibility spell.
Skrytinn's Touch (Su):
A skrytinn's mere touch causes seizures in beings with a defined anatomy to the point the muscles begin to damage themselves. They take 1d6 damage, plus an additional amount of damage equal to the skrytinn's charisma modifier, as well as 1d4 points of damage to their Strength and Dexterity scores. Damage from multiple hits stack.
A successful DC 21 Fortitude save halves the ability damage, for a minimum of 1 point of strength and dexterity damage. On a successful critical the victim falls prone for 1d6 rounds. While prone from a critical he is paralyzed and automatically takes damage each round as his muscles tear themselves apart. After the fit subsides the victim becomes fatigued.
Every 24 hours after this critical hit the victim must succeed on the save above or suffer from another attack. These bouts of seizures lasts indefinitely unless one casts Remove Curse upon the subject and succeeds on an opposed caster level check against the HD of the Skrytinn that inflicted the curse. Save DC's are Charisma based.
Spell-like Abilities: Caster level 11th. Save DC's are Charisma-based.
At will/Arcane Mark, Continual Flame, Invisibility; 3/day Greater Invisibility.
Telepathy (Su): A skrytinn'kanina can speak telepathically with any creature that it shares a language out to 100 ft.
Trackless Step (Ex): A skrytinn leaves no trail in natural surroundings and cannot be tracked. It may choose to leave a trail if so desired.
Uncanny Dodge (Ex):
Skrytinn'kanina retain their Dexterity bonus to AC even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized.
Skills: *Skrytinn'kanina have a +6 racial bonus on listen and jump checks, and use their dexterity modifier for jump checks. Their natural colorings also grant them a +4 bonus to hide checks in snowy surroundings.
A cold wind suddenly blows by, rustling the nearby leaves and a strange scent fills the air. As you turn the first thing you see are the eyes, those horrifying blood-red eyes...
Medium Fey (extraplanar)
Hit Dice: 8d6+8 (36 hp)
Initiative: +4
Speed: 50 ft. (10 squares)
Armor Class: 18 (+4 dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple: +4/+4
Attack: Skrytinn's Touch +8 melee touch (1d4+7 plus 1d4 dexterity and strength) or bite +3 melee (1d4)
Full attack: 2 Skrytinn's Touch +8 melee touch (1d4+7 plus 1d4 dexterity and strength) or bite +3 melee (1d4)
Space/Reach: 5 ft./10 ft.
Special Attacks: Call of the wild, skrytinn's touch, spell-like abilities
Special Qualities: Damage reduction 10/cold iron, darkvision 60 ft., honored by nature's children, immunity to illusion, sleep and paralysis, low-light vision, rabbit hole, see invisibility, spell resistance 21, telepathy 100 ft., trackless step, uncanny dodge
Saves: Fort +3, Ref +10, Will +8
Abilities: Str 10, Dex 19, Con 12, Int 17, Wis 14, Cha 24
Skills: Bluff +18, Diplomacy +20, Hide +10, Intimidate +20, Jump +10*, Knowledge (arcana) +14, Knowledge (nature) +14, Listen +13, Move Silently +15, Spellcraft +10, Spot +7, Sense Motive +13
Feats: Dodge, Mobility, Run, Weapon Finesse(B)
Environment: Cold or Temperate Forest
Organization: Solitary, Circle 4-20, Burrow 20+
Challenge Rating: 8
Treasure: Standard
Alignment: Always Lawful Neutral
Advancement: By class level
Level Adjustment: -
The skrytinn'kanina are vaguely man-like, with snow white skin with the appearance of parchment stretched over delicate bones. Its proportions are lanky and lean, if not skeletal. Its fingers are so long and supple to be almost tentacles. Enormous eyes of a dark red color with slanted corners peer out from the sharp face with an unreadable expression. Long blood-pink ears lie close to the head with sharp points. They are at once both inhumanly beautiful and deeply disturbing.
These enigmatic beings are rarely seen, or at least seen more than once. They care nothing for mortals and only acknowledge their existence when they intrude upon their demesne or post a threat to nearby wilderness or other fey. In fact, they are the mediators of many woodland fey and their voice to mortal intruders. If a woodsman wishes to cut trees within the forest of a dryad, it is a skrytinn'kanina who is sought for an agreement. However, with the contempt they hold for mortals, they only show themselves to speak with those of high standing or particularly learned individuals. Kings, emperors, or casters of great renown are all who they will entreat with. Even then they are cold and show no disrespect or respect, treating them with a complete lack of emotion or compassion. This has brought many to think them emotionless, but they indeed have feelings, alien though they are to most races.
Skrytinn'kanina live within vast, cold burrows of stone and earth lit by heatless red flames. What is to be found beyond the stairwell that mortals are allowed to see remains a mystery. However, skrytinn'kanina are known for their attraction to the mystery of magic and may practice their spell casting within.
Their homes never seem to be in the same place, having a spatial conformity all their own. They do have favorite forests however, and their doorways tend to be found in the sides of woodland hills or slopes. Some even say that their burrows are links between the material plane and the land of faerie.
Skrytinn'kanina weigh 120 lbs, and stand six to seven feet tall, though are generally hunched over and appearing shorter. They speak common and sylvan though can use their telepathy to speak with others.
Combat
Skrytinn'kanina are not so much pacifistic as it is that they disdain combat. If possible they merely go invisible and summon a portal to lead them away from their unworthy opponents. The kanina have long memories however, and those who insult them are wont to be punished, though it may take many years to exact vengeance.
If forced into serious combat a skrytinn uses its call of the wild to soften up if not entirely do away with its opponent and summon aid. It then leaps and dances about with inhuman agility, brushing with its long fingers.
Call of the Wild (Su):
As a standard action a Skrytinn can let forth a piercing, eerie howl that causes intense fear in non-faerie beings. All non-faerie within sixty feet must succeed on a will save (DC 21) or become panicked for a number of rounds equal to each point by which they failed their save. Even those who make the save remain shaken until their next turn. Those who make the save cannot be affected again for 24 hours. This a sonic, mind-affecting effect. The save DC is Charisma-based.
The secondary effect of this is that this call summons a number of woodland fey, whose combined HD cannot exceed the Skrytinn's, from the nearby forests.
There is a 10% chance this brings forth a second Skrytinn'kanina from the burrow. This second one may also call out a summoning.
These fey appear 2d6 rounds after the call, and defend the Skrytinn'kanina to the best of their ability if it is under attack. Otherwise they wait to be commanded before acting.
Honored By Nature's Children (Ex):
Skrytinn'kanina are instinctively known by all woodland fey, who regard them as their trusted friend and ally. This only effects fey, and acts as an automatic Charm Monster spell, though is not a supernatural or spell-like affect. Skrytinn'kanina in turn never willingly harm or mistreat a fellow fey.
Rabbit Hole (Sp):
As a full-round action a Skrytinn can summon a doorway to its burrow out to sixty feet away that may appear upon any natural surface. The doorway is always visible and shows only a stone stairway from which pours a dim red light and a chill breeze. Once the Skrytinn passes through it may immediately close or remain open at its wish.
The doorway is warded against all creatures but fey and outsiders from the Plane of Faerie.
As such, no other peoples are capable of passing through it unless the Skyrytinn wishes it.
The caverns where the door leads are surrounded by a force affect that repels transportation and incorporeal visitors, such as ghosts.
See Invisibility (Ex): A skrytinn'kanina is continuously effected as by a See Invisibility spell.
Skrytinn's Touch (Su):
A skrytinn's mere touch causes seizures in beings with a defined anatomy to the point the muscles begin to damage themselves. They take 1d6 damage, plus an additional amount of damage equal to the skrytinn's charisma modifier, as well as 1d4 points of damage to their Strength and Dexterity scores. Damage from multiple hits stack.
A successful DC 21 Fortitude save halves the ability damage, for a minimum of 1 point of strength and dexterity damage. On a successful critical the victim falls prone for 1d6 rounds. While prone from a critical he is paralyzed and automatically takes damage each round as his muscles tear themselves apart. After the fit subsides the victim becomes fatigued.
Every 24 hours after this critical hit the victim must succeed on the save above or suffer from another attack. These bouts of seizures lasts indefinitely unless one casts Remove Curse upon the subject and succeeds on an opposed caster level check against the HD of the Skrytinn that inflicted the curse. Save DC's are Charisma based.
Spell-like Abilities: Caster level 11th. Save DC's are Charisma-based.
At will/Arcane Mark, Continual Flame, Invisibility; 3/day Greater Invisibility.
Telepathy (Su): A skrytinn'kanina can speak telepathically with any creature that it shares a language out to 100 ft.
Trackless Step (Ex): A skrytinn leaves no trail in natural surroundings and cannot be tracked. It may choose to leave a trail if so desired.
Uncanny Dodge (Ex):
Skrytinn'kanina retain their Dexterity bonus to AC even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized.
Skills: *Skrytinn'kanina have a +6 racial bonus on listen and jump checks, and use their dexterity modifier for jump checks. Their natural colorings also grant them a +4 bonus to hide checks in snowy surroundings.