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LOTRfan
2014-01-29, 11:10 AM
This is going to be a monster for Admiral Squish's Crossroads campaign setting. I'm more familiar with 3.5 than Pathfinder, so I figured I'd present it as a 3.5 monster and get your opinions on it before I convert it (which shouldn't be too hard; it's just including the combat maneuvers and using their horrid statblock, right?).

http://0.tqn.com/h/webclipart/1/H/1/A/6/Lutin.jpg

Lutin
Small Fey
Hit Dice: 4d6+4 (18 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 size, +3 Dex, +1 padded, +1 Dodge), touch 15, flatfooted 12
Base Attack/Grapple: +2/-3
Attack: Club +6 melee (1d4-1)
Full Attack: Club +6 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like Abilities
Special Qualities: Change Shape, Darkvision 60 ft., Earth Glide, Lowlight vision, Spell Resistance 15
Saves: Fort +2, Ref +7, Will +7
Abilities: Str 9, Dex 16, Con 13, Int 12, Wis 17, Cha 15
Skills: Handle Animals +11, Hide +16, Listen +10, Move Silently +12, Spot +10, Swim +14, Use Rope +10
Feats: Dodge, Stealthy,Weapon FinesseB
Environment: Temperate Plains
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Neutral Good
Advancement: 4-8 HD (Small)
Level Adjustment: +1

A small, dwarf-like creature seems to manifest out of nowhere. Although he is plainly dressed, atop his head is a bright red hat with two pigeon feathers sticking out. He is carefully brushing one of the horses in the stable.

Lutins are small fey thought to be related to brownies. Much like brownies, lutins tend to make homes for themselves in households, where they may perform services for the original inhabitants. Lutins seem to be mildly connected to the elements, and though their mastery is nowhere near that of some of the more elementally-focused fey, lutins are said to be able to wander through stone, air, and water with little difficulty.

While lutins often become connected to the people with whom they share their home, lutins are also notoriously shy. Lutins spend most of their time invisible when in the presence of humanoids, but during times where they desire companionship they have been known to take on the form of benign animals. The animal forms of most lutins have white fur, but the more sinister among them occasionally appear as black furred instead.

Lutins speak Sylvan, and stand about 3 ft. tall.

Combat
Lutins are not fond of combat at all, but when forced into such a situation their first response is usually to try to entangle their opponents. If the other inhabitants of its household are unaware of the assault, it may take the form of a small animal and begin to shriek in order to get their attention.

Change Shape (Su): As a standard action, a lutin may take the form of a furred animal of 1 HD or less that is Small or smaller. A lutin may remain in this animal form until he decides to take another or return to his natural form.

Earth Glide (Su): A lutin can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing lutin flings the fey back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Spell-like Abilities: At will- Invisibility (self only), Prestidigitation. 3/day – Air Walk, Magic Fang, Water Breathing. 1/day – Entangle. Caster Level 7th.

Skills: Lutins have a +2 racial bonus to Handle Animal checks. Lutins have a +4 racial bonus o Swim checks, and use their Dexterity bonus rather then their Strength bonus. Both of these bonuses are already included in the statblock.

Admiral Squish
2014-01-29, 01:50 PM
Looks great to me! Now, some review:
I think the attack bonus is supposed to be +5, unless the club's masterwork.
I think some of the skill mods are a bit high, too. Like hide, which by my math should be +12.
Change Shape might work better than alternate form in this case, since change shape doesn't modify your ability scores and alternate form is typically a very specific critter.

If you want a hand converting it to pathfinder, I can help out.

LOTRfan
2014-01-29, 02:04 PM
I'm pretty sure the attack value should be +6 (+2 base attack, +3 Dexterity, +1 size). Does Pathfinder do away with the size bonuses/penalties to attack? I'll lower it in that case.

I'll double check the skill bonuses, but I think I have the Hide skill right (+7 ranks, +3 Dexterity, +4 size, and +2 Stealthy). I'll need a few more minutes to double check the rest of them.

I'll switch Alternate form to change shape now.

When it comes to converting to Pathfinder, Hide and Move Silently are combined into Stealth, correct? And Spot/Listen is just Perception?

Admiral Squish
2014-01-29, 03:05 PM
Derp, I forgot to account for the small size bonus to attack and hide. I feel rather foolish now.

Yes, hide and move silently become stealth, and spot and listen become perception.

LOTRfan
2014-01-29, 05:16 PM
http://th07.deviantart.net/fs71/200H/f/2012/167/7/2/cluricaun_by_napluvayka-d53pbda.jpg

Clurichaun
Small Fey
Hit Dice: 1d6+2 (5 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 14 (+2 Deflection, +1 size, +1 Dex), touch 14, flat footed 13
Base Attack/Grapple: +0/-3
Attack: Shillelagh +3 melee (1d8+1)
Full Attack: Shillelagh +3 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, Aura of Intoxication
Special Qualities: Damage Reduction 5/Cold Iron, Lowlight Vision, Illiteracy, Teleportation
Saves: Fort +2, Ref +2, Will +3
Abilities: Str 12, Dex 13, Con 15, Int 8, Wis 11, Cha 18
Skills: Appraise +3, Bluff +8, Hide +9, Open Lock +5, Ride +5
Feats: Taunt (http://www.d20pfsrd.com/feats/general-feats/taunt)
Environment: Temperate Hills
Organization: Solitary, or Drinking party (1-4)
Challenge Rating: 2
Treasure: None
Alignment: Usually Chaotic Neutral
Advancement: By character class
Level Adjustment: +4

This creature looks like a cross between a pixie and an elf. It’s stained blue clothes reeks of beer, and it walks around on a walking stick.

The Clurichaun is a small creature similar in appearance to Leprechauns. In fact, more often than not they are described as lazy versions of their cousins. While, indeed, their main difference does seem to be a difference in work ethics (Clurichauns don’t have one), Clurichauns have a bunch of nasty surprises up their sleeves.

Clurichauns spend the majority of their lives in urban environments, drunkenly stumbling from cellar to cellar, drinking alcohol and eating food. If that wasn’t bad enough, they love to pull pranks on the owners of the establishments they visit. They often times destroy expensive items, and kidnap pets, only to return them days later. They remain as long as the cellar’s owners are stocked with food. After the food is gone, they perform one more trick (often times releasing all live stock from their pens) before moving on to the next house.

Clurichauns love to ride animals, their favored mounts being riding dogs and sheep. They steal these animals in the middle of the night, and return them to maddened owners in an exhausted state. Clurichauns get along well with Leprechauns as long as they are fun loving after work. Clurichauns even occasionally live with families of Leprechauns, despite both creatures being mainly loners. Unlike the Leprechauns, Clurichauns do meet with others of their kind once a month, stealing enough ale to ruin bars financially.

Clurichauns never work for a living. They just feel that they shouldn’t have to earn money to support their drinking habits. As a result, their clothing (always blue, red, or mixture of both in color) is often unkept and old. Clurichauns without class levels are illiterate.

Clurichauns speak both Sylvan and Common, and are about 3 ½ feet in height.

Combat
Clurichauns rarely enter combat, but it does happen more often than when Leprechauns enter combat. Most of these incidents are simple bar fights, but they do fight back viciously if caught trying to sneak into a sheep pen.

Aura of Intoxication (Su): Clurichauns are constantly drinking, to the point that anyone who comes within 15 ft. of a Clurichaun who has consumed at least a pint of alcohol within the past hour must make a Fortitude save (DC 13), or be sickened for 5 roudnds. Creatures with the Scent ability gain +4 circumstance bonus when tracking a clurichaun by smell. The save DC is Constitution-based.

Illiteracy: A Clurichaun is completely illiterate. In order to learn to read and write, a Clurichaun must spend two skill points, or gain a level in a class that is not barbarian.

Spell-like Abilities: Constant- Shillelagh. 3/day - Create Alcohol*, Invisibility (self only), Prestidigitation. 1/day – Charm Animal, Charm Person.
*As Create Water, except whiskey is made instead.

Teleportation (Sp): This functions as the spell greater teleportation, except that the Clurichaun can only transport himself and 50 pounds worth of objects, and the destination must be an area in which the Clurichaun would be submersed in alcohol (a barrel filled with beer, for example). Caster Level 12th.

LOTRfan
2014-01-29, 05:21 PM
http://f3.thejournal.ie/media/2013/03/leprechaun-2-225x400.jpg

Leprechaun
Small Fey
Hit Dice: 1d6 (3 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Deflection, +1 size, +2 Dex), touch 15, flat footed 13
Base Attack/Grapple: +0/-5
Attack: Shillelagh +1 melee (1d8+0)
Full Attack: Shillelagh +1 melee (1d8+0)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Crock of Gold, Create Magic Shoe, Damage Reduction 5/Cold Iron, Lowlight Vision
Saves: Fort +0, Ref +4, Will +4
Abilities: Str 8, Dex 15, Con 10, Int 14, Wis 18, Cha 17
Skills: Appraise +6, Bluff +7, Diplomacy +7, Disguise +9, Escape Artist +6, Forgery +8, Hide +10, Move Silently +6, Open Lock +6, Profession (Cordwainer) +8
Feats: Deceitful
Environment: Temperate Hills
Organization: Solitary, or Family (1-6 plus 1-2 Clurichauns)
Challenge Rating: 1
Treasure: Double Standard
Alignment: Usually Chaotic Neutral
Advancement: By character class
Level Adjustment: +4

A small creature that appears to be a cross between fey and Halfling appears. He is wearing red and green, and is using a small walking stick.

Leprechauns are small tricksters native to temperate plains. Unlike more wild fey, they have somewhat adapted to the rise of civilizations. As far as they are concerned, if humanoids leave their homes alone, they can do whatever they want. They are renowned cordwainers, and occasionally travel to humanoid lands to sell their wares (usually disguised as Halflings or Gnomes). Leprechauns are generally indifferent towards others, but those who get on a Leprechaun’s bad side are often the victims of pranks. These tricks usually involve loss of wealth or humiliation of the victim.

Leprechauns are generally solitary, but families of no more than eight may exist. Despite both being usually solitary, Leprechauns and Cluricauns accept each other’s company, as long as the Cluricauns do not get in the way of the Leprechauns work. Leprechauns are free spirited and hate oppression, but may be forced into working for humanoids. Taking such action is never wise, however, as Leprechauns then perform cruel tricks aimed to harm their employers emotionally. In such conditions, they also encourage any Clurichauns in their company to destroy as many items as they want.

Legend holds that anyone who captures a Leprechaun may force it to give them all its treasure. Unfortunately, this is not true. Leprechauns have as many fake coins as it has real, and they always try to convince their captors to take this first. If the captors see past the ruse, Leprechauns will then give them the real treasure. Afterwards, however, they show their cruel streak; they often ally with any Far Darrigs nearby and wreak vengeance against the village of the Leprechaun’s captor, performing gruesome pranks and kidnapping the firstborn of every family.

Leprechauns have simple social customs. They love wealth, and do what they can to gain it in an honorable way (though the definition of “honorable” varies from Leprechaun to Leprechaun). They usually wear red, green, or a mixture of both. Leprechauns also have a penchant for using a special type of walking stick called a Shillelagh, which is traditionally made of blackthorn or oak.

Leprechauns are 2 ½ feet tall, and speak Sylvan. Most also speak Common.

Combat
Leprechauns rarely enter combat, instead trying to confuse enemies and flee. If forced to, the Leprechaun use their Shillelagh as a weapon (it has the same statistics of a small club)

Create Magic Shoe (Su): Leprechauns do not need to meet the prerequisites to make boots or other foot-equipped wondrous items in order to make them, if the caster level required is 3rd or lower. In this case, the Leprechaun is treated as having all spells and feats necessary to create them, and the time required to make them remains the same.

Crock of Gold (Su): Leprechauns have a small pot that contains all their wealth. It works in many ways like a type IV bag of holding. Once per week, the Leprechaun may summon this pot into existence. At this time, he may withdraw or deposit as much as he likes. In addition, this item has a “secondary container,” of sorts, that can be opened instead. This has a number of gold pieces equaling the value of real treasure in the actual crock of gold. It requires a Will save (DC 19) to realize that these gold pieces are actually dried leaves, rocks, and twigs. The illusion stops eight hours removing them from the crock. Fey creatures automatically see past this disguise. The crock disappears after an hour, or when the Leprechaun wills it, whichever is sooner.

Spell-like Abilities: Constant- Shillelagh. 3/day- Invisibility (self only), Ghost Sound. 1/day- Blink, Disguise Self. Caster Level 5th. DCs are Wisdom based.

Skills: Once per day, a Leprechaun can grant himself a +4 luck bonus to a single skill check. The Leprechaun must add this bonus before performing the check. It is wasted for the day even if the check is unsuccessful.

LOTRfan
2014-01-29, 05:27 PM
http://image.absoluteastronomy.com/images/topicimages/k/ki/kikimora.gif

Kikimora
Small Fey
Hit Dice: 2d6 (7 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 15 (+2 Dex, +1 size, +2 natural), touch 13, flatfooted 13
Base Attack/Grapple: +1/-4
Attack: Claw +4 melee (1d3-1)
Full Attack: 2 Claws +4 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aura of Unease, Spell-like abilities
Special Qualities: Lowlight vision
Saves: Fort +0, Ref +5, Will +5
Abilities: Str 8, Dex 15, Con 10, Int 17, Wis 14, Cha 15
Skills: Gather Information +7, Heal +7, Hide +7, Knowledge (Local) +8, Profession (Spinner) +11, Search +8, Sense Motive +7, Spot +7, Use Rope +7
Feats: Weapon Finesse
Environment: Cold Plains
Organization: Solitary, family (4-12), or clan (11-28)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: 3-6 HD (Small)
Level Adjustment: +3

Peeking into the darkened room, you can see a small figure spinning thread on a spinning wheel. The figure herself is not very imposing, but she looks very odd; she has a rodent-like face with a pointed nose, along with two small horns protruding from her forehead. Her legs resemble those of a chicken. Her long hair is kept hidden in a tichel-like hair covering, and her clothing is very dirty and covered in dust.

Kikimoras are small fey women, often married to domoviyre or leprechauns. Originally a form of swamp faerie, many Kikimoras have taken advantage of humanoid incursions into their traditional homes, taking up residence inside houses. In exchange for their residence (whether wanted or not), Kikimoras tend to do small chores in the middle of the night, often leaving finished clothing for the family in the morning. Still tied to their marshy origins, Kikimoras leave wet footprints while walking around. Inviting a Kikimora into a house is simple enough, as all one needs to do is to make a doll resembling one and place it under the main beam of the house for three consecutive nights, but once they have been invited in it is almost impossible to make them leave.

For some unknown reason, Kikimoras have a strange aversion to men, especially humanoid men. Kikimoras often harass and torment men who come into their adopted homes, and such men often feel extremely nervous and restless while in the presence of such a creature. Kikimoras see themselves as defenders of the women of their home, and rarely get along with males who are not their husbands. At certain times, when a Kikimora feels like her work is unappreciated, she instead lashes out at the family, breaking plates and making loud noises in the middle of the night. Kikimoras are rarely seen by the family they live with, and some legends say that if someone were to gaze upon one while she spins clothes, she would murder them in their sleep. This myth is (usually) unfounded.

Combat
A Kikimora almost never enters combat. If forced into a fight, she is much more likely to summon an animal ally than to actually engage in melee. When forced to use them, however, her claws can be quite painful tools.

Aura of Unease (Su): Kikimoras are said to have a desire to make the lives of men as uncomfortable as possible; Kikimora emit an aura that completes this goal fairly well. All males who walk within thirty feet of a Kikimora must make a Will save (DC 13), or take a -1 morale penalty to all attack and damage rolls and saving throws for as long as they remain within the aura and 1d4-1 rounds afterwards. In addition, any males who spend the night in a house inhabited by a Kikimora find themselves unable to rest peacefully, waking up fatigued and unable to prepare spells if they require a resting period before they can cast more. This aura only affects humanoids, monstrous humanoids, giants, and aberrations that have defined genders. Kikimoras can suppress or resume this aura as a free action. The save DC is Charisma-based.

Spell-like Abilities: At will- Mending. 1/day- Calm Animals, Goodberry, Summon Nature’s Ally I (Dire Rat, Owl, or Wolf only). Caster Level 3rd.

Skills: Kikimoras have a +4 racial bonus on all Profession (Spinner) checks.

LOTRfan
2014-01-29, 05:38 PM
http://leprechaun.info/sites/Leprechaun2.jpg

Far Darrig
Small Fey
Hit Dice: 1d6+6 (9 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 13 (+2 Dex, +1 Size), touch 13, flat footed 13
Base Attack/Grapple: +0/-2
Attack: Dagger +3 melee (1d3+2)
Full Attack: Dagger +3 melee (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, Sneak Attack +1d6
Special Qualities: Damage Reduction 5/Cold Iron, Lowlight Vision
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 14, Dex 15, Con 16, Int 10, Wis 11, Cha 8
Skills: Craft (trap) +4, Hide +10, Listen +4, Move Silently +6, Slight of Hand +6, Spot +4
Feats: Toughness
Environment: Temperate Hills
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: +3

This creature looks like a cross between a small elf and a leprechaun, its skin a pale yellow. It doesn't have the walking sticks favored by its related kin. It wears nothing but a red coat and cap.

Far Darrigs are, by nature, chaotic beings of destruction and homicide. They love pulling practical jokes, but theirs is far more gruesome and emotionally scarring, if not outright lethal to the victim. Far Darrigs are shunned by most fey. Satyrs and Nymphs find them much too sadistic, but despicable fey generally tolerate them. Far Darrigs and Red Caps have strong racial alliance (in fact, some say that the far darrigs wear only red in an attempt to emulate their stronger allies).

Far Darrigs like to perform gruesome tricks. Some might be killing a family's dog and decorating the house with its intestines, mimicking disturbing sounds, and pushing heavy objects off of ledges. Far Darrigs also kidnap the first born of every family in any village that appears within one mile of their home. Far Darrigs gain a sick sense of pleasure when terrifying mortals, and have been known to send nightmares to their victims. Far Darrigs speak Sylvan and Common, and are about 2 1/2 feet in height.

Combat
Far Darrigs, despite their penchant for blood, dislike engaging in actual combat. they prefer to allow their stronger Red Cap allies to take care of threats. Far Darrigs generally become ethereal if danger presents itself.

Sneak Attack (Ex): The far darrig's attacks deal an extra 1d6 points of precision damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the far darrig flanks his target.

Spell-like Abilities: At will- Ghost Sound (DC 10), Ghost Touch (DC 12). 3/day- Dimension Door. 1/day- Nightmare (DC 15). Caster Level 1st.

Skills: Far Darrigs get a +4 bonus to diplomacy checks when made against Red Caps. This bonus is not included in the statblock.

Jergmo
2014-01-29, 06:09 PM
The Lutin has very little in the way to actually defend itself if it comes down to using its club.

Would it be against the purpose of the creature to give it shillelagh?

LOTRfan
2014-01-29, 06:53 PM
The Lutin isn't really supposed to be a very good melee fighter, but I don't see why I couldn't give it shillelagh. I'll ask Admiral Squish in the other thread if he thinks it's a good idea, because he already okay'd the Pathfinder version.

LOTRfan
2014-01-29, 11:14 PM
Instead of Shillelagh, I ended up giving them Magic Fang. I figure they'll be spending more time in animal form, anyway, might as well give their natural weapons a little something extra.

Debihuman
2014-01-30, 04:03 AM
FYI the word "damage" doesn't belong in the attack lines (stat block).

I haven't had time to go over these but at first glance they're excellent.

One thing: drunk not drank is the perfect tense. [I know I'm the grammar police here]. Don't forget everything needs a game mechanic.


Aura of Intoxication (Su): Clurichauns as a race have been alcoholics for so long, they can exude a supernaturally powerful smell of whiskey. Creatures with the Scent ability gain +4 circumstance bonus when tracking a clurichaun by smell. The clurichaun must have drunk alcohol in the past hour to use it, and this cannot be used again until he has drunk more alcohol. Creatures coming within 15 ft. of it must succeed on a Fortitude save (DC 15) or be sickened for 5 rounds. The save DC is Charisma-based.

LOTRfan
2014-01-30, 04:07 AM
Yeah, that's something I am always guilty of. I'll edit those out now, thanks.

Debihuman
2014-01-30, 04:14 AM
You caught me mid edit. Sorry. Scent info added now.

Debby

LOTRfan
2014-01-30, 04:23 AM
My mistake. And no need to apologize; good grammar has never hurt anyone. :smalltongue:

I've updated the ability.

Debihuman
2014-01-30, 07:17 AM
Clurichaun's shillelagh does +1 to attack and damage. Damage modifier is now 0 not -1. The bonus cancels out the creature's strength penalty.

BTW a shillelagh is a club so just call it a shillelagh.

Attack: Shillelagh +1 melee (1d8)
Full Attack: Shillelagh +1 melee (1d8)

You should probably change "under kept" to "unkempt" in this line: "As a result, their clothing (always blue, red, or mixture of both in color) is often under kept and old."

---------------------------

I can tell that the Far Darrig is a bit unbalanced.

For a creature that likes to play tricks, it is missing Sleight of Hand from its skills. I recommend swapping out Intimidate for Sleight of Hand. It fits the theme better and it isn't charisma-based. Conversely, you could swap out Disguise. Don't they always wear red? How is that a disguise?

I'll let you ponder which skill set would be better.

Next, it probably has too many special abilities for a 1 HD monster. One special attack and one special quality (other than those from Type, Subtype and Class if it has one) is generally sufficient, but that's not the issue. All those add to its CR. If the CR is higher than HD, you will end up with a "glass cannon," a creature who can dish out a lot of damage but can't take it. That's the real issue.

Damage reduction cold iron doesn't help against magic missile. A single sorcerer can take this out in 2 rounds. This is what I mean by a glass cannon. It just doesn't have enough hit points.

Since it is missing a feat, I recommend you give it Toughness to bump up the hit points. This will keep it from being so much of a glass cannon. I also don't recommend giving it any bonus feats. It is already overpowered.

The other issue is its spell-like abilities.

The DC for spell-like abilities is: 10 + the level of the spell the ability resembles or duplicates + the creature’s Cha modifier. The DCs should include the charisma penalty.

CL 17 for a 1 HD creature is ridiculous. It should be no higher than CL 1.

For creatures with spell-like abilities, a designated caster level defines how difficult it is to dispel their spell-like effects and to define any level-dependent variables (such as range and duration) the abilities might have.

Since dispel magic is a 3rd level spell, the CR rating is too low for a party to have that. Furthermore, there's no reason it needs 17 minutes of etherealness when 1 minute would be appropriate. Actually, I'm not convince this spell is at all appropriate.

Anyhow, you have etherealness at three times a day when it should be once a day since that is its strongest spell. Nightmare should be three times a day. Tactically this is more sound for the far darrig since its only range attack is its nightmare. HOWEVER I'm not sure why it would go to the ethereal plane in the first place. Dimension door would be a lot more appropriate.

Here's how I'd fix it (note that dimension door is a lower level spell than nightmare so it goes 3/day in this configuration):

Spell-like Abilities: At will—ghost sound (DC 9), ghost touch (DC 11); 3/day—dimension door; 1/day—nightmare (DC 14). Caster Level 1st.

Debby

LOTRfan
2014-01-30, 01:08 PM
Fixed the Clurichaun's (and Leprechaun's) damage bonus, corrected the grammar mistake as well.

I ended up removing the uncanny dodge feature of the Far Darrig, which if my calculations are correct drops it down to a high CR 1. I switched Etherealness, and I swapped two of the skills for Sleight of Hand and Spot.

LOTRfan
2014-01-30, 11:37 PM
Ishigaq
Tiny Humanoid (Ishigaq)
Hit Dice: 1d8+1 (5 hp)
Initiative: +4
Speed: 20 ft. (4 squares)
Armor Class: 20 (+2 size, +4 Dex, +3 Hide, +1 Dodge), touch 17, flatfooted 15
Base Attack/Grapple: +1/-3
Attack: Harpoon +3 melee (1d4)
Full Attack: Harpoon +3 melee (1d4), or Bola +7 ranged (1d2)
Space/Reach: 1 1/2 ft./0 ft.
Special Attacks: Favored Enemy
Special Qualities: Icewalker, Lowlight vision, Wild Empathy
Saves: Fort +3, Ref +4, Will -1
Abilities: Str 10, Dex 19, Con 13, Int 10, Wis 12, Cha 8
Skills: Knowledge (Nature) +4, Listen +5, Move Silently +8, Spot +5, Survival +5, Swim +4
Feats: Dodge, Track(B)
Environment: Cold Tundras
Organization: Solitary, Pair, or Village (15-75 plus 40% noncombatants, with a 3rd level Ishigaq for every 20 and a 5th level for every 50)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Often Neutral
Advancement: By Character Class
Level Adjustment: +0

A small cluster of tiny humanoids, no more than a foot in height, and quietly running across the ice-laden fields. The leading ones are chasing after a small deer, harpoons in their hands.

Legends say that there are little people in the far north that are even smaller than the halflings; these beings, known as the ishigaq, are miniature men sometimes said to have spirit in their ancestry. The ishigaq do seem to travel across the frozen wastes with a supernatural grace. Ishigaq travel in small, nomadic tribes that follow a specific herd of animals. It is said that once these beings leave your sight, you will never find them again, for they do not leave tracks behind. This has even led some to claim that these men are lighter than air, floating inches off the ground as they go.

Occasionally ishigaq enter the settlements of other humanoids, offering to sell the meat of some of the animmals they hunt (for even medium animals have more meat than most ishigaq tribes need). They never stay too long, however, for they are distrustful of outsiders. As a result, it can be difficult to learn much about this race. Some say that ishigaq are very rare, but their ability to stay hidden makes it difficult to confirm how true that statement is. Their appearance is usually seen as a good omen, however.

Ishigaq are often compared to faeries, standing about one to one and a half feet tall. They often wear parkas made of fur.

Combat
Ishigaq usually hunt in groups, relying on the collective damage of their tiny weapons to injure and kill their prey. When faced with humanoid opponents, they also swarm. They take heavy advantage of their speed, for when combined with their armor it is almost impossible to hit them. This creature's ability scores were Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8 before racial modifiers were added.

Favored Enemy (Ex): Ishigaq have a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks, as well as a +2 bonus to attack and damage rolls, made against creatures with the Animal type.

Ice Walker (Su): Ishigaq are not slowed by ice and snow, treating icy terrain as normal ground when it comes to movement and making acrobatics checks. Additionally, ishigaq do not leave behind tracks when walking on snowy terrain, as if under the effects of a pass without a trace spell.

Wild Empathy (Ex): Ishigaq can make a special check similar to a diplomacy check to influence the mood of an animal within 30 ft. of themselves, adding their ranger level to the check. A ranger can do this to magical beasts as well, but they take a -4 penalty when doing so.

Skills: Ishigaq gain a +2 racial bonus to Hide, Move Silently, and Survival checks made in snowy or icy terrain. This is not included in the statblock above.


Ishigaq as Characters
+4 Dexterity, -4 Strength
Tiny Humanoid (Ishigaq): As Tiny creatures, ishigaq have a +2 bonus to attack rolls and armor class, a -8 penalty to grapple checks, a +8 bonus to Hide checks, and a carrying capacity that is half that of a Medium creature. As humanoids, ishigaq are affected by effects that target humanoids(like Charm Person).
Ishigaq base land speed is 20 ft.
Lowlight vision
+2 racial bonus to Hide, Move Silently, and Survival checks made in snowy or icy terrain.
Ishigaq treat bolas and harpoons as martial weapons rather than exotic weapons.
Ice Walker (Su): Ishigaq are not slowed by ice and snow, treating icy terrain as normal ground when it comes to movement and making Balance and Tumble checks. Additionally, ishigaq do not leave behind tracks when walking on snowy terrain, as if under the effects of a pass without a trace spell.
Languages: Common, Halfling. Bonus Languages: Dwarf, Elf, Gnome, Sylvan.
Favored Class: Ranger
Level Adjustment: +0