Algerschmick
Creature 3 (unique) — fey
Pre-Remaster content. May include legacy alignment.
ShadeWeaverLANDfey
Traditionally, the dvorovoi is seen as the domovoi's younger sibling and has charge of a peasant's yard and all the animals and tools within. Animals favored by the dvorovoi become healthy, strong, and obedient, while less-loved livestock are exhausted and miserable. Peasants with a resident dvorovoi make sure to formally introduce new livestock to the house spirit and placate the spirit by leaving meals in the shed. Dvorovoi loathe white-furred animals and chase away any all-white cows or horse
Source: sky-kings-tomb-bestiary (Pre-Remaster)
Perception +12; tremorsense (imprecise) within their entire bound yard
Languages common, fey
Skills crafting +8, Household Lore +11, nature +9, stealth +9
Str
+3
Dex
+2
Con
+1
Int
-1
Wis
+0
Cha
+1
AC 18
Fort +10
Ref +9
Will +7
HP 44
Weaknesses cold-iron 5
Speed 30 feet
Offense
Melee Hoof Knife (agile, finesse) +12, Damage 1d4+6 slashing
Abilities
Tremorsense (Imprecise) within their entire bound yard — Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Master of the Yard — The dvorovoi helps or causes trouble in the yard, milking or scaring cows, protecting or scattering tools, and so forth. By commanding their home to attack, the dvorovoi can Grapple, Shove, Trip, and Disarm with their enraged home Strike.
The dvorovoi uses their Household Lore instead of Athletics skill for these checks.
The dvorovoi uses their Household Lore instead of Athletics skill for these checks.
Shy — A dvorovoi is naturally Invisible while within sight of their bound home. The dvorovoi can become visible, or even selectively visible-allowing some people to see them.
Rile Augdunars (auditory, emotion, fear) — 1 or 2
Frequency once per round
Effect Algerschmick goads the animals and incites their anger. She attempts a DC 11 Flat (DC 6 Flat if she used two actions). If she succeeds, she negates one successful check the PCs have made to disable the hazard. This action makes enough noise that attempts to Seek Algerschmick can detect her, even if she isn't in the area that a PC is searching.
Frequency once per round
Effect Algerschmick goads the animals and incites their anger. She attempts a DC 11 Flat (DC 6 Flat if she used two actions). If she succeeds, she negates one successful check the PCs have made to disable the hazard. This action makes enough noise that attempts to Seek Algerschmick can detect her, even if she isn't in the area that a PC is searching.
Primal Innate Spells DC 18, attack +10
2nd Entangle, Speak with Animals (At Will)
1st Charm (Animals Only), Command (Animals Only), Mending
Cantrips (2nd) Mage Hand, Prestidigitation
WORKS WELL WITH
CrasherLANDA mobile ally draws enemy attention and creates openings while the shade operates invisibly within its territory.
AnvilLANDA stationary wall holds targets inside the shade's domain for repeated Master of the Yard maneuvers.
FlankerLANDPositional pressure from a flanker compounds the advantage of the shade's natural invisibility and tremorsense.
PUNISHES
✖ low Perception✖ standing still
Works well with · Punishes · Pairing advice
Unlock with Tactics
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