Pukwudgie
Creature 7 — fey
ShadeSniperLANDfey
Pukwudgies go by many names in many regions, but those who know of them agree that defying their mischievous nature provokes their wrath. In ancient times, pukwudgies traveled to the Universe from the First World, perhaps in the wake of the gnome emigration. These proud fey are obsessed with displays of respect, and while they first attempted to befriend mortals, each attempt ended in tragedy as the pukwudgies perceived any potential slight as a grave insult. Mortals, fearing these reactions, b
Source: pathfinder-monster-core
Perception +17; low-light-vision
Languages common, elven, fey, gnomish
Skills crafting +15, deception +14, medicine +15, nature +17, stealth +17, thievery +15
Str
+4
Dex
+6
Con
+3
Int
+4
Wis
+6
Cha
+3
Items Hatchet, Shortbow
AC 25
Fort +12
Ref +15
Will +17
HP 100
Resistances poison 5
Weaknesses cold-iron 10
Speed 25 feet
Offense
Melee Hatchet (agile, magical, sweep) +17, Damage 1d6+10 slashing plus Pukwudgie Poison
Ranged Hatchet (magical, thrown-10) +19, Damage 1d6+10 slashing plus Pukwudgie Poison
Ranged Shortbow (deadly-d10) +18, range increment 60 feet, Damage 1d6+6 piercing plus Pukwudgie Poison
Abilities
Defensive Quills — A creature that hits a pukwudgie with an unarmed Strike or a non-reach melee Strike takes 3d8 piercing damage (DC 22 Reflex save). On a critical failure, the creature also takes 1d6 persistent poison from the poisoned quills.
Note: A DC was not provided for this ability by Paizo. The DC present here is a moderate DC for the creature level according to the GM Core creature building Tables
Note: A DC was not provided for this ability by Paizo. The DC present here is a moderate DC for the creature level according to the GM Core creature building Tables
Change Shape (concentrate, polymorph, primal) — The pukwudgie takes on the physical form of a giant porcupine or resumes their natural form. In porcupine form, their size changes to Medium, they lose their weapon Strikes, and they gain a quill Strike (+18 for 2d8+6 piercing plus 1d8 persistent poison).
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Pukwudgie Poison (poison) — Saving Throw DC 25 Fortitude
Maximum Duration 6 rounds
Stage 1 1d6 poison damage and Stupefied 1 (1 round)
Stage 2 1d6 poison damage and Stupefied 2 (1 round)
Stage 3 1d6 poison damage, Confused, and stupefied 2 (1 round)
Maximum Duration 6 rounds
Stage 1 1d6 poison damage and Stupefied 1 (1 round)
Stage 2 1d6 poison damage and Stupefied 2 (1 round)
Stage 3 1d6 poison damage, Confused, and stupefied 2 (1 round)
Primal Innate Spells DC 25, attack +17
4th Mirage, Unfettered Movement
3rd Wall of Thorns
2nd Invisibility (At Will) (Self Only)
WORKS WELL WITH
AnvilLANDA durable frontline draws melee attacks onto the defensive quills while the pukwudgie plinks from range.
SnareLANDControl that keeps a target in place lets the poison's escalating stages stack before it can retreat.
CrasherLANDA bursting striker capitalizes on targets already Stupefied or Confused from the poison.
PUNISHES
✖ melee reliance✖ low Fortitude✖ clumping
Avoid a second Shade; both want to snipe from stealth and will crowd the same hiding spots.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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