Werendegar
Creature 21 (unique) — fey
Pre-Remaster content. May include legacy alignment.
FlankerSnareLANDfey
Gimmerlings are small, shapeshifting fey who stage ambushes to sate their endless hunger and childish greed. These cruelly curious fey obsess over finding and making unusual traps and sadistic weapons, and their favorite amusement is se eing these traps sprung or the weapons wielded. When on the Material Plane, they are frequently found in urban areas, particularly slums or other parts of town where they can either go unnoticed or be easily forgotten-and have plenty of victims to choose from. A
Source: kingmaker-bestiary (Pre-Remaster)
Perception +35; low-light-vision; hungersense (imprecise) 30 feet
Languages aklo, common, elven, fey, gnomish
Skills acrobatics +39, athletics +37, deception +41, nature +39, society +35, stealth +39, thievery +37
Str
+6
Dex
+10
Con
+7
Int
+8
Wis
+6
Cha
+10
Items Rapier, Chain Mail
AC 47
Fort +36
Ref +39
Will +33
HP 374
Weaknesses cold-iron 20
Speed 30 feet (trickster's step)
Offense
Melee Claw (agile, finesse, unarmed) +26, Damage 4d6+16 slashing plus Disarm
Melee Jaws (finesse, unarmed) +26, Damage 4d8+16 piercing plus 2d8 poison
Melee Rapier (deadly-d8, disarm, finesse, magical) +39, Damage 4d6+16 piercing plus 1d6 electricity plus 1d6 bleed
Abilities
Hungersense (Imprecise) 30 feet — Hungersense allows the gimmerling to sense creatures that require food to live.
Thorny Aura (aura, primal) — 15 feet. Thorny roots and barbed vines writhe and twist in the aura, creating difficult hazardous terrain that inflicts 4d6 piercing damage whenever a non-flying creature moves within the aura.
Trip Up — Critical Success The target is unaffected.
Success The target is Off-Guard until the start of its next turn.
Failure The target takes 3d10 bludgeoning damage and is off-guard until the start of its next turn.
Critical failure As failure, and the target is knocked Prone.
Success The target is Off-Guard until the start of its next turn.
Failure The target takes 3d10 bludgeoning damage and is off-guard until the start of its next turn.
Critical failure As failure, and the target is knocked Prone.
Change Shape (concentrate, polymorph, primal) — Werendegar changes into his natural form or that of any humanoid. In humanoid form, he loses his thorny aura, and his equipment appears to be trinkets or toys. As a humanoid that lacks claws or fangs, he loses the matching Strike. If he loses his claw Strike, he gains a fist Strike that is identical except that it deals bludgeoning damage.
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.
Disarm — Requirement Werendegar's last action was a success with a Strike that has Disarm in its damage entry.
Effect Werendegar knocks a held or carried weapon to the ground in the target's space.
Effect Werendegar knocks a held or carried weapon to the ground in the target's space.
Sneak Attack — Werendegar deals 4d6 extra precision damage to Off-Guard creatures.
Trickster's Step — Werendegar ignores difficult terrain, hazardous terrain, and doesn't trigger traps with its movement.
Occult Innate Spells DC 44, attack +36
10th Alter Reality
9th Telepathic Demand
8th Disappearance, Uncontrollable Dance
7th Plane Shift
6th Teleport
4th Dimension Door, Suggestion
2nd Dispel Magic
1st Heal
Cantrips (10th) Daze, Message, Shield, Telekinetic Projectile
WORKS WELL WITH
AnvilLANDAnvil's position-hold pins enemies within the Flanker's thorny aura, maximizing area denial from difficult terrain.
WeaverLANDWeaver's forced-move tempo pushes enemies into the thorny aura and sets up the Flanker's Sneak Attack off-guard condition.
SniperLANDSniper's range advantage picks targets slowed by the Flanker's difficult terrain and trip attempts.
PUNISHES
✖ clumping✖ melee reliance✖ standing still
Works well with · Punishes · Pairing advice
Unlock with Tactics
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