Pukwudgie
Description
The vile pukwudgie is a small, hunchbacked humanoid covered with long, sharp quills. These quills, like those of a porcupine, help protect the small creature but are also dangerous offensive weapons, for the quills hold a deadly poison that animates those it slays as zombies. This necromantic nature, along with their penchant for torment and sadistic ways, makes pukwudgies evil to the core. A pukwudgie stands 3-1/2 feet tall and weighs a little more than 30 pounds.
Pukwudgies are frequently found in the company of undead. This retinue usually consists of zombies and skeletons created via their poisonous quills ability or their ability to animate dead bodies. They have a strong preference for animating the bodies of dead animals over other creatures, and often use undead animals as mounts.
A pukwudgie usually stays away from well-traveled areas and humanoid settlements, but may sometimes slip into small villages in the night to steal children. The little horrors enjoy the tender flesh of newborn babies immensely, and are often willing to go through great personal risk to secure infantile repasts when they are available. Their delight in arson only further makes them a bane of small villages.
Combat Stats
- Melee
- 2 claws +14 (1d4+2 plus poison)
- Ranged
- 2 quills +15 (1d4+2 plus poison)
Ability Scores
Proficiencies
Weapons: Simple
Special Attacks
sneak attack +3d6
Spawn Undead — Any creature slain by a pukwudgie's poisonous quills rises in 24 hours as a zombie. Undead created by this ability are not immediately under the control of a pukwudgie, but they receive a –4 penalty on saves against a pukwudgie's control undead spell-like ability.
Special Qualities
change shape (porcupine, beast shape II)
Feats
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Skills
Bluff +10, Heal +10, Knowledge (arcana) +11, Knowledge (religion) +11, Perception +13, Spellcraft +11, Stealth +16
Spells
- Type
- Monstrous Humanoid
- Alignment
- NE
- Size
- Small
- Environment
- temperate forests, hills, or mountains
- Organization
- solitary, pair, or cult (3-10)
- Treasure
- standard
- Senses
- darkvision 60 ft., deathwatch, detect good, detect magic; Perception +13
- Languages
- Common, Draconic, Infernal
- Source
- Bestiary 3