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Pukwudgie

CR 7.00 Monstrous Humanoid NE Small HD 9
A merging of an emaciated man and a porcupine, this sinister creature smells of death and decay.

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.

HP
85 (9d10+36)
AC
20, touch 16, flat-footed 15 (+4 Dex, +1 dodge, +4 natural, +1 size)
Init
+4
Speed
30 ft.
Fort
+7
Ref
+10
Will
+10
BAB
+9
CMB
+10
CMD
25
Melee
2 claws +14 (1d4+2 plus poison)
Ranged
2 quills +15 (1d4+2 plus poison)
str
14
+2
dex
18
+4
con
19
+4
int
15
+2
wis
14
+2
cha
19
+4

Weapons: Simple

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.

change shape (porcupine, beast shape II)

Universal Monster Rules

Change Shape (porcupine, beast shape II) Su from Universal Monster Rule
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.
Poison (claws) Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.

Special Abilities

Sneak Attack +3d6 from text
Spawn Undead from text
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.

Feats, Traits & Items

Dodge from Feat

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.

Calculated: +1 Ac
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Mobility from 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.

Situational: vs. attacks of opportunity caused by moving out of or within a threatened area: +4 dodge AC
Weapon Finesse from Feat

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.

Weapon Focus (quill) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus

Bluff +10, Heal +10, Knowledge (arcana) +11, Knowledge (religion) +11, Perception +13, Spellcraft +11, Stealth +16

spell-like abilities:
Constant—Deathwatch, Constant—Detect Good, Constant—Detect Magic, At will—Command Undead (DC 16), At will—Produce Flame, 3/day—Animate Dead, 3/day—Death Knell (DC 15), 3/day—Invisibility (DC 16), 3/day—Ray Of Enfeeblement (DC 15), 3/day—Scare (DC 16), 1/day—Nondetection (DC 17)
Details
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
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
16 House/Core
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Mobility (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Finesse (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Focus (Feat) — core content under OGL 1.0a
  • Knows spell: Deathwatch (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Good (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Command Undead (Spell) — core content under OGL 1.0a
  • Knows spell: Produce Flame (Spell) — core content under OGL 1.0a
  • Knows spell: Animate Dead (Spell) — core content under OGL 1.0a
  • Knows spell: Death Knell (Spell) — core content under OGL 1.0a
  • Knows spell: Invisibility (Spell) — core content under OGL 1.0a
  • Knows spell: Ray Of Enfeeblement (Spell) — core content under OGL 1.0a
  • Knows spell: Scare (Spell) — core content under OGL 1.0a
  • Knows spell: Nondetection (Spell) — core content under OGL 1.0a
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