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PFS StandardPukwudgie

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 Material Plane 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, began to view pukwudgies as nuisances, and pukwudgies in turn began to resent mortals and the gods that favored them. At their best, pukwudgies play cruel jokes on mortals they encounter. At their worst, they've been known to kidnap and even kill those who don't treat them with proper respect.

Pukwudgies make their villages in the oldest forests, concealed under hallucinatory terrain spells and fantastic façade rituals. They travel freely between the Material Plane and the First World through tiny portals beneath hills, trees, or stones. No strangers to violence, pukwudgies rarely travel alone and often anoint their quills or weapons with a custom-brewed poison before entering hostile situations.

Standing about 2 feet tall, a pukwudgie sports sharp quills growing from their head that extends down their back. Their skin tone varies by the region in which they live, ranging from pale gray to brown.

Recall Knowledge - Fey (Nature): DC 25
Unspecific Lore: DC 23
Specific Lore: DC 20

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak PukwudgieCreature 6

Legacy Content

Uncommon NE Small Fey 
Source Bestiary 3 pg. 208
Perception +17; low-light vision
Languages Common, Elven, Gnomish, Sylvan
Skills Crafting +13, Deception +12, Medicine +13, Nature +15, Stealth +15, Thievery +13
Str +4, Dex +6, Con +3, Int +4, Wis +6, Cha +3
Items +1 hatchet, shortbow
AC 23; Fort +10, Ref +13, Will +15
HP 80; Resistances poison 5; Weaknesses cold iron 10
Defensive Quills A creature that hits a pukwudgie with an unarmed Strike or a non-reach melee Strike takes 3d8 piercing damage (basic Reflex save). On a critical failure, the creature also takes 1d6 persistent poison damage from the poisoned quills.
Speed 25 feet
Melee [one-action] hatchet +15 [+11/+7] (agile, magical, sweep), Damage 1d6-2+10 slashing plus pukwudgie poisonRanged [one-action] hatchet +17 [+12/+7] (magical, thrown 10 feet), Damage 1d6-2+10 slashing plus pukwudgie poisonRanged [one-action] shortbow +16 [+11/+6] (deadly d10, range increment 60 feet), Damage 1d6-2+6 piercing plus pukwudgie poisonPrimal Innate Spells DC 23, attack +15 (-4 dmg); 4th freedom of movement, hallucinatory terrain; 3rd wall of thorns; 2nd invisibility (at will; self only)
Change Shape [one-action] (concentrate, polymorph, primal, transmutation) The pukwudgie takes on the physical form of a giant porcupine. 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).Pukwudgie Poison (poison) Saving Throw DC 23 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)

Sidebar - Additional Lore Trepidatious Trade

Pukwudgies rely heavily on their knowledge of local plants, which they use for food, medicine, magical weapons, and their signature poison. If shown proper respect, pukwudgies trade their crafts for items they deem valuable. They have little use for coin but accept unique foods, items of beauty, and even interesting stories as payment. The slightest transgression, however, can quickly turn pukwudgie encounters hostile.