All Creatures
Abilities | Monsters | NPCs
All | Families | Theme Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | R | S | T | U | V | W | Z


Halfling Yarnspinner

Yarnspinners weave captivating tales that entertain, educate, and preserve the rich heritage of the halfling people across generations.

Recall Knowledge - Humanoid (Society): DC 23
Unspecific Lore: DC 21
Specific Lore: DC 18

Elite | Normal | Weak
Proficiency without Level

Halfling YarnspinnerCreature 7

Small Halfling Humanoid 
Source NPC Core pg. 192
Perception +14; keen eyes
Languages Common, Halfling
Skills Arcana +16, Deception +16, Diplomacy +16, History Lore +19, Intimidation +14, Occultism +17, Performance +19 ((+21 for oratory)), Religion +15, Society +15
Str -1, Dex +4, Con +0, Int +4, Wis +3, Cha +5
Keen Eyes The halfling gains a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of them. Whenever the halfling targets a creature that is concealed or hidden from them, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.
Tale Specialist For encounters involving storytelling, local history, or lore, the yarnspinner is a 10th-level challenge.
Items +1 halfling sling staff (20 bullets), +1 shortsword, book of fables, chain shirt
AC 24; Fort +11, Ref +15, Will +18
HP 110
Guidance Through Tales [reaction] (auditory, concentrate, linguistic, mental) Trigger An ally the yarnspinner can see fails a skill check; Effect The yarnspinner offers a brief reminder about a legendary hero, granting their ally a +2 circumstance bonus to the triggering skill check, potentially turning the failure into a success.
Speed 25 feet
Melee [one-action] shortsword +16 [+12/+8] (agile, finesse, magical, versatile S), Damage 1d6+3 piercing plus resonant weaponsMelee [one-action] fist +15 [+11/+7] (agile, finesse, nonlethal, unarmed), Damage 1d4+3 bludgeoningRanged [one-action] halfling sling staff +16 [+11/+6] (magical, propulsive, range increment 30 feet, reload 1), Damage 1d10+3 bludgeoning plus resonant weaponsOccult Spontaneous Spells DC 26, attack +18; 4th confusion, honeyed words, translocate (3 slots); 3rd haste, heroism, ring of truth, soothe (4 slots); 2nd invisibility, laughing fit, revealing light, soothe (4 slots); 1st illusory disguise, illusory object, mindlink, ventriloquism (4 slots); Cantrips (4th) daze, detect magic, figment, light, read aura
Mesmerizing Tale [two-actions] (auditory, aura, incapacitation, linguistic, mental, occult) The yarnspinner weaves a long-winded but captivating narrative that enchants those nearby. Any creature that's in a 20-foot emanation or starts its turn in the aura must attempt a DC 24 Will save. The Mesmerizing Tale lasts until the end of the yarnspinner's next turn, but can be Sustained. The first time the yarnspinner Sustains the aura on subsequent rounds, the aura expands by 10 feet, to a maximum of 60 feet.
Critical Success The creature is unaffected, and is temporarily immune for 24 hours.
Success The creature is unaffected.
Failure The creature becomes fascinated with the yarnspinner until the start of its next turn, and must spend all its actions to move closer to the yarnspinner and listen to the tale.
Resonant Weapons (occult, sonic) If the yarnspinner's Mesmerizing Tale aura is active or they have cast a spell within the last round, their Strikes with magic weapons deal an additional 2d10 sonic damage.

All Monsters in "Halfling"

NameLevel
Bill-Band5
Halfling Head Chef2
Halfling Smuggler6
Halfling Street Watcher-1
Halfling Troublemaker1
Halfling Yarnspinner7

Halfling

Source Monster Core pg. 192 1.1
Despite their small stature, a halfling can prove to be a mighty foe if you find yourself on the wrong side of their frying pan.

Sidebar - Locations Halfling Communities

Beyond their own towns and caravans, many halflings settle within the cities of humans and other ancestries. They find niches for themselves, often working as servants and restaurant staff. Halflings especially thrive in metropolises where people of many backgrounds pass through. They often lament that the environment isn't built for them, and need to practice climbing shelves or carry tools to operate high door latches and the like..

Sidebar - Locations Illicit Imports

Wherever there's a commodity that people want, there are always those willing to procure it and smuggle it in. Examples include:
  • Rare technologies from Alkenstar and Numeria.
  • Exotic flora and fauna for private collection.
  • Magical secrets from the Arcanamirium in Absalom or knowledge of the Mana Wastes from Nex.
  • Narcotics.
  • People, especially oppressed people being brought to safety.

Sidebar - Treasure and Rewards Kitchen Weaponry

Halflings love objects that can serve multiple practical purposes, especially if their purpose includes eating. Few objects can be used for more activities than a frying pan, and many halflings relish telling others all the uses they have found for their pans if asked.