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Ohancanu

Ohancanus are gigantic fey who delight in destruction. It's not necessarily the sadistic torment of others they enjoy, but living in a devastated landscape seems to bring them peace. Despite their destructive drive, ohancanus are like wildfires: their damage often clears the way for new growth.

Ohancanus resemble cyclopes, and they're covered in untamed hair. Scattered across their hirsute forms, each ohancanu has a few conspicuously white hairs. These are extremely sensitive and seem to anchor some part of an ohancanu's essence, wracking them with nausea and weakness if ever plucked.

Though they habitually raze wildernesses, ohancanus rely on old growth forests for reproduction. When an ohancanu grows old, their companions murder and dissect them, planting their organs among the roots of the oldest trees around. About a year later, some of these organs sprout into young ohancanus who tear themselves free and seek out companions. From their first moments they understand language and basic survival skills, suggesting each generation retains some portion of their butchered progenitors' memories.

Recall Knowledge - Fey (Nature): DC 20
Unspecific Lore: DC 18
Specific Lore: DC 15

Elite | Normal | Weak
Proficiency without Level

OhancanuCreature 5

Large Fey 
Source Pathfinder #201: Pactbreaker pg. 88
Perception +12; low-light vision
Languages Aklo, Common, Fey
Skills Athletics +14, Intimidation +12, Warfare Lore +22
Str +5, Dex +2, Con +4, Int -2, Wis +2, Cha +0
White Hairs An ohancanu has 2d4 white hairs that are connected to its essence. If a hair is plucked, the ohancanu gains the drained 1 condition. This is cumulative with other drained conditions, and if plucking a hair would increase their drained value to 5 or more, the ohancanu falls unconscious. A creature can Steal a white hair from an unaware ohancanu, though they always notice a successful theft. If an ohancanu is grappled, restrained, or stunned, a creature can attempt to pluck out a white hair by spending a single action, which has the attack and manipulate traits, to attempt either an Athletics check against the ohancanu's Fortitude DC or a Thievery check.
Items greataxe, sack with 5 rocks
AC 21; Fort +15, Ref +12, Will +10
HP 80; Weaknesses cold iron 5, white hairs (see above)
Catch Rock [reaction] Denuded Outrage [reaction] Trigger A creature plucks one of the ohancanu's white hairs; Effect The ohancanu makes a fist Strike against the triggering creature. If the ohancanu is grappled or restrained, they can instead attempt to Escape.
Speed 25 feet
Melee [one-action] greataxe +15 [+10/+5] (reach 10 feet, sweep), Damage 1d12+8 slashingMelee [one-action] fist +15 [+11/+7] (agile, reach 10 feet), Damage 1d8+8 bludgeoningRanged [one-action] rock +13 [+8/+3] (brutal, range increment 120 feet), Damage 2d6+8 bludgeoningSudden Charge [two-actions] The ohancanu strides twice. If they end their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy.Throw Rock [one-action]

Sidebar - Additional Lore Riddles And Rage

Ohancanus delight in destroying wordplay almost as much as they love demolishing architecture. A clever riddle can captivate an ohancanu and even halt their rampage. However, such a tactic rarely provide more than a brief opportunity for escape; once an ohancanu solves the puzzle or grows frustrated, their destruction resumes.