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


Shoony Hierarch

For all their advancement in agriculture, horticulture, and animal husbandry, shoonies subscribe to a remarkably antiquated form of leadership; the role of hierarch is normally inherited, passed on to the oldest living child of the village’s previous hierarch. In the instance that the village’s hierarch does not produce an heir, the village holds a general election. Elected hierarchs hold the term for life and are just as highly regarded as hierarchs raised from birth. When the settlement comes under attack, it is up to the hierarch to decide when to fight and when to flee. In most cases, shoonies prefer to elect individuals with a preference toward the latter.

Recall Knowledge - Humanoid (Society): DC 24
Unspecific Lore: DC 22
Specific Lore: DC 19

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 Shoony HierarchCreature 3

Legacy Content

Rare NG Small Humanoid Shoony 
Source Pathfinder #153: Life's Long Shadows pg. 83
Perception +12; low-light vision
Languages Common, Shoony
Skills Crafting +9, Diplomacy +10, Shoony Lore +11, Society +11, Survival +9
Str +0, Dex +2, Con -1, Int +3, Wis +3, Cha +4
Items longbow (20 arrows and 5 signal arrows), staff
AC 17; Fort +7, Ref +8, Will +11; A shoony's small, blunt snout and labyrinthine sinus system make them resistant to phenomena that assail the nose. When they rolls a saving throw against inhaled threats (such as inhaled poisons) and olfactory effects (such as xulgath stench), they get the outcome one degree of success better than the result of their roll.
HP 45
Speed 25 feet, paddler
Melee [one-action] staff +7 [+2/-3] (two-hand d8), Damage 1d4-2 bludgeoningRanged [one-action] longbow +9 [+4/-1] (deadly 1d10, range 100 feet, volley 30 feet), Damage 1d8-2+2 piercingSignal Arrow [two-actions] The shoony hierarch sparks and launches an alchemically treated arrow that creates a bright light high in the sky. A signal arrow cannot be used to deal damage. Hierarchs carry a number of different arrows that signal different things; a red signal arrow might mean retreat, whereas a green arrow might be a call to gather in the village commons.

All Monsters in "Shoony"

NameLevel
Shoony Hierarch4
Shoony Militia Member2
Shoony Tiller0

Shoony

Source Pathfinder #153: Life's Long Shadows pg. 81
Shoonies are reclusive humanoids who resemble bipedal dogs with wrinkled faces and bulging eyes. They predominantly dwell in the grasslands and hilly plains of the Isle of Kortos. Shoony societies on Kortos are known for their agricultural prowess, industrious work ethic, and skill with tools to shape their environment.

Shoonies have a rich oral history and claim that their kind flourished all around Kortos in the days when the living god Aroden walked among them. Many shoonies believe that Aroden himself personally created the shoonies after he raised the island from the bottom of the sea, and that he had a deep affinity for their people. Whether or not such tales of companionship with the god of humanity are true, shoonies have drastically declined in numbers since Aroden’s death over a hundred years ago. Shoony elders point to strange environmental phenomena around their island home as one cause of their diminishment, and others attribute their decline to the rise of warmongering monsters in the area. In a world where might often makes right, it is hardly a surprise that the peaceful but timid shoonies are becoming increasingly rare.

Sidebar - Additional Lore Resources

Shoonies typically lack the resources to smelt and forge metal tools, weapons, and armor in any major capacity. Instead, they trade with other peoples for these precious resources. Farming, fishing, and hunting tools made of metal are especially vital to the shoony way of life, so shoony clans maintain good relations with any other clans or villages willing to trade with them. In exchange, shoony crops and animals grown for food make for reliable trade offerings, though the exchange rate is such that a shoony clan might acquire only one metal tool in a poor growing season.

Sidebar - Additional Lore Shoony Crops

While many shoony settlements rely on staple crops such as barley and beans, talented shoony farmers rarely settle for such mundane produce. Rumors speak of fiddlehead ferns that increase the speed of one’s gait, cabbages that fortify against toxins, and carrots that grant improved vision. Because shoonies alone know the secret to cultivating such wondrous vegetables, and because such veggies still rot and expire like mundane produce, finding these rare foodstuffs outside the Isle of Kortos is practically impossible.