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Gerbie

A lone traveler strays into the woods and stumbles across a circle of mushrooms that tower overhead like trees, each one hollowed out and marked with holes. Numerous pairs of oversized, circular eyes suddenly glow from within the hollows. Within moments, a crowd of small, furry bipeds swarms the wanderer, each resembling a hybrid between a mouse and lizard. And then… the gerbies begin chattering in squeaky, high-pitched voices, bombarding the newcomer with greetings and questions. All welcoming, all smiling, all happy to meet a new friend!

Gerbies live in quaint, communal societies where they craft all their material needs and practice vegetarianism. Knowing that not all places have the privilege of such harmony, gerbies make it their life’s purpose to foster peace and friendship wherever they go. Gerbies value empathy and positive communication, and with their natural knack for both, they often appoint themselves as mediators for any conflicts in their vicinity. Conveniently, all it takes is a touch of magical persuasion—and in severe cases, memory modification—to resolve most disputes. Even without their mind-affecting powers, gerbies possess exceptionally pleasant smiles and exude disarming affability.

Elite | Normal | Weak
Proficiency without Level

GerbieCreature 4

Uncommon Small Fey 
Source Feybound pg. 108
Recall Knowledge DC 21 (includes +2 from Uncommon) • Fey (Nature)
Perception +10; low-light vision
Languages Common, Fey; truespeech
Skills Acrobatics +8, Arcana +6, Crafting +8, Diplomacy +11, Medicine +6, Nature +6, Performance +8, Society +6, Stealth +8
Str +2, Dex +4, Con +2, Int +3, Wis +4, Cha +5
AC 17; Fort +2, Ref +7, Will +10
HP 45; Weaknesses cold iron 5
Friendship Aura (aura, emotion, mental) 30 feet. When a creature enters or starts its turn in the gerbie's friendship aura, it attempts a DC 17 Will save.
SuccessThe creature is unaffected and becomes temporarily immune to this gerbie's friendship aura for 24 hours.
FailureThe creature is unable to take hostile actions toward the gerbie until it leaves the aura or until the gerbie targets it with a hostile action.
Critical FailureThe creature is unable to take hostile actions toward anyone in the friendship aura until it leaves the aura.

Speed 25 feet
Melee [one-action] jaws +8 [+3/-2], Damage 2d4+4 piercingArcane Innate Spells DC 17; 2nd calm (at will), charm (×3); Constant (5th) truespeech
All My Favorite Things! [two-actions] (concentrate, mental) The gerbie overloads the mind of a creature within 100 feet with thoughts of sunny days, of cute fauna and beautiful flora, of frolicking in fields, and of many other pleasant things. The creature takes 4d6 mental damage and must attempt a DC 17 Will save.
Critical SuccessThe creature is unaffected.
SuccessThe creature takes half damage.
FailureThe creature takes full damage and becomes stupefied 1 for 1 round.
Critical FailureThe creature takes double damage and becomes stunned 1 and stupefied 1 for 1 round.
Forget Now [one-action] The gerbie attempts a jaws Strike. If the Strike hits, the gerbie affects the creature they just attacked with Make it All Better to make it forget the attack.Make it All Better [one-action] (concentrate, manipulate, mental) Effect The gerbie touches a creature and causes it to forget something, suppressing all memory of a particular topic, detailed in 50 words or fewer. If the creature is unwilling, it can attempt a DC 17 Will save to negate the effect. A creature with a memory altered this way can attempt a DC 17 Will save to regain the original memory each morning.

Sidebar - Additional Lore A Call To Adventure

Gerbies might develop a sense of wanderlust that stems either from restlessness spawned by their idyllic surroundings or, more commonly, an innate desire to teach the wonders of friendship to those outside their kind. Through their natural charm (and abilities), these fey can attach themselves to adventuring parties, who usually don’t get a choice in the arrangement. Depending on said party’s inclination toward violence, a gerbie’s pacifistic nature makes for poor company and, at worst, an active hindrance. The easiest method to shake off a gerbie tagalong is to abandon them while they slumber.

Shelyn's Corner

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