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AlgerschmickCreature 3


UniqueSmallChaoticFey
Source Pathfinder #193: Mantle of Gold
Perception +12 (tremorsense (imprecise) within their entire bound yard)
Languages Common, Fey
Skills Lore +11, Crafting +8, Nature +9, Stealth +9
Str +3, Dex +2, Con +1, Int -1, Wis +0, Cha +1

AC 18; Fort +10; Reflex +9; Will +7;
HP 44
Speed 30 feet
Weaknesses Cold Iron 5

Hoof Knife One Action +12 (+8, +4) to hit (agile, finesse) 1d4+6 Slashing

Tremorsense (Imprecise) within their entire bound yard

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Master of the Yard

The dvorovoi helps or causes trouble in the yard, milking or scaring cows, protecting or scattering tools, and so forth. By commanding their home to attack, the dvorovoi can Grapple, Shove, Trip, and Disarm with their enraged home Strike.

The dvorovoi uses their Household Lore instead of Athletics skill for these checks.

Shy

A dvorovoi is naturally Invisible while within sight of their bound home. The dvorovoi can become visible, or even selectively visible-allowing some people to see them.

Rile Augdunars One Action (auditory, emotion, fear)

1 or 2


Frequency once per round


Effect Algerschmick goads the animals and incites their anger. She attempts a DC 11 flat (DC 6 flat if she used two actions). If she succeeds, she negates one successful check the PCs have made to disable the hazard. This action makes enough noise that attempts to Seek Algerschmick can detect her, even if she isn't in the area that a PC is searching.


Primal Innate Spells (DC 18, +10 to hit)

Cantrips (2nd Level): Mage Hand, Prestidigitation
1st Level: Charm (Animals Only), Command (Animals Only), Mending
2nd Level: Entangle, Speak with Animals (At Will)


Traditionally, the dvorovoi is seen as the domovoi's younger sibling and has charge of a peasant's yard and all the animals and tools within. Animals favored by the dvorovoi become healthy, strong, and obedient, while less-loved livestock are exhausted and miserable. Peasants with a resident dvorovoi make sure to formally introduce new livestock to the house spirit and placate the spirit by leaving meals in the shed. Dvorovoi loathe white-furred animals and chase away any all-white cows or horses, though they have no similar grudge against chickens.


House spirits are shy, often helpful, sometimes wrathful fey that dwell alongside peasants and farmers. They reside in the house, in the yard, in the granary, in the bathhouse-wherever people build and live. Due to this proximity, house spirits often take on the mannerisms or appearance of nearby mortals. Their reclusive nature and tendency to go unseen earned them the moniker of "spirits," though in truth they are fully embodied fey.

House spirits take an almost parental interest in "their" mortals. Given proper respect, these fey work tirelessly for their charges-they chop wood, care for livestock, mend clothes, sweep the floor, and tend to the stove. If offended, though, the house spirit becomes a menace, frightening animals or children and ruining belongings.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Fey

Creatures of the First World are called the fey.