DvorovoiCreature 3
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
Pitchfork
+12 (+7, +2) to hit 1d8+6 PiercingTremorsense (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 YardThe dvorovoi helps or causes trouble in the yard, milking or scaring cows, protecting or scattering tools, and so forth. A yard so blessed never encounters random accidents such as fires, and any checks to Craft, Earn Income, Repair, or Subsist in the yard receive a +2 circumstance bonus. If the dvorovoi is unfriendly, such checks take a –2 circumstance penalty instead, as the dvorovoi hides things, makes noise when people try to sleep, tangles weaving, and otherwise makes life a misery. A domovoi must spend a week in a place before these benefits occur.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
ShyA 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.
Primal Innate Spells (DC 0, +0 to hit)
Cantrips (2nd Level): Prestidigitation, Telekinetic Hand
1st Level: Charm (Animals Only), Command (Animals Only), Mending
2nd Level: Entangling Flora, 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 will 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 who dwell alongside peasants and farmers. They reside in the house, the yard, the granary, 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're 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
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FeyCreatures of the First World are called the fey.