Pukwudgie ScribeCreature 15
Source Pathfinder #211: The Secret of Deathstalk Tower
Perception +27 (low light vision)
Languages Chthonian, Common, Elven, Fey
Skills Crafting +27, Deception +29, Medicine +27, Nature +27, Religion +29, Stealth +29
Str +8, Dex +6, Con +4, Int +4, Wis +6, Cha +6
AC 37; Fort +27; Reflex +25; Will +29;
HP 274
Speed 25 feet
Weaknesses Cold Iron 15
Resistances Poison 15
Greataxe
+29 (+24, +19) to hit (magical, sweep) 1d6 Acid + 3d12+12 SlashingDefensive Quills
A creature that hits a pukwudgie with an unarmed Strike or a non-reach melee Strike takes 6d6 piercing damage (DC 33 reflex save). On a critical failure, the creature also takes 2d6 persistent,poison from the poisoned quills.
Change Shape
(concentrate, polymorph, primal)The pukwudgie takes on the physical form of a giant porcupine or resumes their natural form. In porcupine form, their size changes to Medium, they lose their weapon Strikes, and they gain a quill Strike (+27 for 3d10+11 piercing plus 2d8 persistent poison).
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Pukwudgie Poison (poison)Saving Throw DC 36 fortitude
Maximum Duration 6 rounds
Stage 1 1d6 poison damage and Stupefied 1 (1 round)
Stage 2 1d6 poison damage and Stupefied 2 (1 round)
Stage 3 1d6 poison damage, Confused, and stupefied 2 (1 round)
Divine Prepared Spells (DC 36, +28 to hit)
Cantrips (8th Level): Daze, Divine Lance, Light, Read Aura, Shield
1st Level: Command, Enfeeble, Fear, Harm, Heal, Sanctuary
2nd Level: Blood Vendetta, See the Unseen, Translate
3rd Level: Blindness, Vampiric Feast
4th Level: Divine Wrath, Fly, Talking Corpse
5th Level: Sending
6th Level: Dominate, Truesight, Vampiric Exsanguination
7th Level: Divine Decree, Regenerate
2nd Level: Invisibility (At Will, Self Only)
3rd Level: Wall of Thorns
4th Level: Mirage, Unfettered Movement
1st Level: Waking Nightmare
4th Level: Shared Nightmare
Pukwudgies go by many names in many regions, but those who know of them agree that defying their mischievous nature provokes their wrath.
In ancient times, pukwudgies traveled to the Universe from the First World, perhaps in the wake of the gnome emigration. These proud fey are obsessed with displays of respect, and while they first attempted to befriend mortals, each attempt ended in tragedy as the pukwudgies perceived any potential slight as a grave insult. Mortals, fearing these reactions, began to view pukwudgies as dangerous nuisances. Pukwudgies, in turn, began to resent mortals and the gods that favored them.
At their best, pukwudgies play cruel jokes on mortals they encounter. At their worst, they've been known to kidnap and even kill those who don't treat them with proper respect. Violent fey like twigjacks and redcaps often gather under pukwudgie leadership, much to the pukwudgies' glee.
Pukwudgies make their villages in the oldest forests, concealed under @UUID[Compendium.pf2e.spells-srd.Item.Mirage] spells. They travel freely between the Universe and the First World through tiny portals beneath hills, trees, or stones. No strangers to violence, pukwudgies rarely travel alone and often anoint their quills or weapons with a custom-brewed poison before entering hostile situations.
Standing about 2 feet tall, a pukwudgie sports sharp quills growing from their head that extends down their back. Their skin tone varies by the region in which they live, ranging from pale gray to brown.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
FeyCreatures of the First World are called the fey.
FungusFungal creatures have the fungus trait. They are distinct from normal fungi.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.