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Windfella'
This small guy looks like a gnome with big insect wings. He has fancy colorful hair, and vividly hued (if mismatched) dapper clothing. His eyes shine with madness and promise of violence.
CR 4; XP 1,200
CE Small Fey
Init +9; Senses low-light vision; Perception +15
Defense
AC 17, touch 16, flat-footed 12 (+1 armor, +5 Dex, +1 size)
hp 38 (7d6+14)
Fort +4, Ref +10, Will +6
Offense
Speed 30 ft., fly 60 ft. (average)
Melee windblade +10 (1d3+6) or 2 windblades +8/8 (1d3+6)
Ranged windblade +10 (1d3+6) or 2 windblades +8/+8 (1d3+6)
Special Attacks bee-gun, cold-blood murder, root-granade
Statistics
Str 10, Dex 20, Con 14, Int 13, Wis 13, Cha 15
Base Atk +3; CMB +2; CMD 17
Feats Dirty Fighting, Improved Initiative, Two-Weapon Fighting, Weapon Finesse
Skills Acrobatics +15, Bluff +12, Fly +17, Intimidate +12, Knowledge (local) +11, Perception +15, Stealth +19; Racial Modifiers +4 Perception
Language Aklo, Common, Sylvan
Ecology
Environment temperate forests, hills, and urban
Organization solitary, pair, or outfit (3—8)
Treasure standard (mostly opulent but elegant clothing, thick enough to be a padded armor, and jewelry)
Special Abilities
Bee-Gun (Su) A windfella can summon a bee-gun with a swift action. This weird looking mass of knobs and knots can be fired with a standard action, releasing a swarm of bees (AC 15, 31 hp, Fort +5, Ref +3, Will +3; immune to weapon attacks) that flies to occupy a 10-ft. square within 60 feet. Once fired, the swarm remains stationary for 1d4 rounds, dealing 2d6 points of swarm damage to all the creatures within its space at the end of the windfella turn and subjecting them to the swarm's distract special attack (DC 13). A bee-gun vanishes if it leaves windfella grasp for more than 1 round, and it can fire up to three swarms each day. Casting a summon swarm or vomit swarm spell or spell-like ability upon it recovers one charge.
Cold-Blooded Murder (Ex) A windfella treats Intimidate as a class skill, and ignores penalty on Intimidate checks when using it on creatures larger than himself. When performing a coup d'grace, a windfella increases critical multiplier of his weapon by 1.
Root-Granade (Su) A windfella can summon a magical acorn as a move action. The acorn can be thrown with a standard action as if it was a thrown splash weapon with range increment of 20 feet. At the start of the windfella's following turn it causes massive roots to grow within 30-ft. radius burst around it, entangling all the creatures that fail a Reflex saving throw (DC 13) and dealing 6d6 points of damage to immobile structures, ignoring hardness of non-magical wood and stone. Creatures entangled by a root-granade are anchored to the ground but they can release themselves with a successful Strength check (DC 15, full-round action, or DC 25 as a move action), or by inflicting 15 points of damage to the entangling roots (hardness 5). A windfella can summon up to three root-granades each day.
Windblades (Su) A windfella can summon one or two windblades, +1 returning cold iron daggers, as a swift action. A windfella adds his Dexterity bonus to damage inflicted with his windblades. A windblade vanishes if out of windfella grasp for more than 1 round.
Windfellas are violent, cruel, greedy fey that love terrorizing common folk and lesser faeries. They often pick settlements with weak law enforcement and racketeer the denizens for "protection from threats", and organize various criminal activities for profit and their own sadistic enjoyment. They thrive on being feared by others, and lash violently against slights and disrespect, sometimes suicidally, as they rarely have enough good sense to back off after initiating altercation with opponent whose strength they underestimated. Often, a groups of windfellas fight each other over the territory and criminal enterprises controlled.
In addition to building an image of strong, violent, merciless, and terrifying foes, windfellas also cultivate image of generous and magnanimous toward those who submit to them and show proper deference, though their paranoia and cruelty hampers that side of their image. When they are not threatening common folk out of their wealth, they spend their ill-gotten gains on debauchery of all sorts. Or sometimes they take what they like without paying as their "due".
Windfellas often use trolls, ogres, and similar humanoids and monstrous humanoid of great strength and low intelligence as enforcers and backup. They can also act as enforcers for stronger and more intelligent beings, such as dragons, powerful fey, rakshasas, and hags.
Variations:
An old and experienced godfella (CR 7), is often but not always plump advanced giant windfella with 9 HD, that is deeply respected and feared among the local windfellas and the common folk alike. They have AC 22 (+1 armor, +6 Dex, +5 natural); hp 85; Fort +9, Ref +12, Will +9; Melee or ranged windblade +13 (1d4+12) or +11/+11 (1d4+12); Str 18, Dex 22, Con 22, Int 17, Wis 17, Cha 19; CMB +8; CMD 24; Weapon Focus (windblade); Acrobatics +18, Bluff +16, Diplomacy +16, Fly +18, Intimidate +16, Knowledge (local) +15, Perception +19, Sense Motive +15, and Stealth +19. They also wield potent magics, being capable to bind bargains between one or more willing individuals with geas, and to call dragons, fey, monstrous humanoids, and undead that owe them favor with a spell-like ability similar to planar ally. Each godfella acts as a mediator between various outfits of windfellas, dividing territories and assigning criminal operations to them to minimize conflicts. Occasionally, a local dragon, fey, cunning outsider (often rakshasa or night hag), or an undead may be recognized as a honorary godfella.
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