Reign of Winter
A merging of an emaciated man and a porcupine, this sinister creature smells of death and decay.
NE Small monstrous humanoid (shapechanger)
Init +4; Senses darkvision 60 ft., deathwatch, detect good, detect magic; Perception +13
AC 20, touch 16, flat-footed 15 ( +4 Dex, +1 dodge, +4 natural, +1 size)
hp 85 (9d10 +36)
Fort +7, Ref +10, Will +10
Speed 30 ft.
Melee 2 claws +14 (1d4 +2 plus poison)
Ranged 2 quills +14 (1d4 +2 plus poison)
Special Attacks sneak attack +3d6, spawn undead
Spell-Like Abilities (CL 10th; concentration +14)
Constant — deathwatch, detect good, detect magic
At will — command undead (DC 16), produce flame
3/day — animate dead, death knell (DC 16), invisibility, ray of enfeeblement (DC 15), scare (DC 16)
1/day — nondetection (DC 17)
Str 14, Dex 18, Con 19, Int 15, Wis 14, Cha 19
Base Atk +9; CMB +10; CMD 25
Feats Dodge, Iron Will, Mobility, Weapon Finesse, Weapon Focus (quill)
Skills Bluff +10, Heal +10, Knowledge (arcana) +11, Knowledge (religion) +11, Perception +13, Spellcraft +11, Stealth +16
Languages Common, Draconic, Infernal
Special Quality change shape (porcupine, beast shape II)
Spawn Undead (Su)
Any creature slain by a pukwudgie’s poisonous quills rises in 24 hours as a zombie. Undead created by this ability are not immediately under the control of a pukwudgie, but they receive a -4 penalty on saves against a pukwudgie’s control undead spell-like ability.
Quill—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
A pukwudgie can fire two of its quills as a ranged attack as a standard action. These quills have a range increment of 40 feet. Any creature attacking a pukwudgie with light or one-handed melee weapons, natural weapons, or an unarmed strike takes 1d3 points of piercing damage. A creature that grapples a pukwudgie takes 2d4 points of piercing damage. Anyone who takes damage from these quills is also exposed to the pukwudgie’s poison.
Sneak Attack (Ex)
If a creature can catch an opponent when unable to defend themselves effectively from attack, they can strike a vital spot for extra damage. A sneak attack deals extra damage anytime the target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when they flank the target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should they score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
If using a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a sneak attack deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The attacker must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. The attacker cannot sneak attack while striking a creature with concealment.