Reign of Winter
This miniscule, humanoid creature seems to be made completely of bundles of sticks wound with thorny vines.
CE tiny fey
Init +3; Senses darkvision (60 ft.); low-light vision; Perception +10
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 27 (5d6 +10)
Fort +3, Ref +7, Will +6
Dmg Reduction 2/cold iron
Weakness vulnerable to fire
Speed 30 ft.
Melee spear +3 (1d4 –1/x3) or 2 claws +7 (1d4 –1 plus numbing cold)
Space 2.5 ft.; Reach 0 ft.; 5ft with spear
Special Attacks sneak attack +1d6, splinterspray (plus numbing cold), numbing cold (DC 13)
Str 8, Dex 16, Con 15, Int 11, Wis 14, Cha 13
Base Atk +2; CMB +3; CMD 12
Feats Agile Maneuvers, Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +11, Climb +7, Disable Device +8, Knowledge (nature) +8, Perception +10, Stealth +22
Languages Common, Sylvan
SQ bramble jump, woodland stride
Bramble Jump (Su)
A twigjack can travel short distances between brambles, shrubs, or thickets as if via dimension door as part of a move action. The twigjack must begin and end this movement while in an area of at least light undergrowth. The twigjack can travel in this manner up to 60 feet per day. This movement must be used in 10-foot increments and does not provoke attacks of opportunity.
Woodland Stride (Ex)
A twigjack may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. This is similar to the druid ability. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect them.
A twigjack can eject a barrage of splinters and brambles from its body three times per day as a standard action. This effect creates a 15-foot conical burst of jagged splinters, dealing 4d6 points of piercing damage to all creatures in the area. A DC 14 Reflex saving throw halves this damage. The save DC is Constitution-based.
Numbing Cold (Su)
Any creature hit by a winter-touched creature’s attack (natural or weapon) must succeed at a Fortitude save or be staggered for 1 round. The save DC is Constitution-based.
Sneak Attack (Ex)
If an 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.