winter twigjack

This miniscule, humanoid creature seems to be made completely of bundles of sticks wound with icy, thorny vines.

twigjack.png

CR 3
XP 1200

CE tiny fey
Init +3; Senses darkvision (60 ft.); low-light vision; Perception +10

Defense
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 32 (5d6 +15)
Fort +4, Ref +7, Will +6
Dmg Reduction 2/cold iron
Immune cold
Weakness vulnerable to fire

Offense
Speed 30 ft.
Melee spear +4 (1d4/x3 plus 1d6 cold) or 2 claws +7 (1d4 plus 1d6 cold)
Space 2.5 ft.; Reach 0 ft.; 5ft with spear
Special Attacks frigid touch, frosty grasp, sneak attack +1d6, splinterspray (DC 15)

Statistics
Str 10, Dex 16, Con 17, Int 11, Wis 14, Cha 13
Base Atk +2; CMB +3; CMD 13
Feats Agile Maneuvers, Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +11, Climb +8, Disable Device +8, Knowledge (nature) +8, Perception +10, Stealth +22, Survival +0 ( +4 in cold environments)
Languages Skald, Sylvan
Special Quality bramble jump, woodland stride, icewalking

Special Abilities
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.

Splinterspray (Ex)
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.

Frosty Grasp (Su)
A winter fey’s natural attacks, as well as any weapons it wields, deal an additional 1d6 points of cold damage.

Frigid Touch (Su)
Once per day, a winter fey may attempt a touch attack against a foe; if successful, it deals 1d6 points of Dexterity damage by freezing the blood in it’s victim’s veins and numbing its victim to the bone.

Fast Healing (Su)
A winter fey gains fast healing 3 when in contact with snow or ice.

Icewalking (Ex)
A winter fey takes no penalty to speed or on Acrobatics, Climb, or Stealth checks in snowy or icy terrain or weather conditions and can walk across snow crusts or thin ice without breaking through.

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.

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winter twigjack

Reign of Winter Mortis