Monday, January 3, 2011

General Rules: Monsters - Nith

Nith (modified for rules compliance from Mercenaries)
Small Fey

Hit Dice: 2d6 (7 hit points)
Initiative: +4 (Dexterity)
Speed: 20 feet, fly 60 feet (good)
Armor Class: 16 (+1 size, +4 Dexterity, +1 natural); touch 15, flat-footed 12
BAB/Grapple: +1/-5
Attack: Shortsword +5 melee (1d4-2, piercing, 19-20 x2) or composite shortbow +5 ranged (1d4-2, piercing, 20 x3, 80 feet x10)
Full Attack: Shortsword +5 melee (1d4-2, piercing, 19-20 x2) or composite shortbow +5 ranged (1d4-2, piercing, 20 x3, 80 feet x10)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Special arrows, spell-like abilities
Special Qualities: Enhanced tracking, spell resistance 16
Saves: Fortitude +0, Reflex +7, Will +5
Abilities: Str 7, Int 16, Wis 15, Dex 18, Con 11, Cha 16
Skills: Bluff +7, Concentration +4, Craft: Any +7, Escape Artist +8, Hide +8, Listen +7, Move Silently +8, Search +7, Sense Motive +6, Spot +6, Survival +6, Tumble +8
Feats: Point Blank Shot, Track, Weapon Finesse
Environment: Temperate forests or marsh
Organization: Gang (2 -5) or band (6 - 11)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 3 - 4 Hit Dice (Small)

Not all sprites are as charming and harmless as they look. Niths have a definite mean streak, and their mischief goes beyond punishing intruders into their home turf or toying with passersby. Niths willingly ally themselves with bounty hunters or posses, no matter what the cause or what offense the fugitive is supposed to have committted. They simply enjoy the hunt, and take pleasure in additng just a little bit to the misery of another intelligent creature. Niths posses exceptionally keen senses and they are skilled trackers in their native marshes and woods, and the fact that they may work for free if they decide that they like their employer also makes them useful allies. On the other hand, they may also give up on the job suddenly if they get bored or otherwise find the task unenjoyable.

Combat
Like most fey, niths understand that straight-up melee combat places them at a disadvantage, and they have no taste for it. Instead, they use their special abilities to achieve surprise and neutralize their foes.

Enhanced Tracking (Ex): When operating in woods, forests, or swamps, niths receive a +3 competency bonus to their Survival checks when using the Track feat.

Hold Person (Sp): Up to three times per day, a nith can cast hold person as a 7th level sorcerer.

Invisibility (Sp): Up to three times per day, a nith may make itself invisible, as if they were a 6th level sorcerer casting invisibility (self only).

Special Arrows (Ex): Like their cousins the pixies, niths may employ special arrows that incapacitate a victim by putting it to sleep. Any opponent struck by such an arrow must make a DC 15 Fortitude save or if affected as a sleep spell cast by a 7th level sorcerer. A target is affected by this regardless of his many Hit Dice it has.

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