BlodeuweddCreature 6
Source Pathfinder Bestiary 2
Perception +14 (low-light vision)
Languages Aklo, Common, Sylvan, Speak With Plants
Skills Acrobatics +15, Diplomacy +15, Nature +13, Performance +15, Stealth +13, Survival +11
Str +4, Dex +5, Con +2, Int +3, Wis +2, Cha +5
AC 24; Fort +12; Reflex +17; Will +14;
HP 105
Speed 25 feet
Weaknesses Coldiron 5
Claw +14 (+10, +6) to hit (agile) 2d8+7 Slashing
Sling +17 (+12, +7) to hit (propulsive, range increment 50) 2d6+4 Bludgeoning
Low-Light Vision
The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.
Allergen Aura (aura, primal)30 feet Aura
A blodeuwedd exudes a 30-foot aura of pollen and irritating allergens. A non-plant living creature that begins its turn in the aura must succeed at a DC 22 fortitude save or become Sickened 2. A creature that succeeds at its save is then temporarily immune to the allergen aura for 24 hours.
A blodeuwedd can suppress this aura or activate it again as a free action.
Wild Empathy (animals)The blodeuwedd can use Diplomacy to Make an Impression on and make very simple Requests of animals.
Constant SpellsA constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Change Shape (concentrate, polymorph, primal, transmutation)A blodeuwedd can take on the appearance of a single unique humanoid or the form of a prairie owl.
When in humanoid form, the blodeuwedd loses its claw attack.
In owl form, its statistics change as follows:
- Size Small;
- Speed fly 60 feet;
- Melee >talons +15, Damage 1d3+1.
A blodeuwedd can return to their normal form as a free action.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Living FootstepsEvery Stride action taken by a blodeuwedd causes small plants, grasses, and wildflowers to sprout from the ground, though they can suppress this effect if they desire. In a region or terrain that wouldn't normally support plant life, these plants thrive for 1 minute before withering away.
Nature's InfusionFrequency once per day
Effect While surrounded by any field or fertile plain, a blodeuwedd can infuse themself with borrowed life energy from nearby plants and nutrients in the ground. The blodeuwedd gains 15 temporary Hit Points that last for 1 hour.
Primal Innate Spells (DC 25, +17 to hit)
Cantrips (3rd Level): Dancing Lights, Tanglefoot
2nd Level: Entangle
3rd Level: Wall of Thorns
4th Level: Hallucinatory Terrain, Modify Memory, Sleep, Speak with Plants (Constant)
The mysterious blodeuwedds dwell in those parts of the world where the boundaries between the Material Plane and the First World have worn thin, or around portals between the two planes. Their link with such regions of the natural world is so strong that it rivals the bond shared between nymphs and places of great natural beauty, yet none would look upon a blodeuwedd and mistake them for something as elegant as a nymph.
Although blodeuwedds share certain traits with nymphs, their role as guardians of the pathways between this world and the First World prevents them from forming as powerful a magical bond with the natural world. Never truly a part of either reality yet forced to keep watch over both, blodeuwedds tend to grow cynical and sharp-tongued toward any who would seek travel from one realm to the other, regardless of their actual goals.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
FeyCreatures of the First World are called the fey.
PlantVegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.