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DuendeCreature 2

Source Pathfinder Bestiary 3
Perception +7 (darkvision, tremorsense (imprecise) 60 feet)
Languages Gnomish, Sylvan, Undercommon
Skills Lore +7, Intimidation +8, Lore +7, Society +7, Survival +9
Str +1, Dex +3, Con +2, Int +1, Wis +3, Cha +4

AC 17; Fort +6; Reflex +9; Will +9;
HP 35
Speed 25 feet

Toenail Cutter One Action +10 (+6, +2) to hit (agile, backstabber, finesse) 1d6+3 Slashing


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Tremorsense (Imprecise) 60 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Earthmound Dweller Three Actions (primal, transmutation)

The duende shrinks to the size of an ant, allowing them to enter very small tunnels within the earth such as anthills or termite mounds. Their Speed decreases to 5 feet. They can remain in this size until they end the effect by spending a single action, which has the concentrate trait.

If the duende is underground and a creature hits the space they're occupying with a Strike (hitting automatically) that deals 5 damage or more, the duende is expelled from the tunnels, returns to their normal size, and takes bludgeoning damage equal to the damage from the Strike.

Fool's Gold Two Actions (illusion, occult)

Frequency once per day

Requirements The duende is holding brown or yellow earthen objects, such as ginger or animal dung

Effect The duende makes the objects look, feel, and smell like gold trinkets of a similar size. A creature that touches or Interacts with an affected object can attempt a DC 18 perception check to disbelieve the illusion, and a successful DC 20 check with DC 18 crafting or an appropriate Lore skill (such as Mining Lore) reveals their true nature. The effect ends if the objects are exposed to sunlight.

Occult Innate Spells (DC 18, +10 to hit)

Cantrips (1st Level): Daze, Guidance, Telekinetic Projectile
1st Level: Fear, Phantom Pain
2nd Level: Invisibility (Self Only)
3rd Level: Locate

Duendes fancy themselves as lords of the land-which is true, in a literal sense, these spirits embody the very soil upon the ground. Unlike most other fey, duendes have learned from the society that grew around them. They've come to accept the mortal understanding of what being a landlord means, so they expect rent from their perceived tenants. However, their notions of acceptable rent-and the acceptable role of a landlord for that matter-don't really line up with those of most societies.

Duendes' natural abilities allow them to dwell in termite mounds, but as societies arose, they adopted the habit of sleeping in their tenants' homes. This tendency can be bothersome, as duendes don't clean up after themselves, lock doors behind them, or have the basic decency to be visible.

On top of that, they act like they own the places they settle, casting spells on anyone they find annoying. These quirks are usually tolerated, though, as keeping duende happy means that crops grow well and that their magic protects the families in their care. Families aware of their presence are careful to warn invisible duendes before doing things like tossing bathwater out the window or entering a seemingly empty room. These warnings are usually polite but firm, in the vein of "Please move aside!"

More prone to making trouble or being a nuisance than to violence, duendes can still prove dangerous if they feel they have no other recourse. Each one carries a toenail cutter, with full awareness that they can use it to cut other things.



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.


Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.


Creatures of the First World are called the fey.