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DvorovoiCreature 3

Source Pathfinder Bestiary 3
Perception +12 (tremorsense (imprecise) within their entire bound yard)
Languages Common, Sylvan
Skills Crafting +8, Lore +11, Nature +9, Stealth +9
Str +3, Dex +2, Con +1, Int -1, Wis +0, Cha +1

AC 18; Fort +10; Reflex +9; Will +7;
HP 44
Speed 30 feet
Weaknesses Coldiron 5

Pitchfork One Action +12 (+7, +2) to hit 1d8+6 Piercing

Tremorsense (Imprecise) within their entire bound yard

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.

Master of the Yard

The dvorovoi helps or causes trouble in the yard, milking or scaring cows, protecting or scattering tools, and so forth. By commanding their home to attack, the dvorovoi can Grapple, Shove, Trip, and Disarm with their enraged home Strike.

The dvorovoi uses their Household Lore instead of Athletics skill for these checks.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.


A dvorovoi is naturally Invisible while within sight of their bound home. The dvorovoi can become visible, or even selectively visible-allowing some people to see them.

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

Cantrips (2nd Level): Mage Hand, Prestidigitation
1st Level: Charm (Animals Only), Command (Animals Only), Mending
2nd Level: Entangle, Speak with Animals (At Will)

Traditionally, the dvorovoi is seen as the domovoi's younger sibling and has charge of a peasant's yard and all the animals and tools within. Animals favored by the dvorovoi become healthy, strong, and obedient, while less-loved livestock are exhausted and miserable. Peasants with a resident dvorovoi make sure to formally introduce new livestock to the house spirit and placate the spirit by leaving meals in the shed. Dvorovoi loathe white-furred animals and chase away any all-white cows or horses, though they have no similar grudge against chickens.

House spirits are shy, often helpful, sometimes wrathful fey that dwell alongside peasants and farmers. They reside in the house, in the yard, in the granary, in the bathhouse-wherever people build and live. Due to this proximity, house spirits often take on the mannerisms or appearance of nearby mortals. Their reclusive nature and tendency to go unseen earned them the moniker of "spirits," though in truth they are fully embodied fey.

House spirits take an almost parental interest in "their" mortals. Given proper respect, these fey work tirelessly for their charges-they chop wood, care for livestock, mend clothes, sweep the floor, and tend to the stove. If offended, though, the house spirit becomes a menace, frightening animals or children and ruining belongings.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.


Creatures of the First World are called the fey.