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Gathlain WandererCreature 1


UncommonCGSmallFeyPlant
Source Pathfinder Bestiary 3
Perception +6 (low-light vision)
Languages Common, Sylvan
Skills Acrobatics +7, Deception +5, Lore +5, Nature +4, Performance +5, Society +3, Stealth +7, Survival +4
Str +2, Dex +4, Con +0, Int +0, Wis +1, Cha +2

AC 17; Fort +5; Reflex +9; Will +6;
HP 14
Speed 20 feet (fly 30 feet)
Weaknesses Coldiron 2

Dagger One Action +9 (+5, +1) to hit (agile, finesse, versatile s) 1d4+2 Piercing
Shortbow One Action +9 (+4, -1) to hit (deadly d10, range increment 60) 1d6 Piercing

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.

Final Jape

When the gathlain dies, their wings explode into a cloud of toxic mist. Each creature within a 5-foot emanation takes 1d6 poison damage (DC 18 basic fortitude save).

Hide and Seek

The gathlain ignores difficult terrain from non-magical foliage.

Rootbound Two Actions

Requirements The gathlain isn't using their wings to fly


Effect The gathlain sprouts woody roots from the tips of their wings that bind an adjacent creature's limbs. The target must succeed at a DC 17 fortitude save or be Grabbed by the gathlain's wing-tip vines until the start of the gathlain's next turn.


Gathlains have made a name for themselves as inquisitive and mischievous, as well as flighty and distractable. These eccentric little fey want nothing more than to explore the many wonders of the world for their own pleasure.

Born of magical trees in seed pods that float hundreds of miles on the wind, gathlains are a bizarre mix of flesh and flora. Sprigs of mistletoe bloom from their back and form a delicate pair of wings. They enjoy adorning themselves with oddities found on their journeys, such as beads, pieces of fine cloth, and bits of armor. The fey see these accessories as trophies, proof of their travels, and mementos of their adventures.

The typical gathlain is only 2 feet tall, but their small size doesn't deter them from seeking out and exploring potentially dangerous places. They sometimes even use their size to their advantage, squeezing through tight spaces that most would never be able to fit through. Moreover, their vine-laced wings let them reach heights many adventurers would find daunting. These traits have made them celebrated explorers whose presence is welcome in a group of travelers-so long as everyone is prepared for their nigh-endless questions. A conversation with a gathlain can feel more like an interrogation, as they care little for the comfort of others if it means they will learn something new and interesting to add to their range of knowledge.

Gathlains are particularly fond of gnomes, as they feel a sort of familial attachment to their exiled fey kin, and attempt to ingratiate themselves with any gnomes they run across. Gnomes don't always return this affection and many tend to distrust gathlains, due to the smaller creatures' gossipy and flighty nature.


Traits

Uncommon

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.

Fey

Creatures of the First World are called the fey.

Plant

Vegetable 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.