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Little Man In The WoodsCreature 6


RareCESmallUndead
Source Pathfinder Book of the Dead
Perception +12 (darkvision)
Languages Common, Necril, One Additional Language
Skills Acrobatics +14, Athletics +14, Deception +14, Stealth +16
Str +4, Dex +5, Con +3, Int +1, Wis +2, Cha +4

AC 24; Fort +13; Reflex +17; Will +12;
HP 95 (negative healing)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious

Fist One Action +17 (+12, +7) to hit (finesse, nonlethal) 2d6+7 Bludgeoning
Shortbow One Action +18 (+13, +8) to hit (deadly d10, magical, range increment 60) 1d6+3 Piercing

Darkvision

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.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Voice Imitation

A little man in the woods can mimic the sounds of a person in distress by attempting a Deception check to Lie. The little man in the woods has a +4 circumstance bonus to this check.

Adopt Guise Two Actions (illusion, mental, occult)

Playing on the expectations of surrounding creatures, the little man in the woods adopts the guise of a Small or Medium living person that matches the voice he imitates. This guise is subjective and entirely in the mind of each creature around him.

A creature that doesn't believe the little man in the woods' voice imitation sees the little man in the woods as he truly is and isn't fooled by Adopt Guise.

Strangle One Action

Requirements The little man in the woods has a creature Grabbed or Restrained


Effect The little man in the woods tightens his grip around the creature's neck, extending the Grab, dealing 2d6+3 bludgeoning damage with a DC 24 basic fortitude, and strangling the creature for as long as it remains grabbed or restrained. A strangled creature can't speak, which prevents it from casting spells with a verbal component or activating items with a command component. The strangled creature must hold its breath or start suffocating.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


A murdered man left unburied in the wilds might return as a being called a "little man in the woods," his decayed corpse shriveling until it shrinks to the size of a child. Denied the respect of a burial that would smooth his spirit's transition to the afterlife, he is unable to leave the mortal plane and enter the realm of the spirits. Forgotten, lost, and miserable, suffering from unbearable hunger and cold, the little man in the woods is desperate to return to his mortal home and be laid to rest properly.

Despite his understandable motives, the little man in the woods has degenerated into a foul, twisted creature. He deceives travelers with plaintive cries then begs them to lead him to a home he barely recalls. He strangles all who can't or won't aid him, including those who lead him to the wrong home or otherwise delay his journey.

The little man in the woods lays his victims' bodies out in the wilds, leaving the corpse unburied and exposed. He guards these rotting corpses over years as they shrivel and decay, until each one rises as another little man in the woods. Like any of the actions he has been compelled to perform, creating more of his kind brings the little man in the woods no pleasure.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.