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Pugwampi (BB)Creature 0

Source Pathfinder Beginner Box
Perception +6 ((-2 to hear things); darkvision)
Languages none
Skills Crafting +2, Deception +2, Nature +4, Stealth +5, Thievery +5
Str -3, Dex +3, Con +0, Int +0, Wis +2, Cha -2

AC 16; Fort +5; Reflex +8; Will +6;
HP 17
Speed 25 feet
Weaknesses Coldiron 2

Shortsword One Action +8 (+4, +0) to hit (agile, finesse, magical, versatile s) 1d6-1 Slashing
Shortbow One Action +8 (+3, -2) to hit (deadly d10, magical, range increment 60, reload 0) 1d6-1 Piercing


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.

Animal Talker

Pugwampis can talk to and understand animals.

Unluck Aura (divination, mental, primal)

Creatures other than animals, gremlins, and gnolls within 20 feet become extremely unlucky. They must attempt a DC 16 will save, rolling this Will save twice and using the worse result.

On a successful save, the creature can't be affected by pugwampi unluck auras for 24 hours. On a failure, the creature must roll twice and use the worse result on all checks as long as it's within 20 feet of the pugwampi.

Multiple pugwampis don't create any increased effect.

Gremlins are cruel fey tricksters and saboteurs who enjoy causing inventive destructiveness. Dog-faced pugwampis are craven, and they take great joy in the accidents and missteps caused by the ill fortune they magically project.



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.