PukwudgieCreature 7
Source Pathfinder Bestiary 3
Perception +17 (low-light vision)
Languages Common, Elven, Gnomish, Sylvan
Skills Crafting +15, Deception +14, Medicine +15, Nature +17, Stealth +17, Thievery +15
Str +4, Dex +6, Con +3, Int +4, Wis +6, Cha +3
AC 25; Fort +12; Reflex +15; Will +17;
HP 100
Speed 25 feet
Weaknesses Coldiron 10
Resistances Poison 5
Hatchet +17 (+13, +9) to hit (agile, magical, sweep) 1d6+10 Slashing
Hatchet +19 (+14, +9) to hit (magical, thrown 10) 1d6+10 Slashing
Shortbow +18 (+13, +8) to hit (deadly d10, range increment 60) 1d6+6 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.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Defensive QuillsA creature that hits a pukwudgie with an unarmed Strike or a non-reach melee Strike takes 3d8 piercing damage (DC 22 basic reflex save). On a critical failure, the creature also takes 1d6 Persistent Poison Damage from the poisoned quills.
Note: A DC was not provided for this ability by Paizo. The DC present here is a moderate DC for the creature level according to the Gamemastery Guide creature building Tables
Change Shape (concentrate, polymorph, primal, transmutation)The pukwudgie takes on the physical form of a Giant Porcupine. Their size changes to Medium, they lose their weapon Strikes, and they gain a quill Strike (+18/+13/+8 for 2d8+6 piercing damage plus 1d8 Persistent Poison Damage).
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Pukwudgie Poison (poison)Saving Throw DC 25 fortitude
Maximum Duration 6 rounds
Stage 1 1d6 poison damage and Stupefied 1 (1 round)
Stage 2 1d6 poison damage and Stupefied 2 (1 round)
Stage 3 1d6 poison damage, Confused, and stupefied 2 (1 round)
Primal Innate Spells (DC 25, +17 to hit)
2nd Level: Invisibility (At Will) (Self Only)
3rd Level: Wall of Thorns
4th Level: Freedom of Movement, Hallucinatory Terrain
Pukwudgies go by many names in many regions, but those who know of them agree that defying their mischievous nature provokes their wrath.
In ancient times, pukwudgies traveled to the Material Plane from the First World, perhaps in the wake of the gnome emigration. These proud fey are obsessed with displays of respect, and while they first attempted to befriend mortals, each attempt ended in tragedy as the pukwudgies perceived any potential slight as a grave insult. Mortals, fearing these reactions, began to view pukwudgies as nuisances, and pukwudgies in turn began to resent mortals and the gods that favored them. At their best, pukwudgies play cruel jokes on mortals they encounter. At their worst, they've been known to kidnap and even kill those who don't treat them with proper respect.
Pukwudgies make their villages in the oldest forests, concealed under @UUID[Compendium.pf2e.spells-srd.Hallucinatory Terrain]{Hallucinatory Terrain} spells and @UUID[Compendium.pf2e.spells-srd.Fantastic Facade]{Fantastic Facade} rituals. They travel freely between the Material Plane and the First World through tiny portals beneath hills, trees, or stones. No strangers to violence, pukwudgies rarely travel alone and often anoint their quills or weapons with a custom-brewed poison before entering hostile situations.
Standing about 2 feet tall, a pukwudgie sports sharp quills growing from their head that extends down their back. Their skin tone varies by the region in which they live, ranging from pale gray to brown.
Traits
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.
FeyCreatures of the First World are called the fey.