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WerendegarCreature 21


UniqueLESmallFey
Source Pathfinder Kingmaker
Perception +35 (hungersense (imprecise) 30 feet, low-light vision)
Languages Aklo, Common, Elven, Gnomish, Sylvan
Skills Acrobatics +39, Athletics +37, Deception +41, Nature +39, Society +35, Stealth +39, Thievery +37
Str +6, Dex +10, Con +7, Int +8, Wis +6, Cha +10

AC 47; Fort +36; Reflex +39; Will +33;
HP 374
Speed 30 feet
Weaknesses Coldiron 20

Claw One Action +26 (+22, +18) to hit (agile, finesse) 4d6+16 Slashing
Jaws One Action +26 (+21, +16) to hit (finesse) 4d8+16 Piercing + 2d8 Poison
Rapier One Action +39 (+34, +29) to hit (deadly d8, disarm, finesse, magical) 1d6 Electricity + 4d6+16 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.

Hungersense (Imprecise) 30 feet

Hungersense allows the gimmerling to sense creatures that require food to live.

Thorny Aura (aura, primal, transmutation)

15-foot emanation Aura

Thorny roots and barbed vines writhe and twist in the aura, creating difficult hazardous terrain that inflicts 4d6 piercing damage whenever a non-flying creature moves within the aura.

Trip Up Reaction

Trigger A creature critically fails a melee attack to hit Werendegar or moves into a space within Werendegar's thorny aura.


Effect The triggering creature must attempt a DC 44 reflex save.


Critical Success The target is unaffected.

Success The target is Flat-Footed until the start of its next turn.

Failure The target takes 3d10 bludgeoning damage and is flat-footed until the start of its next turn.

Critical failure As failure, and the target is knocked Prone.

Change Shape One Action (concentrate, polymorph, primal, transmutation)

Werendegar changes into his natural form or that of any humanoid. In humanoid form, he loses his thorny aura, and his equipment appears to be trinkets or toys. As a humanoid that lacks claws or fangs, he loses the matching Strike. If he loses his claw Strike, he gains a fist Strike that is identical except that it deals bludgeoning 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.

Disarm Two Actions

Requirement Werendegar's last action was a success with a Strike that has Disarm in its damage entry.


Effect Werendegar knocks a held or carried weapon to the ground in the target's space.

Sneak Attack

Werendegar deals 4d6 extra precision damage to flat-footed creatures.


When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.

Trickster's Step

Werendegar ignores difficult terrain, hazardous terrain, and doesn't trigger traps with its movement.


Occult Innate Spells (DC 44, +36 to hit)

Cantrips (10th Level): Daze, Message, Shield, Telekinetic Projectile
1st Level: Heal
2nd Level: Dispel Magic
4th Level: Dimension Door, Suggestion
6th Level: Teleport
7th Level: Plane Shift
8th Level: Disappearance, Uncontrollable Dance
9th Level: Telepathic Demand
10th Level: Alter Reality


Gimmerlings are small, shapeshifting fey who stage ambushes to sate their endless hunger and childish greed. These cruelly curious fey obsess over finding and making unusual traps and sadistic weapons, and their favorite amusement is se eing these traps sprung or the weapons wielded. When on the Material Plane, they are frequently found in urban areas, particularly slums or other parts of town where they can either go unnoticed or be easily forgotten-and have plenty of victims to choose from.

A typical gimmerling disguises itself as an endangered child, doing so in hopes of drawing creatures close enough to rob. The gimmerling puts itself in apparent danger using a trap, construct, or bribed ally, or even a coerced monster like a @UUID[Compendium.pf2e.pathfinder-bestiary.Redcap]{Redcap}.

Because gimmerlings sometimes trade obscure smithing or trapping techniques in exchange for gifts that sate their curiosity, their greed, or their hunger, they have at times been worshipped as minor gods of the forge. Some disciplined gimmerlings work as honored artisans, elite guards, or spies for the demigods known as the Eldest who dwell in the depths of the First World.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Fey

Creatures of the First World are called the fey.