🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Wyrwood SneakCreature 1


RareNSmallConstructWyrwood
Source Pathfinder Bestiary 3
Perception +6 (darkvision)
Languages Common, One Regional Language
Skills Acrobatics +7, Arcana +5, Deception +7, Society +5, Stealth +7
Str +0, Dex +4, Con +0, Int +2, Wis +1, Cha +2

AC 17; Fort +3; Reflex +9; Will +8;
HP 16
Speed 20 feet
Immunities bleed

Shortsword One Action +9 (+5, +1) to hit (agile, finesse, versatile s) 1d6 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.

Living Machine

Though their body is an organic construct, a wyrwood is a living creature. They're not immediately destroyed when reduced to 0 HP, but rather fall Unconscious and eventually die. They don't need to eat or drink. They can be targeted by effects that target living creatures or that target constructs.

No Breath

A wyrwood doesn't breathe and is immune to effects that require breathing (such as an inhaled poison).

Sneak Attack

The wyrwood deals an additional 1d6 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.


Wyrwood sneaks specialize in moving unseen behind enemy lines, performing reconnaissance and quietly eliminating threats.


Originally created as sapient magical servants, wyrwoods reclaimed the means to make more of their kind from their oppressive originators; now, they fiercely defend their freedom and autonomy. These small, nimble living machines rely on their wits and speed to evade foes and gather information. Most wyrwoods are precise and calculating, to the point that many outsiders perceive them as unfeeling, but they're also highly curious and passionate about matters that pique their interest. Regardless of personal agenda, wyrwoods prioritize the survival of their people above all else, even to the detriment of others when necessary.

Despite gaining their freedom, wyrwoods struggle to establish a home in Avistan. Some Avistani still view wyrwoods as tools of a secretive cabal, while others consider them traitorous servants who turned on their creators. Fearing for their safety, many wyrwoods fled the Inner Sea region to create a new home in Arcadia. In the coastal city of Segada, wyrwoods live in relative peace and safety, but they still prefer insular lifestyles.

Given their extreme self-reliance, wyrwoods have learned a degree of adaptability that far surpasses that of other cultures. When a wyrwood community finds itself in need of a specific skill or function, a member of the community-either a volunteer or one selected communally-takes it upon themself to learn the required abilities. They don't view any task as lesser or demeaning, as hubris is foreign to a wyrwood's construct nature.

A wyrwood's soul is tied to the magical stone that serves as their heart, which sometimes survives even when their construct body perishes. Another wyrwood might take the surviving heart from a close companion and incorporate it into their own body. In some cases, multiple wyrwoods might live on in a single body.


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.

Construct

A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.