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You are viewing the legacy Pathfinder Reference Document website.
Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info.
Learn more.
These sometimes-helpful fey creatures known as house spirits bind themselves to rural families and live among them. Some bear a resemblance to the family's ancestors, a similarity that grows more obvious the longer they remain in the family's service. House spirits use their compression ability and invisibility to stay out of the sight of those among whom they live.
Barely knee-high, this small creature looks like a hairy old man with more beard than flesh.
Domovoi CR 3
XP 800
CG Tiny fey
Init +6; Senses low-light vision; Perception +7
Defense
AC 17, touch 15, flat-footed 14 (+2 Dex, +1 dodge, +2 natural, +2 size)
hp 27 (5d6+10)
Fort +3, Ref +6, Will +5
DR 5/cold iron; SR 14
Offense
Speed 20 ft.
Melee club +4 (1d3)
Special Attacks telekinesis
Spell-Like Abilities (CL 5th; concentration +7)
At will—invisibility, lullaby (DC 12), mage hand, mending, prestidigitation
3/day—reduce person (DC 13), sleep (DC 13)
1/week—augury
Statistics
Str 10, Dex 15, Con 14, Int 9, Wis 13, Cha 15
Base Atk +2; CMB +2; CMD 13
Feats Dodge, Improved Initiative, Mobility
Skills Acrobatics +7, Bluff +8, Diplomacy +8, Handle Animal +7, Knowledge (local) +4, Perception +7, Sense Motive +7, Stealth +17
Languages Common, Sylvan
SQ change shape (cat or dog; beast shape I), compression
Ecology
Environment any land
Organization solitary or gathering (2-6)
Treasure none
Special Abilities
Telekinesis (Su) A domovoi defends itself and its home through telekinesis. This ability functions as the spell telekinesis, usable at will, with a caster level equal to the domovoi's Hit Dice (CL 5 for most domovoi). A typical domovoi has a ranged attack roll of +5 when using telekinesis to hurl objects or creatures, and can use the ability on objects weighing up to 50 pounds. If a domovoi attempts to hurl a creature with this ability, that creature can resist the effect with a successful DC 14 Will save. The save DC is Charisma-based.
The work never ends for those who live on farms or in small villages, and the wise often seek the aid of the fey folk while pursuing their daily chores. A family might leave a piece of bread under the stove or an old boot in the closet to attract a domovoi to their home. Domovoi help with small tasks like churning butter and mending clothes, but mostly protect the home from intruders and misfortune. These helpful fey can also tell the fate of the family they protect, but grow annoyed when asked to do so too often. A domovoi appears as small, old man no more than 2 feet tall, covered in hair and with a long, shaggy beard.
A wild mop of hair tops this small humanoid creature's head. It has prominent gleaming eyes and a toothy grin.
Dvorovoi CR 4
XP 1,200
CN Small fey
Init +3; Senses low-light vision, scent; Perception +9
Defense
AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 38 (7d6+14)
Fort +4, Ref +8, Will +6
DR 5/cold iron; SR 15
Offense
Speed 30 ft.
Melee pitchfork +8 (1d8+6)
Ranged pitchfork +7 (1d8+6)
Spell-Like Abilities (CL 6th; concentration +9)
Constant—speak with animals
At will—charm animal (DC 14), hide from animals, invisibility
3/day—break (DC 14), reduce person (DC 14)
1/day—entangle (DC 14)
Statistics
Str 19, Dex 16, Con 14, Int 9, Wis 13, Cha 16
Base Atk +3; CMB +4; CMD 17
Feats Catch Off-Guard, Combat Reflexes, Throw Anything, Two-Handed Thrower
Skills Acrobatics +10, Bluff +10, Diplomacy +9, Handle Animal +13, Knowledge (nature) +5, Perception +9, Sense Motive +6, Stealth +16, Survival +3; Racial Modifiers +4 Handle Animal
Languages Common, Sylvan; speak with animals
SQ compression, oversized weapons, wild empathy +18
Ecology
Environment any land
Organization solitary or gathering (2-6)
Treasure none
Special Abilities
Oversized Weapons (Ex) A dvorovoi can wield weapons sized for Medium creatures without penalty.
Wild Empathy (Ex) This ability works like the druid ability of the same name. The dvorovoi's total bonus includes a +8 racial bonus.
Just as domovoi protect the home, dvorovoi protect villagers' yards and pastures. Intrigued by tales of the creatures' guardianship, some farmers lure dvorovoi to their fields by leaving offerings of bread, sheep's wool, or shiny trinkets. When the owner of a farmstead with a dvorovoi purchases a new animal, he leads it through the yard to introduce it to the dvorovoi, hoping to gain the fey creature's approval of the new livestock.
Though undeniably useful to have around for feeding the cattle and keeping predators away from flocks, dvorovoi can be capricious. Dvorovoi despise any white animal, and will never tolerate a white-furred horse or cow in their presence. For unknown reasons, dvorovoi don't hold this same grudge toward white chickens.
Covered in sleek black fur, this vaguely feline humanoid holds flickering flames in its clawed hand.
Ovinnik CR 2
XP 600
CN Tiny fey
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +9
Defense
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 22 (4d6+8)
Fort +3, Ref +7, Will +6
DR 2/cold iron; Resist fire 5
Offense
Speed 30 ft., climb 20 ft.
Melee 2 claws +7 (1d3+1)
Special Attacks luck touch, sneak attack +1d6
Spell-Like Abilities (CL 4th; concentration +7)
At will—daze (DC 13), produce flame
1/month—divination
Statistics
Str 12, Dex 17, Con 15, Int 9, Wis 14, Cha 16
Base Atk +2; CMB +3; CMD 14
Feats Go Unnoticed, Weapon Finesse
Skills Acrobatics +8, Climb +11, Escape Artist +10, Intimidate +5, Knowledge (local) +4, Knowledge (nature) +4, Perception +9, Stealth +18
Languages Common, Sylvan
SQ compression
Ecology
Environment any land
Organization solitary
Treasure none
Special Abilities
Luck Touch (Su) With a claw attack or touch attack, an ovinnik can alter a creature's luck. If the target fails a DC 14 Will save, it either gains a +4 bonus or takes a -4 penalty (the ovinnik's choice) on its next three d20 rolls. The target can choose to automatically fail the saving throw, but must choose before it knows whether the touch will be beneficial or harmful. The save DC is Charisma-based.
Ovinniks make their homes in granaries and drying houses. These thin, sleek, black-furred humanoids stand only a foot high. Their eyes and features seem catlike, but they bark like dogs to scare away thieves. No one knows why an ovinnik chooses to take up residence in a particular farm's threshing house, and few would call on them willingly. A wise farmer placates resident ovinniks with frequent gifts of warm milk, pancakes, or dead roosters. By tradition, before the new year, farmers and their families go to the granary to learn their fates for the future. The ovinnik touches each of them in turn. If the ovinnik's touch is warm, the person will have good luck; if cold, she will suffer terrible misfortune in the days ahead.