Hodekin
| Statistic | Value |
|---|---|
| Size/Type | Small Fey |
| Hit Dice | 1d6+1 (4 hp) |
| Initiative | +3 |
| Speed | 20 ft. (4 squares) |
| Armor Class | 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12 |
| Base Attack/Grapple | +0/-4 |
| Attack | Dagger +4 melee (1d3/19–20) or dagger +4 ranged (1d3/19–20) |
| Full Attack | Dagger +4 melee (1d3/19–20) or dagger +4 ranged (1d3/19–20) |
| Space/Reach | 5 ft./5 ft. |
| Special Attacks | Lethargy drug, spell-like abilities |
| Special Qualities | Damage reduction 5/cold iron, animal form, low-light vision, spell resistance 14 |
| Saves | Fort +1, Ref +5, Will +3 |
| Abilities | Str 10, Dex 16, Con 13, Int 12, Wis 13, Cha 12 |
| Skills | Bluff +8, Escape Artist +5, Hide +12, Intimidate +3, Listen +3, Move Silently +8, Sleight of Hand +7, Spot +3. |
| Feats | Weapon Finesse |
| Environment | Temperate hills |
| Organization | Gang (2–4), band (6–11), or tribe (20–80) |
| Challenge Rating | 1 |
| Treasure | Standard |
| Alignment | Always chaotic evil |
| Advancement | 2–3 HD (Small) |
| Level Adjustment | +2 |
Description
These humanoid creatures are less than half the height of a human, with mottled green flesh, unpleasant faces, a pert nose, and the pointed ears of an elf.
These mischievous creatures are descended from brownies that have been corrupted by the hateful beliefs of the Unseelie court. They are physically similar in appearance to brownies, but with a pronounced nose and larger ears. Their flesh has a greenish hue, with dark, mottled marks on the shoulders and along the sides of the chin. They are typically clothed in worn garb, and often have a rustic hat that they pull down tightly on their heads.
Hodekin are sneakily malicious in nature, and have a particular dislike of humans and their close kindred. Goblins are distant relatives of hodekin, from whom a few believe they descended.
Hodekin speak Sylvan and Goblin.
Combat
Hodekin will rely on sneakiness and trickery to place their foes at a disadvantage. The lethargy drug coating their blades is used to weaken opponents for the finishing blow.
Spell-Like Abilities: 1/day―ghost sound, hideous laughter (DC 12), lesser confusion (DC 12), snare. Caster level 7th. The save DCs are Charisma-based.
Lethargy Drug (Ex): An opponent hit by a hodekin's drug-coated dagger must succeed on a DC 13 Fortitude save or become Fatigued. After 1 minute, the subject must succeed on another DC 13 Fortitude save or become Exhausted. A typical hodekin carries 1d4-1 doses of the lethargy drug. Note that the hodekin are immune to this particular mixture.
Animal Form (Su): A hodekin can turn himself into any Tiny or Small animal at will. The possible forms are creatures of type Animal. This ability functions in all other respects to the polymorph spell. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity.
Skills: Hodekin have a +2 racial bonus to Bluff checks.
Advanced Benefits
In addition to the standard changes due to Hit Dice advancement, hodekin also gain the following special benefits.
- Spell resistance equal to creature's HD + 13 (maximum 25).
- 2+ HD ― Add 1/day―cause fear, hide from animals to spell-like abilities.
- 3+ HD ― Add 1/day―hold person, shatter to spell-like abilities.