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Next monster, the kachina. Lawful fey that tries to help the Atruaghin.
Kachina***by Glen Welch
Hit Dice: 3 (S)
Attack: 1 Tomahawk
Damage: 1d4 + alignment change
Number Appearing 1 (0)
Save As: D6
Treasure Type: N
XP Value: 125
Monster Type: Humanoid (Rare)
Kachina are a race of enigmatic fey creatures unique to the land of the Atruaghin. They serve as secret protectors of the clans, assisting them in times of great need. Kachina appear as foot tall children's dolls in the style of the Atruaghin. They cannot speak, but any friendly creature will instantly know what they want. The kachina are especially friendly to children, teaching them how to survive in the harsh lands they live in. It it considered extremely bad luck to harm a kachina.
In combat kachina prefer to hide rather than fight. They have selective invisibility as will, becoming invisible only to those they wish to hide from. Children are immune to this ability, and can always see a kachina even if invisible. Kachina can also detect food and water as will, and can detect water up to 10 feet underground. Kachina a fey creatures and have all the advantages and disadvantages as explained in Tall Tales of the Wee Folk.
Kachina are a common sight in the Eternal Powwow, and are a personal favorite of Chief Hawhaw. They serve as a sort of conscious for the nûñnë'hï, reminding them they are to help the Atruaghin when possible. The kachina do not like the Tiger Clan, but instead of killing them they prefer to use their magical tomahawk to teach them a lesson. Any non-lawful creature hit by a kachina tomahawk must make a saving throw against spells or become Lawful for 24 hours. The creature cannot violate its alignment during this time, though a remove curse spell will end the effect.