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Mythu'nn Folk

by Jamie Baty

SCMC
Diminutive Fey
Hit Dice: 1/2d6+1 (2 hp)
Initiative: +7 (+7 Dex)
Speed: 20 ft. (4 squares)
Armour Class: 21 (+4 size, +7 Dex), touch 21, flat-footed 14
Base Attack/Grapple: 0/-15
Attack: Diminutive short bow +11 ranged (1d2 -3)
Full Attack: Diminutive short bow +11 ranged (1d2) or diminutive spear +1 melee (1d2 -3)
Space/Reach: 1 ft. /0 ft.
Special Attacks: ---
Special Qualities: Burst run, good luck charm, invisibility, low-light vision, spell-like abilities
Saves: Fort +1, Ref +9, Will +4
Abilities: Str 4, Dex 25, Con 13, Int 10, Wis 15, Cha 18
Skills: Balance +9, Climb +1, Hide +21, Knowledge (local) +4, Knowledge (nature) +2, Listen +8, Move Silently +9, Search +2, Spot +8, Survival +4, Tumble +9
Feats: Alertness (B), Weapon Finesse
Environment: Cold Mountains
Organisation: Solitary, Pair, Patrol (5-20), or Village (60+)
Challenge Rating: 1/4
Treasure: Half Standard
Alignment: Usually neutral good
Advancement: by character class
Level Adjustment: -

Mythu'nn folk look like cute, shaggy teddy bears, roughly the size of a human hand. They have big, deep-brown eyes and white, brown, or black fur. They are ice-dwellers who live high in the mountains surrounding the ee'aar kingdom on the Arm of the Immortals.
Most mythu'nn are extremely curious, wanting to see everything and the sooner the better. Mythu'nn sometimes even accompany adventurers of good alignment for brief periods of time. Such adventurous mythu'nn quickly learn the language of their "Big Folk" friends so that they can communicate. Ee'aar travellers often carry mythu'nn for good luck.
Mythu'nn are sociable and dwell in icy caves high on the mountain-tops. Their wondrous villages are carved and shaped from the ice miniature fairy-villages, sparkling like cut diamond in the light. Mythu'nn protect their villages with patrols, each carrying a horn to sound an alert if necessary. A village can contain several hundred mythu'nn.
Tyminids prey upon mythu'nn, pursuing the tiny folk relentlessly. Mythu'nn folk sometime hide in aeldar webs to elude these predators.
Mythu'nn live fast about ten times as fast as most humanoids. A one year sojourn to see the world with a "Big Folk" friend seems like a decade to one of the adventurous mythu'nn. They live eight to ten years, although to them it seems like 80 to 100 years.
Mythu'nn mate for life; if one partner dies, the other partner then sickens and dies. A mated pair of mythu'nn will have three to five offspring during their fertile years. Twins are fairly common.
Mythu'nn folk have a completely different name for themselves, but no outsider can pronounce it. They have their own language, but their voices are too high pitched and fast for humanoid hearing. Some mythu'nn speak the ee'aar dialect, which they must speak very slowly. Any man-sized or larger humanoid must make a successful Listen check (DC12) to understand the speech of the mythu'nn.

Combat
Most mythu'nn avoid combat if at all possible, using their ability to become invisible or cast dimension door at will. If hard pressed, they fight with tiny spears and bows.

Burst Run (Ex): Once every hour, a mythu'nn can move ten times its normal speed (200 feet). It may maintain this speed for 1d4 + Con modifier rounds.

Good Luck Charm (Su): If a mythu'nn is in contact with a creature, that creature may reroll a failed saving throw or skill check. This reroll may be used once per day per creature.

Invisibility (Su): A mythu'nn can become invisible, as per the spell, at will. The invisibility lasts until dropped by the mythu'nn or the mythu'nn attacks another creature.

Spell-like Abilities (Sp): At will: dimension door. CL 8th.

The Red Curse
Few mythu'nn inhabit cursed lands; those who venture there never acquire Legacies or need cinnabryl.

Mythu'nn Folk as Characters
A mythu'nn's favoured class is expert. Mythu'nn rangers and rogues are not unknown, but more martial classes are few in number. Mythu'nn spellcasters tend to be druids or clerics, although some learn arcane magic from the Ee'aar. Mythu'nn clerics may select two of the following domains: Good, Luck, and Protection.