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Tepictotonby Jamie Baty
Hit Dice: 1/2d6+2 (3 hp)
Initiative: +5 (+5 Dex)
Speed: 20 ft. (4 squares), fly 90 ft. (good)
Armour Class: 17 (+2 size, +5 Dex), touch 17, flat-footed 12
Base Attack/Grapple: 0/-10
Attack: Spider Form: Bite +5 melee (1d3 -2 and poison); Scorpion Form: sting +5 melee (1d3 -2 and poison)
Full Attack: Spider Form: Bite +5 melee (1d3 -2 and poison); Scorpion Form: sting +5 melee (1d3 -2 and poison)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: Calm animals, evasion, hide in plain sight, poison, uncanny dodge
Special Qualities: Change shape, flight, low-light vision, Mystaran Faerie traits
Saves: Fort +2, Ref +7, Will +3
Abilities: Str 6, Dex 20, Con 14, Int 14, Wis 13, Cha 13
Skills: Balance +12, Climb +7, Craft +10, Diplomacy +4, Escape Artist +12, Handle Animal +3, Hide +15, Listen +6, Move Silently +8, Sense Motive +4, Spot +6, Tumble +8
Feats: Agile, Dodge(B), Weapon Finesse(B)
Environment: Temperate and Warm plains and forests
Organisation: Solitary, Pair, or Family (2-5)
Challenge Rating: 2
Alignment: Often Chaotic Good
Advancement: by Character Class
Level Adjustment: +3
These tiny Azcan fairies, kin of sprites, pixies and brownies, are usually the benign assistants of farmers. They stand about a foot tall, dress in Azcan fashion, and speak with the oldest idioms of the Azcan language (since the language itself has not changed in 4,000 years, thanks to the Spell of Preservation).
They are sometimes mischievous, however, and may take the shapes of spiders and scorpions to frighten or even do harm.
Tepictotons do not fight with weapons, but will shift into their spider and scorpion forms. Often they attack only long enough to drive off or cause their opponents to fall asleep, after which they will play a prank on their attackers. Only if very seriously threatened, will they fight to kill.
Evasion (Ex): If a tepictoton is exposed to any effect that normally allows it to attempt a Reflex saving throw for half damage, the tepictoton takes no damage with a successful saving throw.
Hide In Plain Sight (Ex): In areas of dim light, tall grass, or heavy undergrowth, a tepictoton can make itself practically invisible. Under these conditions, a brownie can use its Hide skill even while being observed and without having anything to actually hide behind.
Poison (Ex): The poison from the tepictoton's bite causes the victim to fall asleep for 1d4 turns if a fortitude save (DC 14, Con based) is failed. The poison from the tepictoton's sting causes the victim 1d4 Con Damage (primary and secondary) if a fortitude save (DC 14, Con based) is failed.
Uncanny Dodge (Ex): A tepictoton retains its Dexterity bonus to AC even if caught flat-footed or targeted by an unseen foe. However, the tepictoton still loses its Dexterity bonus to AC if paralysed or otherwise immobile.
Change Shape (Su): A tepictoton can as a free action switch into the form of a small-sized spider or small-sized scorpion. In spider form, the tepictoton uses a bite attack, and in scorpion form, a sting attack. Other than applicable size modifiers, the tepictoton's statistics remain the same. A tepictoton cannot use its Invisibility to Mortals ability while in spider or scorpion form.
Flight (Su): A tepictoton can cease or resume flight as a free action. The ability becomes ineffective in an antimagic field, and the tepictoton loses its ability to fly for as long as the antimagic effect persists.
Mystaran Faerie Traits :
Invisibility to Mortals (Sp): All faeries may become invisible to mortals at will as a standard action. This is the same as the invisibility spell except that creatures with second sight can see the subject normally.
Second Sight (Ex): This is the ability common to all faeries and some mortals to be able to recognise a Fey creature's true form even when invisible to mortals, polymorphed or shapechanged.
Immunity to Normal Disease (Ex): Faeries are immune to all normal diseases but may still be affected by magical diseases such as mummy rot.
Immortality (Ex): Faeries do not grow old. Death is merely a change in the cycle of their existence in which they become reborn as another faerie (in 0-999 years time).
Holy Aversion (Ex): Faeries take 1d4 damage from Holy Water (no splash damage) and are made uncomfortable and tend to avoid Holy Symbols, Prayers or the names of the Immortals. Faeries cannot normally cast divine magic but, in the unlikely event that they would look for and find an immortal willing to accept them, they could trade all of the above traits for the opportunity to become a follower of that immortal.
Skills: Tepictotons have a knack for working with their hands, and they gain a +2 racial bonus on all Craft checks. Tepictotons have keen senses and receive a +2 racial bonus on Listen and Spot checks. Tepictotons use their Dexterity scores for Climb checks.