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Spriggan

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Small Fey (Unseelie Court)

Original 
Artwork (c) AME Hit Dice: 4d6+4 (18)/8d6+8 (36)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40’/50’
AC: 15 (+1 size, +3 Dex, +1 natural)/ 13 (-1 size, +3 Dex, +1 natural)
Attacks: Fist+1 melee/Fist+7 melee
Damage: 1d4/1d8+5
Face/Reach: 5 ft. by 5ft./5 ft. (10 ft.)
Special Attacks: Jump
Special Qualities: Enlarge
Saves: Fort +2, Ref +4, Will +4/Fort +3, Ref +5, Will +8
Abilities: Str 10/20, Dex 16, Con 12, Int 14, Wis 10, Cha 6
Skills: Climb +5, Jump +7
Feats: Combat Reflexes, Improved Initiative
Climate/Terrain: The Otherworld, Cult of Arawn strongholds
Organization: Gang (3-18)
Challenge Rating: 3
Treasure: Standard items, standard goods
Alignment: Often chaotic evil
Advancement: 5-8 HD (small)

Spriggans are the kobolds of the Otherworld. They are plentiful, vicious, and dangerous if ignored. When Arawn brought his corrupting force to the land, the Spriggans were one of the first of the Court to emerge from the growing shadows. They are now the most common of Arawn’s minions, and are the ones most likely to answer the summoning ritual of a Cult member.

They have short, green spindly bodies, large bulbous noses and sloping foreheads that give them a dull, unintelligent appearance. They tend to wear ragged, cast-off clothing as they destroy garments at an alarming rate.

Combat

Spriggans are bulleys, and enjoy picking fights as long as their Enlarge ability lasts. When they have exhausted their powers for the day, however, their courage quickly fades and they are likely to flee a fight at the first sign of trouble.

They attack spellcasters first, to reduce the chances of their Enlargement abilities being negated.

Enlarge (Su): A Spriggan may use a move equivalent action to more than double in size. The changes are reflected in the above statistics after the "/". A Spriggan may not remain Enlarged for more than 30 minutes per day, though the time need not be spent consecutively.

This effect may be cancelled with a successful Dispel Magic cast against 4th level, or a Bless spell.

Jump (Ex): A Spriggan makes all jump checks with a +10 competency bonus, and ignores distance limitations for height. If it is 15’ or further away from its target, it may make a leap attack in addition to its regular attack. The Spriggan must make a Jump check DC 18. If the check is successful, it is considered to have leaped the intervening distance and landed on its foe with crippling force. If the attack is successful, the victim must make a Fortitude check, DC 10+damage, or be stunned for 1 round. This attack is made at +2 to hit and +4 to damage, but causes the Spriggan to incur a -4 armor class penalty. After this attack/move action, it may then make its regular attack for the round.