Phooka

These small hairy creatures resemble a cross between a goblin and a child’s fuzzy play bear. They have wide set glowing golden eyes and long pointed ears like those of a donkey. They have a mouth to match their ears, complete with buck teeth.

Phooka CR 3

XP 800
CN Small fey
Init +3; Senses low-light vision; Perception +12

DEFENSE

AC 17, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 natural, +1 size)
hp 22 (5d6+5)
Fort +2, Ref +7, Will +6
DR 5/cold iron; SR 14

OFFENSE

Speed 30 ft.
Melee dagger +6 (1d3)
Spell-like Abilities (CL 5th)

3/daydancing lights, ghost sound (DC 14), prestidigitation

STATISTICS

Str 10, Dex 17, Con 12, Int 13, Wis 15, Cha 18
Base Atk +2; CMB +1; CMD 15
Feats Alertness, Dodge, Weapon Finesse
Skills Acrobatics +11, Bluff +12, Craft (any) +9, Escape Artist +11, Heal +4, Knowledge (nature) +6, Perception +12, Sense Motive +8, Stealth +16; Racial Modifiers +4 Stealth
Languages Common, Sylvan
SQ one with nature, change shape (mountain lion or wolf, beast form I [Ed. – should be beast shape I]), tree stride

SPECIAL ABILITIES

One with Nature (Su)

When a phooka is slain through violence, all plants within a 100-foot radius of where it fell die and no new ones grow naturally in that area for 1 year.

Tree Stride (Su)

As a free action, a phooka can enter a tree and move from it to another tree with 50 feet as if by a tree stride spell. A phooka can remain inside a tree as long as it wishes. This ability otherwise resembles the spell of the same name.

ECOLOGY

Environment temperate forests
Organization solitary or gang (2-5)
Treasure standard (dagger, other treasure)

Phookas are tricksters and jokesters. They revel in playing tricks on unwary travelers, leading them on merry chases or getting them lost deep in the forest. They are not necessarily malicious, however some phooka do lean towards evil and murder.

A phooka’s trickery may include turning itself into an enchanted pony and offer a stranger a ride, only to lead it through brambles and thorns at top speed, or to lead travelers to enchanted springs that cause them to fall into deep slumber and strip them of all their belongings and clothes, then leave behind clues as to where their possessions are hidden.

Phooka are deeply attuned to nature and animals and have a bond with their natural surroundings. If slain all plant matter within one square mile of the phooka withers and dies.

A phooka stands about 3 feet.

Section 15: Copyright Notice

Phooka from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

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