Buckawn Gang Leader

APPEARANCE

This diminutive warrior has nut-brown skin and suspicious eyes. He grips a slim blade and adopts a cautious pose in rustic garb, clearly ready to face any danger.

Buckawn Gang Leader CR 5

XP 1,600
Buckawn ranger (guide) 4
NE Small fey
Init +6 (+8 in forests); Senses low-light vision; Perception +14 (+16 in forests)

DEFENSE

AC 20, touch 18, flat-footed 13 (+6 Dex, +1 dodge, +2 natural, +1 size)
hp 50 (7 HD; 3d6+4d10+18)
Fort +7, Ref +13, Will +6
DR 5/cold iron; SR 13

OFFENSE

Speed 30 ft.
Melee mwk dagger +13 (1d3+1/19–20 plus poison)
Ranged mwk composite shortbow +14 (1d4+1/×3 plus poison)
Special Attacks poison, ranger’s focus +2
Spell-Like Abilities (CL 3rd; concentration +5)

Ranger Spells Prepared (CL 1st; concentration +3)

TACTICS

Before Combat The gang leader has applied doses of poison to his dagger and to three arrows.

During Combat The gang leader dismounts and hangs back, peppering the PCs with poisoned arrows. He uses his ranger’s focus and Deadly Aim feat on a dangerous looking PC and uses entangle to slow down strong melee attackers. He uses his insect plague ability on a foe already immobilized by an entangle spell.

Morale With his elusive prey finally in his sights, the gang leader fight to the death.

STATISTICS

Str 12, Dex 22, Con 15, Int 10, Wis 15, Cha 14
Base Atk +5; CMB +5; CMD 22
Feats Deadly Aim, Dodge, Endurance, Rapid Shot, Weapon Finesse, Weapon Focus (shortbow)
Skills Craft (alchemy) +8 (+10 to make poison), Escape Artist +16, Knowledge (nature) +10, Perception +14 (+16 in forests), Ride +11, Stealth +20 (+22 in forests), Survival +12 (+14 in forests); Racial Modifiers +2 Craft (alchemy) when making poison, +2 Perception
Languages Common, Sylvan
SQ poison use, favored terrain (forest +2), terrain bond, track +2, wild empathy +6
Gear potions of cure moderate wounds (2), moonseed berry poison (5 doses), masterwork dagger, masterwork composite shortbow with 30 arrows, military saddle

SPECIAL ABILITIES

Poison (Ex)

Moonseed berries—ingested or injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d2 Con; cure 1 save.

ABOUT

Buckawns are somehow related to brownies, but they are nowhere near as kind-hearted and playful. Buckawns are extremely reclusive and rarely have dealings with outside races. Trade of any kind between a buckawn tribe and another race is virtually unheard of. Characters who journey into a buckawn’s realm are usually left alone, providing they themselves leave the buckawn’s realm alone. Trespassers, evil-doers, and those that disturb the natural beauty of a buckawn domain are dealt with quickly–and permanently if necessary. Buckawns favor daggers and darts in combat. They readily use poisoned blades when confronted with a tough opponent, when outnumbered, or when battling opponents for whom they have great disdain. A buckawn stands about 2 feet tall and weighs about 30 pounds.

Section 15: Copyright Notice

Faerie Bestiary (PF1) © 2023, Legendary Games; Authors Jason Nelson, Mike D. Welham, Matt Goodall, Victoria Jaczko, Alistair J. Rigg, Greg A. Vaughan, Tom Phillips

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