Crueltide Elf

Crueltide Elf CR 1

XP 400
CE Small humanoid (goblinoid)
Init +1; Senses Perception -1


AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 9 (2d8)
Fort +0, Ref +4, Will -1


Speed 30 ft.
Melee fire poker +3 (1d6 – 2)
Special Attacks crueltide contraption (Crueltide elves carry a small pouch that contains 1d2 crueltide contraptions (see chart))


Str 6, Dex 12, Con 10, Int 12, Wis 8, Cha 10
Base Atk +1; CMB -2; CMD 8
Feats Weapon Finesse, Catch Off-Guard
Skills Craft (contraptions) +6, Stealth +6, Climb +3
Languages Common, Goblin


These strange goblinoid beasts have been corrupted by the influences of Orcus and the dark forces of winter. They have wicked, inhuman grins filled with needlelike teeth, sallow orange skin, and unusually pointed ears. They wield weapons of crudely crafted iron that leave jagged and painful wounds and laugh and cackle as they fight. They wear ridiculous red-and-green motley and often accentuate their outfits with curled-toe shoes. Many wear bells atop their pointed caps.

Despite their name, crueltide elves are not true elves. They simply call themselves such for their own twisted enjoyment. They are instead a strange sub-race of goblins, though they are quite skilled at mechanical engineering —especially when it comes to designing deadly toys. Each crueltide elf carries a bag containing several crueltide contraptions — wicked and deadly toys — that they gleefully use in battle. The table below lists various crueltide contraptions, but you are free to invent more for the wicked little goblins to use.

d12 Contraption
1 Easy Burn Oven: This small metal box generates enormous heat when cooking cakes no larger than a gold piece. One round after being activated, the Easy Burn Oven flies open in a gout of fire and fills a 20 foot area around it with thick, vision-obstructing smoke. Ranged attacks in this area suffer a –4 penalty, and all spellcasting attempts in the thick smoke have a 20% chance of failure as everyone in the smoke coughs and sputters. The smoke disperses after 1d4 rounds. This can only be activated again once the smoke has dispersed.
2 Mini-Rocket Cart: These tiny metal and wooden carts carry a small but deadly payload of oil and fire. They have a wind-up key on the side. After being wound up (which takes one full round), the Mini-Rocket Cart travels 30ft forward in whatever direction it has been pointed and explodes, doing 1d8 points of damage to anyone within 10ft of the blast (DC 12 Reflex save for half damage).
3 Rider Red’s Bee-Bee Crossbow: A child-sized hand crossbow with a strange collection of gears, flywheels, and pullies, this small weapon fires a projectile at dangerous velocity. It fires standard crossbow bolts but inflicts 1d12 points of damage with a range of 20ft. However, it is notoriously inaccurate, and all attacks made with the Rider Red’s Bee-Bee Crossbow are done at a –4 penalty. If the attacker rolls a natural 1 on their attack, the bolt ricochets and hits the operator in the eye, causing the eye to be lost until regeneration can be applied. The crossbow typically comes with five bolts.
4 Snow-Wrapped Caltrop: These are simply large snowballs with nasty, rusted caltrops at their center. They can be thrown up to 30ft and still remain effective. They inflict 1d4 + 1 points of damage upon a successful attack. After the fist-sized caltrop is removed, the ensuing wound bleeds for another 1d2 points of damage.
5 Wind-up Toy Soldier: This tiny tin militia man has a large wind-up key that requires one full round to crank. On the following round, the soldier marches forward 10 feet and opens fire with its adorable but deadly crossbow on the nearest target. It can fire once each round at +2 to hit for 1d6 damage for three rounds before it runs out of ammunition and falls dormant. The soldier’s ammunition reloads in one day when it can be wound up and used again.
6 Wendy Wetsie Doll: This creepy, glass-eyed porcelain doll whines loudly for one round after a small button on her back is pressed. On the following round, she falls silent and an impossibly large pool of slick, stinking yellow liquid spews forth from the doll, making a 20ft area around Wendy Wetsie extraordinarily slick and difficult to traverse. Anyone attempting to cross the soiled area must make a DC 12 Reflex saving throw or fall prone. Those moving at half speed suffer no penalty, while characters moving at regular speed or running suffer a –2 or –4 penalty, respectively.
7 Cracker-Jax: This toy consists of a ball and 2d4 caltrops. The small red rubber ball has two stark-white stars painted on the sides and is packed with explosive powder and metal shards. A small fuse sticks out of the ball. The Crueltide elf lights the fuse and bounces the ball at a point of its choosing up to 20 feet away. The ball explodes and all creatures within 10 feet of the point must make a DC 15 Reflex saving throw, taking 1d8 force damage on a failure or half as much on a success. The caltrops are dropped on the floor to protect the elf; any creature that ends its turn within five feet of the elf must make a DC 10 Reflex saving throw to avoid the caltrops. On a failed save, the creature takes 1d4 piercing damage.
8 Dolly Doo-Whip: This cute doll has long sweeping hair. The Crueltide elf grabs the doll and begins to swing her around vigorously. With each swing, the doll’s hair gets longer, longer, and longer. One round after drawing the doll, the doll’s hair turns into a 15-foot-long whip with barbs on the end. With a successful melee attack, the hair-whip inflicts 1d6 + 1 piercing damage.
9 Rolling Blades: These are a pair of deadly wheeled shoes covered in razor-sharp blades. The Crueltide elf may don the skates with a swift action. The first time the elf moves within five feet of a creature on the elf’s turn while wearing these skates, the creature must succeed on a DC 14 Reflex saving throw or take 1d4 slashing damage. The elf is immune to opportunity attacks while wearing these skates.
10 Stick Horse: This toy is a three-foot-long stick with a jet-black horse head on one end. The toy horse head is that of a nightmare, with bright red eyes and a mane. Up to three times per day, the elf can quickly double-tap the stick on the floor to cause the nightmare stick horse to shoot fire from its eyes. The elf makes a ranged touch attack against a target within 20 feet. The fire inflicts 1d6 fire damage on a hit.
11 Tribal Drum: This musical instrument stands two feet tall and has a 10-inch-diameter drumhead. The elf tucks the drum under one arm and begins striking it with the other hand. The drum produces a sound that is hypnotic to all non-evil creatures. Creatures who hear the enchanted music must succeed on a DC 14 Will saving throw or be affected as if by a charm person spell.
12 Voodoo Dolly: This soft cloth dolly has nondescript features and a clay head. If the Crueltide elf makes a successful melee attack against an injured foe, the dolly soaks up some of the foe’s blood. The dolly’s clay head then transforms into the likeness of the foe whose blood it absorbed, cementing the bond between the voodoo dolly and the target. Three times per day, the Crueltide elf can stab the voodoo dolly with a needle to inflict 1d6 piercing damage to the bonded victim. The elf can instead hold the voodoo dolly over an open flame to immediately inflict 4d6 fire damage to the bonded target but this destroys the dolly.
Section 15: Copyright Notice

Orcus on 34th Level © 2020, Frog God Games; Author: Jon Hook; Pathfinder Conversion: Michael “Mars” Russell.

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