This small, blue-gray humanoid has glowing eyes and huge ears on its round, oversized head.
XP 200 DEFENSE AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size) OFFENSE Speed 30 ft.; minor levitation At will—dancing lights, ghost sound (DC 12), silent image (DC 13) STATISTICS Str 8, Dex 15, Con 12, Int 13, Wis 12, Cha 15 SPECIAL ABILITIES Collateral Damage (Su)Whenever an attack fails to damage a hobkins, whether due to the attack result being too low, a miss chance, or a failure to penetrate DR, the hobkins can redirect the attack to any target that was in range of the original attack (if any). The attack can't be redirected against the original attacker. The attacker rolls a new attack and damage roll against the new target, and is considered to possess the Improved Critical feat for the redirected attack. Hobkins delight in using this ability to force creatures to destroy their own prized possessions. Frightener (Ex)Intimidate is always a class skill for a hobkins, and it never takes a penalty on Intimidate checks due to being smaller than its target. Minor Levitation (Su)Hobkins generally float 1 inch above the ground. A hobkins can levitate up to 20 feet straight up as a move action, but at the end of the movement, unless it's found something to cling to, it returns to 1 inch above the nearest flat surface below. Out of Phase (Su)Hobkins are slightly out of phase with the Material Plane, causing all ranged attacks against them to suffer a 75% miss chance, including spells that require ranged touch attack rolls. Anything that prevents the blink spell also prevents this ability from functioning. |