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Ovinnik

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Covered in sleek black fur, this vaguely feline humanoid holds flickering flames in its clawed hand.

Ovinnik CR 2

XP 600
CN Tiny fey
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +9

DEFENSE

AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 22 (4d6+8)
Fort +3, Ref +7, Will +6
DR 2/cold iron; Resist fire 5

OFFENSE

Speed 30 ft., climb 20 ft.
Melee 2 claws +7 (1d3+1)
Special Attacks luck touch, sneak attack +1d6
Spell-Like Abilities (CL 4th; concentration +7)

At willdaze (DC 13), produce flame
1/monthdivination

STATISTICS

Str 12, Dex 17, Con 15, Int 9, Wis 14, Cha 16
Base Atk +2; CMB +3; CMD 14
Feats Go Unnoticed, Weapon Finesse
Skills Acrobatics +8, Climb +11, Escape Artist +10, Intimidate +5, Knowledge (local) +4, Knowledge (nature) +4, Perception +9, Stealth +18
Languages Common, Sylvan
SQ compression

SPECIAL ABILITIES

Luck Touch (Su)

With a claw attack or touch attack, an ovinnik can alter a creature's luck. If the target fails a DC 14 Will save, it either gains a +4 bonus or takes a –4 penalty (the ovinnik's choice) on its next three d20 rolls. The target can choose to automatically fail the saving throw, but must choose before it knows whether the touch will be beneficial or harmful. The save DC is Charisma-based.