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Kijimuna

At first glance, this creature appears to be a mischievously smiling young child with bright red hair clad only in a grass skirt. A closer look reveals goblinoid ears and a mouth full of pointed teeth.

Kijimuna CR 2

XP 600
CN Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +0

DEFENSE

AC 15, touch 15, flat-footed 11 (+3 Dex, +1 dodge, +1 size)
hp 19 (3d8+6)
Fort +3, Ref +6, Will +1

OFFENSE

Speed 30 ft.
Melee spear +4 (1d6+1/×3)
Ranged net +6 (special)
Special Attacks steal fire

STATISTICS

Str 13, Dex 17, Con 15, Int 12, Wis 10, Cha 14
Base Atk +2; CMB +2; CMD 16
Feats Dodge, Stealthy
Skills Escape Artist +5, Profession (fisherman) +9, Sleight of Hand +5, Stealth +14, Survival +4, Swim +10; Racial Modifiers +4 Profession (fisherman), +4 Swim
Languages Common, Goblin

SPECIAL ABILITIES

Steal Fire (Su)

As a standard action, a kijimuna can call out to a non-magical fire within 30 feet equivalent in size to the flames of a burning torch. Doing so causes the flame to become a light similar to that created by a dancing lights spell, under the control of the kijimuna. An attended object can make a DC 13 Reflex saving throw to avoid this effect.

Unlike a dancing lights spell, a kijimuna's steal fire ability can cause a stolen fire to strike a creature, either ringing the target in light as per the spell faerie fire for 5 minutes, or dealing 2d6 points of fire damage (DC 13 Reflex, half). Both save DCs are Charisma-based. A lantern, candle, torch, or similar item that has its flame stolen cannot be relit by any means for 24 hours.