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BUCKAWN |
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Small Fey |
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Hit Dice: 1d6 (3 hp) |
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Initiative: +8 (+4 Dex, +4 Improved Initiative) |
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Speed: 20 ft |
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AC: 17 (+1 size, +4 Dex, +2 natural) |
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Attacks: Dagger +0 melee; or dart +4 ranged |
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Damage: Dagger 1d4; or dart 1d4 |
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Face/Reach: 5 ft by 5 ft/5 ft |
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Special Attacks: Spell-like abilities, poison use |
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Special Qualities: SR 12, scent, low-light vision |
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Saves: Fort +0, Ref +6, Will +3 |
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Abilities: Str 11, Dex 18, Con 11, Int 12, Wis 13, Cha 16 |
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Skills: Bluff +7,Escape Artist +8, Hide +14, Jump +4, Listen +7, Move Silently +10, Search +5, Sense Motive +5, Spot +7 |
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Feats: Alertness, Improved Initiative |
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Climate/Terrain: Temperate forests |
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Organization: Gang (2-4), band (6-11), or
tribe (12-20) |
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Treasure: No coins; no goods; 50% items |
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Alignment: Always neutral |
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Advancement: 2-3 HD (Small) |
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Buckawn are relatives of the brownie (q.v.). They are less friendly and far trickier than their distant cousins. Buckawn shun contact with most other races, including other fey creatures. |
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Buckawn stand about 2 feet tall and have dark skin and hair. Their eyes are green or brown. They tend to dress in russets and greens. |
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Buckawn speak Common and Sylvan. |
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COMBAT |
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Buckawn favor daggers and darts in combat. They readily use poisoned blades when confronted with a tough opponent or one they don’t particularly care for. |
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Spell-Like Abilities: At will—change self, dancing lights, entangle, invisibility (self only), pass without trace, and summon swarm. These abilities are as the spells cast by a 6th-level sorcerer (save DC 13 + spell level). |
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Poison Use: Buckawn never risk accidentally poisoning themselves when applying poison to a blade. They favor deathblade poison. |
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Skills: Buckawns receive a +2 racial bonus to Hide, Listen, Move Silently, and Spot checks. |
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The Buckawn first appeared in the 1e MM (Gary Gygax, 1983). |