Shade
Monster Junkie
Hurgeon
http://www.enworld.org/forum/general-monster-talk/258154-converting-monsters-dragon-magazine-66.html
Hurgeon
Tiny Fey
Hit Dice: 1d6+1 (4 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 14
Base Attack/Grapple: +0/–11
Attack: Dagger +4 melee (1d2–3/19–20) or +1 sling of speed +5 ranged (1d2–2)
Full Attack: Dagger +4 melee (1d2–3/19–20) or +1 sling of speed +5/+5 ranged (1d2–2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Hurgeon sling, spell-like abilities
Special Qualities: Damage reduction 5/cold iron, low-light vision, spell resistance 12, wild empathy
Saves: Fort +3, Ref +4, Will +4
Abilities: Str 5, Dex 14, Con 13, Int 12, Wis 15, Cha 14
Skills: Handle Animal +6, Hide +16, Knowledge (nature) +5, Listen +6, Move Silently +6, Spot +6, Survival +6
Feats: Great Fortitude, Weapon Finesse (B)
Environment: Temperate forests
Organization: Gang (2–4), band (6–11), or array (8–32 plus 2-10 noncombatant young)
Challenge Rating: 1
Treasure: 50% coins, no goods, standard items
Alignment: Always neutral good
Advancement: 2–3 HD (Tiny)
Level Adjustment: +3
This tiny creature resembles a hedgehog, but it is bipedal, and its forearms end in humanoid hands. Its fur is dark brown, while its eyes are a brighter brown.
Hurgeons are friendly, herbivorous fey found in deep woodlands. They make their burrows in the soil beneath the largest trees, crafting elaborate underground dwellings with numerous rooms branching off from the main tunnel. The burrow entrances are so skillfully camouflaged with flowers and leaves, and are often glamered with hallucinatory terrain.
Hurgeons gather local nuts, fruits, and berries, and several types of edible roots for their meals. Hurgeons befriend local woodland creatures and make arrangements for mutual assistance with them in times of need. Hurgeons also associate with sylvan elves and druids, who love and respect the “hedgehog folk”.
Hurgeons occasionally assist travelers who have become lost in the woods. Some travelers have witnessed hurgeons performing a springtime dancing ritual in woodland clearings, forming circular paths that are called “fairie rings”.
A hurgeon stands 1 foot tall and weighs 5 to 7 pounds. Males and females are nearly identical in appearance. Hurgeons often fashion work aprons and belts from leaves or softened bark.
Hurgeons speak Sylvan, Elven, and Common.
COMBAT
Hurgeons avoid conflict, but if forced to defend themselves, the hedgehog folk employ daggers and magical slings, as well as their spell-like abilities. They may also call upon befriended animals for assistance.
Hurgeon Sling: Hurgeons usually carry special enchanted slings. A hurgeon sling functions as a +1 sling of speed in the hands of a hurgeon, but has no special properties when wielded by a non-hurgeon.
Locate Animals and Plants (Sp): Three times per day, a hurgeon can locate a creature of a specific kind (e.g. a wolf) or an individual creature known to it. This works like the locate creature spell, except it can only locate creatures of the animal and plant types. This spell-like ability can also locate mundane plants as per the locate object spell. This is the equivalent of a 4th-level spell (caster level 6th).
Spell-Like Abilities: At will—faerie fire, hide from animals (DC 13), pass without trace, speak with animals; 1/day—entangle (DC 13), hallucinatory terrain (caster level 12th). Caster level 6th. The save DCs are Charisma-based.
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the hurgeon has a +6 racial bonus on the check.
Originally appeared in Dragon Magazine #94 (1985).
http://www.enworld.org/forum/general-monster-talk/258154-converting-monsters-dragon-magazine-66.html
Hurgeon
Tiny Fey
Hit Dice: 1d6+1 (4 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 14
Base Attack/Grapple: +0/–11
Attack: Dagger +4 melee (1d2–3/19–20) or +1 sling of speed +5 ranged (1d2–2)
Full Attack: Dagger +4 melee (1d2–3/19–20) or +1 sling of speed +5/+5 ranged (1d2–2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Hurgeon sling, spell-like abilities
Special Qualities: Damage reduction 5/cold iron, low-light vision, spell resistance 12, wild empathy
Saves: Fort +3, Ref +4, Will +4
Abilities: Str 5, Dex 14, Con 13, Int 12, Wis 15, Cha 14
Skills: Handle Animal +6, Hide +16, Knowledge (nature) +5, Listen +6, Move Silently +6, Spot +6, Survival +6
Feats: Great Fortitude, Weapon Finesse (B)
Environment: Temperate forests
Organization: Gang (2–4), band (6–11), or array (8–32 plus 2-10 noncombatant young)
Challenge Rating: 1
Treasure: 50% coins, no goods, standard items
Alignment: Always neutral good
Advancement: 2–3 HD (Tiny)
Level Adjustment: +3
This tiny creature resembles a hedgehog, but it is bipedal, and its forearms end in humanoid hands. Its fur is dark brown, while its eyes are a brighter brown.
Hurgeons are friendly, herbivorous fey found in deep woodlands. They make their burrows in the soil beneath the largest trees, crafting elaborate underground dwellings with numerous rooms branching off from the main tunnel. The burrow entrances are so skillfully camouflaged with flowers and leaves, and are often glamered with hallucinatory terrain.
Hurgeons gather local nuts, fruits, and berries, and several types of edible roots for their meals. Hurgeons befriend local woodland creatures and make arrangements for mutual assistance with them in times of need. Hurgeons also associate with sylvan elves and druids, who love and respect the “hedgehog folk”.
Hurgeons occasionally assist travelers who have become lost in the woods. Some travelers have witnessed hurgeons performing a springtime dancing ritual in woodland clearings, forming circular paths that are called “fairie rings”.
A hurgeon stands 1 foot tall and weighs 5 to 7 pounds. Males and females are nearly identical in appearance. Hurgeons often fashion work aprons and belts from leaves or softened bark.
Hurgeons speak Sylvan, Elven, and Common.
COMBAT
Hurgeons avoid conflict, but if forced to defend themselves, the hedgehog folk employ daggers and magical slings, as well as their spell-like abilities. They may also call upon befriended animals for assistance.
Hurgeon Sling: Hurgeons usually carry special enchanted slings. A hurgeon sling functions as a +1 sling of speed in the hands of a hurgeon, but has no special properties when wielded by a non-hurgeon.
Locate Animals and Plants (Sp): Three times per day, a hurgeon can locate a creature of a specific kind (e.g. a wolf) or an individual creature known to it. This works like the locate creature spell, except it can only locate creatures of the animal and plant types. This spell-like ability can also locate mundane plants as per the locate object spell. This is the equivalent of a 4th-level spell (caster level 6th).
Spell-Like Abilities: At will—faerie fire, hide from animals (DC 13), pass without trace, speak with animals; 1/day—entangle (DC 13), hallucinatory terrain (caster level 12th). Caster level 6th. The save DCs are Charisma-based.
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the hurgeon has a +6 racial bonus on the check.
Originally appeared in Dragon Magazine #94 (1985).
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