Llymha
Medium Fey
Hit Dice: 4d6+12 (26 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 dex, +4 natural)
Base Attack/Grapple: +2/+2
Attack: Unarmed strike +4 melee (1d3) or improvised weapon +4 (varies)
Full Attack: Unarmed strike +4 melee (1d3) or improvised weapon +4 (varies)
Space/Reach: 5 ft./5 ft.
Special Attacks: Hole in the pocket, impoverishing gaze, improvising master, skill tricks, spells
Special Qualities: Damage reduction 5/cold iron and silver, low-light vision, resistance to cold and fire 5, slum gullet, weaknesses
Saves: Fort +4, Ref +6, Will +5
Abilities: Str 10, Dex 15, Con 17, Int 15, Wis 13, Cha 10
Skills: Appraise +7, Climb +9, Escape Artist +13, Hide +9, Knowledge (local) +9, Sense Motive +8, Sleight of Hand +13, Tumble +7
Feats: Combat Expertise, Improved Disarm, Weapon Finesse(B)
Environment: Any urban
Organization: Solitary
Challenge Rating: 4
Treasure: Half-standard items
Alignment: Usually chaotic evil
Advancement: By character class (favored class: rogue)
Level Adjustment: +3
This creature appear vaguely as starved old men or women, their unclothed condition displaying a body of deathly pallor and seemingly wracked with illness. They are completely hairless and possessed of many deep wrinkles in odd places upon the body. They are disturbingly inhuman, especially with their over-large eye sockets as if from advanced malnutrition.
Llymhas are creatures of poverty and misfortune. They can be found squatting in filthy alleyways or perched along gutters, waiting fo victims to come along. In particular they love to prey upon merchants and the nobility, anyone of status and wealth, cursing them with failure and playing many sadistic tricks upon them. In particular they will often torture or kill their loved ones as they possess value to their victim.
Llymhas stand as high as an average human though only weigh around 80 lbs. They speak Sylvan and any native languages of the area.
Combat
Llymhas tend not to wish to join in on combat, instead attempting to relieve passerbys of their valuables and curse them and their previous owner. The exception to this rule is that the family and friends of the rich or influential the llymhas will attempt to kidnap or kill or both.
Hole In the Pocket (Su): As a standard action a llymhas can spread a curse over any object it can lift and handle. This object, if taken by another, has a cumulative 1% chance every day to disapear from its current owner. It wears a hole in a pocket and disapears, or is handled in the sleep and lost, stolen, or in some way removed from the owner without their knowledge.
If the object is gold, silver or a gem, instead of being cursed as above the metals become copper or iron, respectively, and the gem converts into glass.
Impoverishing Gaze (Su): Just meeting a llymhas is great bad luck. Any that meet his gaze within 30 feet must succeed on a DC 16 will save or become forever cursed with misfortune.
The target takes a -4 penalty to all Craft, Perform and Profession checks, as well as all checks dealing with financial matters. For example a diplomacy check to haggle the price of an object would be done at a -4 penalty. This can all be nulled with a Remove Curse, Limited Wish, or similiar spell, though there is a 20% chance the curse moves on to the caster of the spell unless it's the target doing the casting.
Penalties from multiple curses do not stack. The save DC is Charisma-based, with a +4 racial bonus added to the check.
Improvising Master (Ex): A llymhas may use improvised weapons without penalty and gains a +2 circumstance bonus to disarm checks with such weapons.
Skill Tricks: Slipping Past and Tumbling Crawl.
Slum Gullet (Ex): A llymhas is immune to poison and gains a +6 racial bonus on saves against disease.
Spell-like Abilities:
At will - *Detect Wealth, Invisibility, Locate Object; 3/day Crushing Despair (DC 14), Knock. 1/day Freedom of Movement. Caster level 5th. The save DC's are Charisma-based.
* See new spell below.
Skills: A llymhas gains a +4 racial bonus to Climb, Escape Artist and Sleight of Hand checks, and uses their Dexterity modifier for climb checks.
Weaknesses
Extravagant living and signs of wealth are anethma to the llymha. They recoil from strongly presented gold pieces, gem or jewels. These things don’t harm the llymha - they merely keep it at bay. A recoiling llymha must stay at least 5 feet away from a creature holding the gem or gold piece and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a llymha at bay takes a standard action.
As well, a llymha cannot enter an area specifically symbolizing wealth, such as a mansion, merchant guild building or similiar. Churches and temples, unless devoted to a deity of wealth and gain, do not count towards this.
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Detect Wealth
Divination
Level: Brd 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One creature, one object, or a 20-ft. cube
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: Yes
You detect levels of wealth. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of possessions totalling 50 gold pieces or more.
2nd Round: Exact collective value of all objects upon the person.
3rd Round: Percentage of value based on one of the following: Medium of exchange (coins), gems and jewels, weapons, magical items, masterwork items, or any object other object worth more than 10 gp).
4th Round: Exact numbers of each of the above. Example: You would know they have on their person 100 gp worth of coins, a masterwork dagger, and a ruby worth 500 gp.
5th Round: Knowledge of the place in society and subsequent worth of the target themselves and how much they could be ransomed for if anything.