Wekvur

Wekvur                                                                          CR 2

XP 6

LG Diminutive Fey (Kami)

Init +4; Senses Low-Light Vision, Darkvision 60ft; Perception +7

DEFENSE
AC 18, touch 18, flat-footed 14 (+4 size, +4 Dex)

hp 5 (3d6-6)

Fort -1, Ref +7, Will +4; +4 vs. disease

Immunities Bleed, Mind-Affecting, Petrification, Polymorph, Sonic Resist Acid 10, Electricity 10, Fire 10

Weaknesses Light Aversion

OFFENSE
Speed 10 ft.

Melee unarmed +3 (1d1-2)

Ranged light crossbow (ranged) +9 (1d3-2/19-20,x2 plus 1d1 bleed)

Space 2-1/2 ft.; Reach 2-1/2 ft.

Special Attacks Bleed (1d1)

STATISTICS
Str 6, Dex 18, Con 6, Int 10, Wis 12, Cha 15

Base Atk +1; CMB -5; CMD 9

Feats Cleave, Power Attack

Skills: Craft (Varies) +6, Diplomacy +8, Knowledge (religion) +3, Perception +7, Sense Motive +7, Stealth +10

Languages Common, Telepathy 100ft, Plantspeech

SQ Fey Traits, Merge With Ward, Ward, Does not Breathe, Does not Eat, Does not Sleep, Pass Without Trace, Change Shape, Verdant Burst

SPECIAL ABILITIES
Bleed (Ex)

When a Wekvur hits a target with its light crossbow attack(s), it causes wounds that continue to bleed, dealing 1d1 damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing.

Light Aversion (Ex)

A Wekvur becomes sickened in bright light. The penalties from this condition are doubled when the Wekvur is in natural sunlight.

Fey Traits

A fey is a creature with supernatural abilities and connections to nature or to some other force or place. Fey are usually human-shaped.

-Low-light vision.

-Fey breathe, eat, and sleep.

Ward (Su)

A Wekvur has a specific ward-a creature with a 2 or lower intelligence (usually an animal or vermin), a plant (not a plant creature), an object, or a location. Several of a Kami's abilities function only when it is either merged with its ward or within 120 feet of it (such as its fast healing). If a kami's ward is portable and travels with the kami to another plane, the kami does not gain the extraplanar subtype on that othe rplane as long as its ward remains within 120 feet. If a ward is destroyed while a kami is merged with it, the kami dies (no save). If a ward is destroyed while a kami is not merged with it, the kami loses its merge with ward ability and its fast healing, and becomes permanently sickened.

Pass Without Trace (Su)

A Wekvur is constantly effected by a 'Pass Without Trace' spell, with a caster level of 6.

Change Shape (Su)

A Wekvur has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as up to a level 0 polymorph spell (the type of which matches the form it can change into), but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely.

Plantspeech (Ex)

A Wekvur can communicate with plants as through a 'Speak with Plants' spell (of caster level 3) constantly.

Verdant Burst (Su)

When slain, a Wekvur explodes into a burst of fertile energies. All plant creatures within 30 feet of a slain Wekvur heal 1d8+3 points of damage, and plant life of the same type as the Wekvur quickly infests the area. If the terrain can support this type of plant, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant lif ediminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour.

ECOLOGY
Environment: Warm Plains

Organization: Pair (2)

Treasure: Standard

The Wekvur has firey violet skin with long, shaggy hair. Wekvur will frequently trade with crops, so they are usually tricked by livestock.