Pecca

Pech.jpg

Name: Pecca
Size/Type: Small Trollr
Hit Dice: 4d6+8 [4d6+20] (22 [34] hp)
Wound: 6 [9]
Initiative: +2
Speed: 25 feet (5 hexes)
Armor Class: 19 (+1 size, +2 Dex, +6 natural armor), touch 13, flat-footed 17
BAB/Grapple: +3/+1 [+8]
Attack: Slam +2 [+9] melee (1d6-2) [1d6+7]
Full Attack: 2 slams +0/+0 [+7/+7]
Space/Reach: 1 hex wide/1 hex
Special Attacks: Mold Earth
Special Qualities: Cavern Vision, One with the Earth, Spirit Sense, Sunlight Vulnerability
Saves: Fort +6 [+9], Ref +3, Will +4
Abilities: Str 7 [20], Dex 15, Con 14 [20], Int 12, Wis 11, Cha 16
Skills: Climb -2 [+5], Concentration +9 [+12], Disguise +10, Endurance +9 [+12], Hide +10, Jump -2 [+5], Listen +8, Search +8, Sleight of Hand +10, Spot +8, Swim -2 [+5]
Proficiencies: Expert Laborer, Master Geography, Master Sagas, Expert Nature, Expert Lower Worlds
Feats: Improved Grapple, Multiattack
Challenge Rating: 3
Salvage: 36 sp Curiosities

Known as the pech to the Gaels in whose lands it can most commonly be found in Midgard, the pecca is a mischievous troll strongly linked to the earth. Its greenish-brown skin has the consistency and appearance of mud, and it has earth and stone where their internal organs would be. More importantly, a pecca draws power from the earth and when in contact with ground they have unbelievable strength, so while most of the time they are more playful than malicious an angered pecca packs quite a punch.

Peccas speak their own language, and those who travel to or live in Midgard usually learn to understand if not speak a mortal language.

Combat
Peccas are loath to leave contact with the ground, even if doing so would grant a great tactical advantage, as doing so nullifies their major strength and leaves them feeling unbearably powerless. They will do so, however, if forced to by a more powerful troll or if baited into it somehow. Otherwise, they are quite straightforward in combat, bashing enemies with their heavy fists or crushing them with a stonelike grip.

Cavern Vision: Peccas have darkvision with no maximum range, and can see through magical darkness if the darkness effect’s caster level is no higher than than half their hit dice. However, while in direct or indirect sunlight they take a -5 penalty on all rolls involving vision.

Mold Earth (Sp): A pecca can use move earth, stone shape, transmute mud to rock, and transmute rock to mud twice per day each at a caster level equal to its hit dice, as long as neither the pecca nor any targeted earth or stone is currently exposed to direct or indirect sunlight. This ability also allows a pecca to ignore the hardness and damage reduction of objects and creatures made of any sort of earth or stone with its slam attacks, again as long as neither the pecca nor its target is exposed to sunlight.

One with the Earth: While touching soil, mud, stone, or any other form of earth, whether worked or unworked, a pecca’s Strength and Constitution scores are increased to their maximum natural value (18 + 1 per 2 hit dice, or 20 for the standard pecca). Adjusted combat statistics for these increased scores are given in brackets in the entry above; being taken out of contact with the earth will lower a pecca’s hit points correspondingly, but cannot reduce them below 1.

Spirit Sense (Su): Peccas are aware of the presence of all other spirits within 10 feet per hit die, sensing their type, exact location, and general emotional state. Detected creatures can attempt to mentally “hide” from this sense by making Bluff checks against the pecca’s Sense Motive in the same way one would make Hide checks against an observer’s Spot check to hide physically, with living creatures and foliage counting as concealment against this sense.

Sunlight Vulnerability: While in indirect sunlight, a pecca’s skin melts somewhat like the mud that it resembles, reducing its natural armor from medium to light and thereby imposing a -3 penalty to its normal and flat-footed AC as well as preventing it from running or charging. If exposed to direct sunlight, its mud-like skin dries out and becomes brittle, removing its natural armor entirely (for a total -6 penalty to normal and flat-footed AC), halving its speed, causing any critical hits against it to be automatically confirmed, and rendering it flat-footed at all times.

Salvage
Consumables: Pecca “meat” is entirely inedible, as it is not flesh.

Curiosities: If slain while not in direct sunlight, the bits of metal ore, stone shards, and gem chips that make up a pecca’s internal “organs” can be harvested and used to reinforce larger constructions of earth or stone or used to enchant items related to protection, strength, or stone.

Pecca

Saga of the Northlands PsychicTheurge