Skittermander Whelp

CR 1/3

XP 135

N Diminutive humanoid (skittermander)

Init +3; Senses low-light vision; Perception +7


HP 6

EAC 10; KAC 11

Fort +0; Ref +4; Will +0


Speed 30 ft., climb 20 ft.

Melee bite +2 (1d4–2 P plus attach)

Space 1 ft.; Reach 0 ft. (5 ft. with bite)


Str -2; Dex +3; Con +0; Int -2; Wis +1; Cha +0

Skills Acrobatics +7, Athletics +3 (+11 when climbing), Stealth +7


Environment any

Organization solitary or nest (5–24)

Special Abilities

Attach (Ex) A skittermander whelp that hits with a bite attack automatically initiates a special combat maneuver against its target (this does not take an action) with a +4 racial bonus. If successful, the skittermander whelp moves into the target’s space without provoking an attack of opportunity and attaches to the target. The whelp gains partial cover, (though not against attacks made by the target) as well as a +2 circumstance bonus to melee attacks and damage rolls, but it can attack only the creature to which it is attached. The target (or an ally adjacent to the target) can remove an attached skittermander whelp with a successful DC 10 Strength check as a move action.


CR 2
Truchar - Skittermander Iconic

XP 600

Skittermander envoy

CN Small humanoid (skittermander)

Init +2; Senses low-light vision; Perception +7


HP 23

EAC 14; KAC 15

Fort +1; Ref +3; Will +5


Speed 30 ft.

Melee ember flame doshko +6 (1d8+3 F; critical wound)

Ranged static arc pistol (1d6+2 E; critical arc 2)

Offensive Abilities hyper


Str +1; Dex +2; Con +0; Int +0; Wis +1; Cha +4

Skills Acrobatics +7, Bluff +12, Diplomacy +12, Sense Motive +12, Stealth +7

Languages Common, Vesk

Other Abilities envoy improvisations (get ’em, inspiring boost [8 SP])

Gear freebooter armor I, ember flame doshko, static arc pistol with 3 batteries (20 charges each)


Environment any

Organization solitary, pair, or mob (3–12)

Special Abilities

Hyper (Ex) Once per day, a skittermander can take an extra move action.

Skittermanders lead a simple, mostly agrarian lifestyle. They have a unique outlook: individualistic without being anarchic, and somehow unable (or perhaps unwilling) to grasp the concept of permanent governance. They understand and enjoy teamwork, and naturally follow a qualified leader to undertake large projects such as the building of domiciles, but once that task has been completed, the leader doesn’t continue to hold sway over the others. Coupled with their unusual life cycle, it would seem as if skittermanders would be very difficult to rule. But such is not exactly the case.

Today, skittermanders can be found throughout the galaxy, often serving in clerical positions that allow them to aid as many people as possible. They have fully embraced technology and enjoy the many sights the galaxy has to offer, traveling to the civilized worlds and beyond. Those who employ skittermanders quickly learn to give them missions that have open-ended parameters, as a skittermander who feels she has completed a task won’t necessarily report back to a superior for further instructions if she finds someone else who needs her help first. Outsiders often find them cheerfully manic, noting a goblin-like flair for the ridiculous but none of that race’s innate malice.

Though skittermanders are mammals, they begin life in something akin to a larval stage. A skittermander whelp looks like a miniature version of an adult, but with more prominent ears and a tiny, secondary mouth on its abdomen. Once born, whelps are left to fend for themselves. They are truly omnivorous, capable of digesting fruits, leaves, raw meat, and seeds. Additionally, a whelp’s secondary mouth allows it to attach itself to large prey and feed at its leisure. Thanks to a numbing mucus secreted by this mouth, less intelligent animals rarely even notice the whelp’s samplings. A swarm of skittermander whelps has been known to bring down a trundling bovine monoux in a matter of minutes.

After 6 years, whelps mature into adult skittermanders, begin to walk upright, and lose their secondary mouths, but they maintain their taste for anything remotely edible. Skittermanders living in tropical climes have short, soft fur, while their arctic cousins grow tough, shaggy hair. Their coloration varies even more, with tones of blue, green, and violet being the most common, but with no obvious correlation to their surroundings.

The average adult skittermander is 3 feet tall and weighs about 35 pounds.

This page contains Open Game Content used under the Open Game License (OGL).