TEXT: 1
   Purple Duck Storeroom
  Tiny Monstrous Humanoids
  Perry Fehr
  
  2
  “In a nondescript dwelling, down a dusty hallway, past rooms of unclear pur-
  pose, there is a door... a door that looks like many others, except for the ancient 
  maroon tint of the aged wood, and, of course, the glowing runes emblazoned on 
  the stones that make up the door-frame.  Should you know its purpose, should 
  you know the correct sequence to touch those runes, you might gain entry to a 
  Storeroom of wonders, shelves and bins and racks beyond counting.  Place your 
  torch in the rusty sconce, and enter...”
  The Purple Storeroom is an ongoing series of tightly-focused supplements 
  that cover topics that do not fit into our larger offerings. They are the pieces 
  that just don’t fit anywhere else or they are the little things we work on to 
  take a break from bigger projects like Purple Mountain, Legendary Trea-
  sures, or Lands of Porphyra. They have been stored here for safe keeping.
  Purple Duck Note: Sometimes when you are reading through the rulebook you 
  stumble upon something that doesn’t quite work right. This time, what caught 
  my eye as the Monstrous Physique II spell from Ultimate Magic which allows 
  you to transform into Tiny monstrous humanoids. However, there are no such 
  creatures. Admittedly, you could take a small humanoid and apply the young 
  quick template to it but I thought it would be better to have some new mon-
  strous humanoids that are tiny in size and set Perry about to create some. Here 
  is what he came up with. - Mark
  Compatibility with the Pathfinder Roleplaying Game requires 
  the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on 
  the Pathfinder Roleplaying Game. Paizo Publishing, LLC does 
  not guarantee compatibility, and does not endorse this product.
  GaeoliNG 
  Where you thought a humble lump of dirt once sat is now a bright eyed little 
  furred humanoid, chattering at you in a strange language.
  GaeoliNG (CR ½; XP 200)
  N Tiny monstrous humanoid
  init +3; Senses darkvision 60 ft.; Perception +13
  DeFeNSe
  
  3
  aC 16, touch 15, flat-footed 13 
  (+3 Dex, +1 natural, +2 size)
  hp 6 (1d10+1)
  Fort +1, Ref +5, Will +4
  oFFeNSe
  Speed 20 ft., burrow 10 ft.
  Melee bite +0 (1d3-3)
  Space 2 ½ feet; Reach 0 ft.
  Special attack dirt spray (R-DC 13)
  Spell-like ability (CL 1st; concentration +0)
     1/day—expeditious excavation (R-DC 11)
  STaTiSTiCS
  Str 4, Dex 16, Con 12, Int 6, Wis 14, Cha 10
  Base atk +1; CMB +2; CMD 8
  Feats Skill Focus (Perception)
  Skills Perception +13, Survival +6; Racial Modifiers +4 Perception
  languages Terran
  SQ freeze, holey ground
  eColoGY
  environment forests, underground
  organization solitary, pair, patrol (3-6) or colony (10-100 plus 50% 
  chance of a 3rd level cleric or sorcerer)
  Treasure standard
  SPeCial aBililiTieS
  Dirt Spray (ex) A gaeoling can dig up an accurate jet of dirt into an en-
  emy’s eyes, blinding them for one round if they fail a DC 13 Reflex save. 
  The save DC is Dexterity-based. 
  Freeze (ex) A gaeoling can take 20 to appear as a lump of dirt when within 
  20 ft. of the main colony above ground, or within the colony tunnels.
  Holey Ground (ex) The ground that the main colony is located on counts 
  as difficult terrain to move across, and most large animal riders must make a 
  DC 20 Ride check or be thrown for 1d6 nonlethal damage.
  A curious race, seemingly raised from animal intelligence by some magical 
  force, the gaeolings have only been observed by civilized society in the past 
  few decades.  Living mostly subterranean lives, little is known about them, 
  but they have made tentative attempts to trade nuggets of precious minerals 
  in frontier towns, for metal tools and food. They are not a particularly ag-
  gressive race, being hunted by many enemies, but they use the earth itself to 
  
  4
  defend themselves, as evidenced by a small group of gaeolings literally bury-
  ing an ogre alive, chittering their defiance as it screamed within the earth.  
  As with the rodent race they apparently sprang from, they are not popular 
  with ranchers and farmers.
  MiReliNG
  This grubby little being has snaggly teeth, scraggly hair, and slightly webbed and 
  clawed hands and feet-and quite a bit of jewelry.
  MiReliNG (CR 1; XP 400)
  NE Tiny monstrous humanoid
  init +4; Senses darkvision 60 ft., Perception +5
  DeFeNSe
  aC 18, touch 16, flat-footed 14 
  (+2 armor, +4 Dex, +2 size)
  hp 13 (2d10+2)
  Fort +1, Ref +7, Will +3
  immune charm, compulsion
  oFFeNSe
  Speed 40 ft., climb 20 ft., swim 30 ft.
  Melee bite +8 (1d3-2), 2 claws +8 (1d2-2)
  Ranged rock +8 (1d3-2)
  Space 2 ½ feet; Reach 0 ft.
  Spell-like abilities (CL 2nd; concentration -1)
     Constant—nondetection (self only)
     At-will—vanish 
  STaTiSTiCS
  Str 6, Dex 19, Con 12, int 12, Wis 10, Cha 6
  Base atk +2; CMB +4; CMD 12
  Feats Throw AnythingB, Weapon Finesse
  Skills Appraise +3, Climb +11, Perception +5, Stealth +21, Swim +11; 
  Racial Modifiers +4 Stealth
  languages Common, Halfling
  eColoGY
  environment aquatic, marsh
  organization solitary, pair, family (3-6), clan (6-20 plus 50% noncomba-
  tants plus 2-4 rogues of 2-4th level and 1 witch of 2-4th level)
  Treasure standard (leather armor, other treasure)
  
  5
  Mirelings are thought to be descendants of a lost clan of halflings that fell 
  prey to an evil greed, warping their bodies and minds.  They inhabit damp 
  holes in loathesome marshes or remote riverbanks, and dream of taking the 
  pretty things of others, as they scavenge the nearby areas for food such as 
  birds’ eggs, fish and grubs.  They do have customs and society vaguely remi-
  niscent of ‘normal’ halflings, and defer in all things to the matriarch of each 
  small clan, who promises riches if they cater to her whims.  Mirelings tend 
  to disdain weapons, though they will grab anything nearby if forced to fight 
  those whose precious goods they steal.
  NiMeRiGaR (CaveliNG)
  This stocky little humanoid has brick-red skin, crude clothing made of straw, 
  and a businesslike bow, which it is pointing meaningfully in your direction.
  NiMeRiGaR (CR 1; XP 400)
  LN Tiny monstrous humanoid
  init +4; Senses darkvision 60 ft., Perception +4
  DeFeNSe
  aC 18, touch 16, flat-footed 14 
  (+4 Dex, +2 natural, +2 size)
  hp 9 (1d10+4)
  Fort +1, Ref  +6, Will +2
  oFFeNSe
  Speed 20 ft., climb 20 ft.
  Melee spear +1 (1d4-2 plus poison)
  Ranged longbow +7 (1d4-2 plus poison)
  Space 2 ½ feet; Reach 0 ft.
  STaTiSTiCS
  Str 6, Dex 18, Con 12, int 11, Wis 10, Cha 8
  Base atk +1; CMB +3; CMD 11
  Feats Toughness
  Skills Climb +10, Perception +4, Stealth +16, Survival +8; Racial Modi-
  fiers +4 Survival
  languages Terran, speak with scorpions
  SQ sound mimicry (animals), poison use
  eColoGY
  environment mountains
  organization pair, hunting party (3-8), band (11-30 plus 100% noncom-
  batants plus 3-6 ghost scorpions, 2-5 rangers of 2-4th level and 1-3 druids 
  
  6
  of 2-5th level)
  Treasure standard (spear, longbow, 2 doses ghost scorpion poison, other 
  treasure)
  SPeCial aBiliTieS
  Poison Use (ex) Nimerigar are skilled in the use of poison and never risk 
  accidentally poisoning themselves.  Nimerigar keep ghost scorpions in pits 
  and harvest their poison-ghost scorpion poison; 
     Ghost Scorpion Poison: injury; save Fort DC 13; frequency 1/round for 4 
  rounds; effect 1 Str damage; cure 1 save
  Territorial and rather xenophobic, the aggressive race known colloquially as 
  cavelings (or nimerigar, in their own tongue) stake out large ranges in high 
  desert mountains, living tribally in dry caves in groups of upwards of 50 in-
  dividuals.  They hunt anything and everything in their territory, up to and 
  including mountain lions, and their leaders can be identified by their lion-
  skins, as they ride on scorpion-back to patrol their range.  Their enthusiastic 
  use of poisoned arrows and spears means that prospectors and travelers had 
  best stay away, or carefully negotiate with the proud little warriors in their 
  own dialect of earth creatures.  
  STiRGeliNG 
  This stunted, scrawny creature looks somewhat human- except for its bug-eyed 
  face and misshapen wings sticking out of its rag-layered clothing.
  STiRGeliNG (CR ½; XP 200)
  NE Tiny monstrous humanoid
  init +4; Senses darkvision 60 ft., scent, Perception +4
  DeFeNSe
  aC 17, touch 16, flat-footed 13 
  (+1 armor, +4 Dex, +2 size)
  hp 9 (1d10+4)
  Fort +0, Ref +6, Will +3
  immune disease
  oFFeNSe
  Speed 20 ft., fly 10 (poor)
  Melee spear +0 (1d4-3) or touch +5 (attach)
  Ranged spear +5 (1d4-3)
  Space 2 ½ feet; Reach 0 ft.
  Special attacks blood drain
  
  7
  STaTiSTiCS
  Str 5, Dex 18, Con 12, int 6, Wis 12, Cha 8
  Base atk +1; CMB +2 (+10 grapple when attached); CMD 9
  Feats Toughness
  Skills Fly +8, Stealth +13, Survival +5
  languages Common
  eColoGY
  environment any
  organization solitary, pair, colony (3-6)
  Treasure standard (quilted armor, spear, other treasure)
  SPeCial aBiliTieS
  attach (ex) When a stirgeling hits on a touch attack, it grabs hold of the 
  target with all limbs, hungrily grappling its prey.  The stirgeling loses its 
  Dexterity, and has an AC of 13, using strangely-shaped teeth  to bite and 
  suck.  A stirgeling has a +8 racial bonus to maintain its grapple on a foe 
  once its attached. An attached stirgeling can be struck with a weapon or 
  grappled itself- it its prey manages to win a grapple check or Escape Artist 
  check against it, the stirgeling is removed.
  Blood Drain (ex) A stirgeling drains blood at the end of its turn if it is 
  attached to a foe, inflicting 1 point of Constitution damage.  Once a stir-
  geling has dealt 6 points Constitution damage, it detaches, sated, allowing a 
  fellow to feed if the target is not already dead.
  A tragic accident of a race, stirgelings are the result of generations of preda-
  tion of the magical beast upon swamp-dwelling humanoids, causing some 
  children to be born stunted, and resembling a stirge.  They mature quickly 
  and flee normal society to congregate with small groups of their own, at-
  tempting to live like other humanoids, but only able to consume blood.  
  If they can down a meal with weapons, all the better, as they know that 
  grappling humanoids and larger creatures can be dangerous.  They develop 
  misshapen wings at adulthood, fit only for lifting themselves into trees or 
  on top of buildings.  
  TRoWliNG 
  This ugly little being has green skin, mismatched fangs and random tufts of 
  coarse hair. It does wear patched clothes and carry an axe as big as its two-foot 
  tall self, though.
  TRoWliNG (CR 1; XP 400)
  CE Tiny monstrous humanoid
  
  8
  init +4; Senses darkvision 60 ft., scent; Perception +3
  DeFeNSe
  aC 18, touch 14, flat-footed 14 
  (+4 Dex, +2 natural, +2 size)
  hp 10 (1d10+5); regeneration 5 (acid or fire)
  Fort +1, Ref +6, Will +2
  oFFeNSe
  Speed 20 ft.
  Melee greataxe +4 (1d8+1), bite -1 (1d3+1)
  Space 2 ½ feet; Reach 0 ft.
  STaTiSTiCS
  Str 13, Dex 18, Con 14, int 8, Wis 9, Cha 6
  Base atk +1; CMB +1; CMD 9
  Feats Toughness
  Skills Disable Device +5,  Perception +3, Stealth +13
  languages Common, Giant
  eColoGY
  environment hills
  organization solitary, pair, or gang (3-8)
  Treasure standard (greataxe, other treasure)
  Trowlings are obviously related to the voracious trolls of the mountains near 
  to their territory, but the pugnacious little humanoids are not forthcoming 
  as to what that relationship is.  They are somewhat more intelligent than 
  trolls, and lack the natural weaponry to do the same damage, so they pro-
  cure large (for them) weapons so they can pillage lonely farms and untend-
  ed cows. As their regenerative abilities make them fearless of most attacks, 
  they enjoy breaking into buildings, occupied or not, and taking whatever 
  they feel like, being especially fond of baked goods, which they can smell a 
  mile away. Though they often work in small groups, they are argumentative 
  and seem to spend much of their time shouting at one another.
  URSliNG
  Emerging suddenly from the forest is a tiny, furry humanoid, like a child’s toy 
  bear come to life. This one, however, bears a spear that looks wickedly sharp.
  URSliNG (CR 1/2; XP 200)
  CG Tiny monstrous humanoid
  init +4; Senses darkvision 60 ft., scent; Perception +4
  
  9
  DeFeNSe
  aC 18, touch 14, flat-footed 14 
  (+4 Dex, +2 natural, +2 size)
  hp 5 (1d10)
  Fort +0, Ref +6, Will +3
  oFFeNSe
  Speed 20 ft., climb 20 ft.
  Melee spear +1 (1d3-2)
  Ranged sling +5 (1d2-2) or bolas (1d2-2) plus trip
  Space 2 ½ feet; Reach 0 ft.
  STaTiSTiCS
  Str 6, Dex 18, Con 10, int 8, Wis 12, Cha 12
  Base atk +1; CMB -1; CMD 7
  Feats Weapon Finesse
  Skills Climb +6, Perception +4, Stealth +17, Survival +5 (+9 in forests); 
  Racial Modifiers  +4 Stealth, +4 Survival in forests
  languages Sylvan
  SQ ranger traps (2/day; any one)
  eColoGY
  environment temperate forests
  organization solitary, pair, hunting party (3-12 plus 1 ranger of 3rd level), 
  or tribe (15-150 plus 100% noncombatants; 1 ranger of 3rd level per 10 
  adults and one cleric of 3-5th level per 30 adults; 1 chieftain of 7th level; 
  and 1-3 owlbears)
  Treasure standard
  Living in treetop villages, urslings struggle to survive and manage to thrive 
  in an environment of hostile creatures.  Cleric and ranger leaders coura-
  geously support and direct their people to make large traps to defend their 
  communities.  Urslings are inventive in other ways and a variety of uncon-
  ventional weapons are used by their hunters, even primitive gliders, cora-
  cles, and ‘zip lines’.  Their leaders also are skilled at using living resources 
  such as semi-domesticated owlbears or even stranger arboreal fauna.  
  “...and so the torch is taken from the sconce, shadows swallow items on shelves 
  not yet explored, and the rune-bordered door is closed; for who knows when an 
  item, a curiosity, an unnamed oddity might be needed, for purposes wholesome 
  or despicable- from the Storeroom...”
  
  10
  oPeN GaMe liCeNSe veRSioN 1.0a
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  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
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