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Halfling Yarnspinner

CREATURE 7

Yarnspinners weave captivating tales that entertain, educate, and preserve the rich heritage of the halfling people across generations.


Halflings thrive on simple pleasures—having a pint at the pub or warming their feet by the hearth.


Perception +14; keen eyes
Languages Common, Halfling
Skills Arcana +16, Deception +16, Diplomacy +16, History Lore +19, Intimidation +14, Occultism +17, Performance +19 (+21 for oratory), Religion +15, Society +15
Str -1, Dex +4, Con +0, Int +4, Wis +3, Cha +5
Keen Eyes

The halfling gains a +2 circumstance bonus when using the Seek action to find Hidden or Undetected creatures within 30 feet of them. Whenever the halfling targets a creature that is Concealed or hidden from them, reduce the DC of the flat check to DC 3 flat check for a concealed target or DC 9 flat check for a hidden one.

Tale Specialist

For encounters involving storytelling, local history, or lore, the yarnspinner is a 10th-level challenge.


AC 24; Fort +11, Ref +15, Will +18
HP 110
Guidance Through Tales (auditory, concentrate, linguistic, mental)
Trigger An ally the yarnspinner can see fails a skill check

Effect The yarnspinner offers a brief reminder about a legendary hero, granting their ally a +2 circumstance bonus to the triggering skill check, potentially turning the failure into a success.

Speed 25 feet
Melee Shortsword +16 (agile, finesse, magical, versatile s), Damage 1d6+3 piercing plus Resonant Weapons
Melee Fist +15 (agile, finesse, nonlethal, unarmed), Damage 1d4+3 bludgeoning
Ranged Halfling Sling Staff +16 (magical, propulsive, reload 1, range increment 30 feet), Damage 1d10+3 bludgeoning plus Resonant Weapons
Occult Spontaneous Spells DC 26, attack +18; 4th (3 slots) Confusion, Honeyed Words, Translocate; 3rd (4 slots) Haste, Heroism, Ring of Truth, Soothe; 2nd (4 slots) Invisibility, Laughing Fit, Revealing Light, Soothe; 1st (4 slots) Illusory Disguise, Illusory Object, Mindlink, Ventriloquism; Cantrips (4th) Daze, Detect Magic, Figment, Light, Read Aura
Mesmerizing Tale (auditory, aura, incapacitation, linguistic, mental, occult)

The yarnspinner weaves a long-winded but captivating narrative that enchants those nearby. Any creature that's in a 20-foot emanation or starts its turn in the aura must attempt a DC 24 Will save. The Mesmerizing Tale lasts until the end of the yarnspinner's next turn, but can be Sustained. The first time the yarnspinner Sustains the aura on subsequent rounds, the aura expands by 10 feet, to a maximum of 60 feet.


Critical Success The creature is unaffected, and is temporarily immune for 24 hours.

Success The creature is unaffected.

Failure The creature becomes Fascinated with the yarnspinner until the start of its next turn, and must spend all its actions to move closer to the yarnspinner and listen to the tale.

Resonant Weapons (occult, sonic)

If the yarnspinner's Mesmerizing Tale aura is active or they have cast a spell within the last round, their Strikes with magic weapons deal an additional 2d10 sonic damage.

Pathfinder NPC CoreORC