Description:
Small winged desert fey with shimmering, heat-haze skin that refracts light. Emits alluring scents mimicking the favorite foods of those nearby. Lures starving travelers into pits or lairs, where it leisurely digests them. Fey tricksters, perfimids delight in toying with victims emotionally before the kill.
Ferocity: 1 Size: Small
Movement: 10 m flying Armor: 1 (resin-slick hide) HP: 7
MONSTER ATTACKS
D6 Attacks:
1: Scent Lure: All creatures within 20 m must roll WIL or be compelled to follow the smell toward the Perfimid for 1d6 rounds. PCs may attempt a new WIL roll (free) at the start of their turn each round to resist. As most Perfimids make their lairs near pits or other traps, the lured characters will likely end up falling into something (3d6 falling damage) or impaled (2d6 piercing damage.) Lured characters may not attempt to check for traps and moving into them is considered voluntary when they are lured. (GM will have to create that situation. See Traps in the Core rules.)
2: Sticky Resin Spray: Target within 5 m must roll AGL or be stuck in place. Escaping requires STR roll (Bane).
3: Bite: While not a fierce melee opponent, the Perfimid bites for 1d6 piercing damage. (Nothing weird aside from that as far as the target knows… Feel free to lead them on or make them wonder.)
4: Sand Mirage: Perfimid creates an illusory terrain feature within 10 m (e.g., shade, oasis, campfire). WIL roll to disbelieve.
5: Dreamy Fun Mist: One character within 4 meters is sprayed with a mist that acts as a Poison (Potency 10) Full Effect: Character becomes DAZED (or another condition if already Dazed) and must make a CON roll each turn (not an action). If it fails, you enter a dreamlike state and remain dreaming for one shift. Being given an antidote or taking at least one point of damage wakes you up. Partial Effect: You become DAZED.
6: Disorienting Dust: The Perfimid throws a handful of dust at one target within 2 meters that acts as Poison (Potency 10) Full Effect: Character becomes DAZED (or another condition if already Dazed) and must make a CON roll each turn (not an action). If it fails, you wander off course in a random direction determined by the GM (1: Forward, 2: Left. 3: Right. 4: Backward.) and remain disoriented for one Stretch. Being given an antidote or standing still prevents the effect. Partial Effect: You become DAZED.
GM Hooks
– A caravan disappears after being lured off-course by the smell of fresh baked pie.
– An old well in the desert is actually the Perfimid’s trap. The air smells like fresh bread at dusk.
– The Perfimid offers information or a safe path in exchange for rare spices or mercy.

This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License.

