Small Magical Beast (psionic)
Hit Dice: 6d10+6 (39 hp)
Speed: 50 ft. (10 squares), climb 30 ft.
Armor Class: 20 (+5 dex, +5 natural), touch 15, flat-footed 15
Base Attack/Grapple: +6/+6
Attack: Slam +11 melee (1d4+1) or bite +11 melee (1d3+1)
Full Attack: Slam +11 melee (1d4+1) and bite +6 melee (1d3+1)
Space/Reach: 5 ft./10 ft.
Special Attacks: Charm, embrace, improved grab, insidiuous movement, psi-like abilities
Special Qualities: Darkvison 60 ft., low-light vision, resist nature's lure, scent, shifting shades, telepathy
Saves: Fort +6, Ref +10, Will +6
Abilities: Str 12, Dex 21, Con 13, Int 12, Wis 14, Cha 18
Skills: Bluff +13, Climb +12, Hide +14, Intimidate +12, Listen +10, Perform (dance) +13, Spot +10, Swim +8
Feats: Combat Panache
, Force of Personality
, Iron Will, Weapon Finesse(B)
Environment: Plane of Faerie or any forest
Organization: Solitary, Mates, Family (3-6), Spunk (10-20)
Challenge Rating: 6
Treasure: Standard (gems only)
Alignment: Often Chaotic Neutral
Advancement: 6-8 HD (Small), 9-16 HD (Medium)
Level Adjustment: +5 (cohort)
A creature zips in with incredible speed, all long and sinuous fur that shifts shades with the surrounding light level. A guible appears, at first, much as an extremely lengthy snake covered in liquid fur. However, the head is unlike any snake, being a cross between a mouse and a fox, with enormous, soft eyes that likewise shifts between dark and light. Their snout is long and filled with tiny tearing teeth. Sprouting from the forehead are mobile, two foot-long whiskers that dip forward, ending in what seems as a large drop of beaded dew that never quite falls from the tip. The tail ends in a bushy, flowing tuft that hides the strong, bony edge that grows along the ridge. Prehensile knobs ring the very end of the tail, and are used to grasp and manipulate.
Guibles are creatures both incredibly dangerous yet fascinating. Those within the Material Plane are said to have escaped originally from the Plane of Faerie where they were bred to be the entertainers and playthings of the Unseelie Court. Despite their wish to flee their masters, they possess much of the same deadly humor of the fey, though rarely wish to do actual damage to those they amuse themselves with unless greatly angered or insulted.
Guibles often live within the more beautious areas of the forest where water, rock, and plant meld together. They are particularly attracted to gems and crystals. In particular they enjoy hanging polished amber from the boughs of flowering trees. Others prefer chipping away the stone from around crystals within caverns hidden behind waterfalls.
Guibles weigh some 50 lbs. and measure around 10 feet in length, though often remain partially curled up to decrease the apparent size. They speak fey, though often speak with others mind to mind.
A guible does not welcome battle, instead attempting to charm and fascinate, causing its victims to perform to its amusement. If infuriated or forced into battle however they attempt to trick their victim as much as possible, always startling them with their unpredictable attacks with tail, bite and mind.
A guible can attempt a melee touch attack against a single being within reach with the whiskers atop its head. The being must succeed on a DC 17 will save or become Charmed as the Charm Monster spell. The save DC is Charisma-based.
: A guible gains skill points as if they were a fey.
A guible deals 1d6+1 points of damage with a successful grapple check. The victim must succeed on a DC 17 will save as the guible numbs its victim's mind to the pain and instead fills them with a sense of joy. If the victim is numbed it does not realize it has been harmed. A guible may use its slam attack against any creature within five feet even while grappling without taking a penalty to its attack.
Improved Grab (Ex):
To use this ability, a guible must hit an opponent of any size with a slam attack. If it wishes it can instead attempt a melee touch attack, dealing no damage. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can embrace. A guible uses their Dexterity modifier in place of strength to make grapple checks.
Insidious Movement (Su):
A guible's movements are incredibly eye-catching and mesmerizing. As a move action a guible may dance, requiring any creature within 5 feet to make a Will save (DC equal to the guible's Perform check) or become Fascinated. Unless the guible does actual damage, no action it performs is considered to be hostile for the purpose of breaking the trance. A guible can select a single creature within ten feet to meet eyes with. The guible gains a +2 bonus to its check against this individual.
Resist Nature’s Lure (Ex):
A guible gains a +4 bonus on saving throws against the spell-like abilities of fey.
Shifting Shades (Ex):
A guibles coat and eyes alters their shade and lightness in a split instance, granting a +6 racial bonus to hide checks.
Continuous - Danger Sense; At Will - Detect Hostile Intent; 3/day - Modify Memory (DC 18), Read Thoughts (DC 16). Save DC's are Charisma-based.
A guible can communicate telepathically with any creature within 30 feet that has an Intelligence score. The creature can respond to the guible if it wishes - no common language is needed.
: A guible gains a +6 racial bonus to climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.