A Drekava is a small malevolent spirit, or demon to some, who escape to our realm to possess and corrupt small creatures.
Drekava are small demons from the Navirim who cross into this realm. They take over the body of small animals, transforming them into mockeries of their original form. Once they have taken a form in this world, they revel in causing mischief and harm. They are spiteful and full of anger, some believe due to their entrapment within the Navirim.
When they take over a host, the host creature often grows in size, but its skin does not, causing it to often look skeletal and zombie like. They eyes turn black and shiny, filled with hatred. The elves believe that when creatures cross over, they can not be killed, only banished back to the other realm.
Challenge Rating: 2
Type: Fey Navirite
Hit Points: 20 (3HD)
Armor Class: 16, touch 12, flat footed 14 (+2 dex, +3 natural armor, +1 size)
Saves: Fort +5 Ref +5 Will +1
Base Attack: +3
Melee: Bite +4 (1d6+1), 2 claws +2 (1d4+1)
Special Attacks: Revolting Smile
Sanity Effects: First encounter 0/1d3, Revolting Smile 1
Abilities: STR 12, DEX 15, CON 13, INT 16, WIS 17, CHA 13
Skills: Acrobatics +2, Athletics +1, Awareness +4, Endurance +1, Knowledge +4, Persuasion +1, Spellcraft –, Survival +3, Thievery +1
Talents: 1 point or recommended:Improved Initiative
Special Qualities: Darkvision 60’, low-light vision, scent.
In their natural state in the Navirim, the drekava constantly twist their faces in devilish grins, curling back their lips to reveal their sharp teeth and blackened gums. They attempt to make the same abhorrent faces when wearing the skins of various animals in this realm, but their new muscle and flesh refuse to obey, instead resulting in a hideous imitation of a grin.
As a standard action, a drekava can distort its face into this revolting smile. This counts as using Intimidate to demoralize an opponent, and is an extraordinary ability. The drekava also emits a maniacal laugh when grinning, causing potent fear to a single creature within 100 feet that can see the drekava. The targeted creature must make a DC 15 Will save or become frightened (if the target has 6 or fewer Hit Dice) or shaken (if the target has more than 6 Hit Dice) for 1d4 rounds. A creature that successfully saves cannot be affected again by the same drekava’s ability for 24 hours. This is a sonic, mind-affecting fear that does 1 Sanity damage if successful.