This small blue beetle stands upright on its hindmost legs and wears a bandolier full of tools and pouches.
Bulabar CR 1
XP 400
LN Tiny fey
Init +1; Senses low-light vision; Perception +4
AC 16, touch 13, flat-footed 15 (+1 Dex, +3 natural, +2 size)
hp 7 (1d6+4)
Fort +1, Ref +3, Will +2
DR 5/cold iron
Speed 30 ft., burrow 10 ft.
Melee spear +0 (1d4â2/Ã3) or 2 claws +3 (1d2â2)
Ranged light crossbow +3 (1d4/19â20)
Space 2â1/2 ft.; Reach 0 ft.
Special Attacks disassemble (DC 12)
Spell-Like Abilities (CL 1st; concentration +1)
At willâmending
Str 6, Dex 13, Con 12, Int 15, Wis 10, Cha 11
Base Atk +0; CMB â1; CMD 7
Feats Ability Focus (disassemble), ToughnessB, Weapon FinesseB
Skills Appraise +3, Climb +2, Craft (alchemy) +6, Disable Device +10, Knowledge (engineering) +7, Perception +4, Stealth +13, Use Magic Device +4; Racial Modifiers +8 Disable Device, +4 Knowledge (engineering)
Languages Common, Gnome, +1 additional
As a standard action that does not provoke an attack of opportunity, a bulabar can touch a non-magical object no more than one size category larger than itself, forcing either it or its wielder to attempt a DC 12 Reflex saving throw. On a failed save, the object is reduced to 1 hit point and gains the broken condition. Using this ability on an already broken object has no effect. The save DC is Charisma-based and includes a +2 racial bonus.
Environment any (Plane of Faerie)
Organization solitary, pair, or team (3â10)
Treasure standard (light crossbow with 20 bolts, spear)
Bulabars are the tinkers of the Plane of Faerie, thought to personify the evolution of tool use in nature. Fascinated by mechanical devices of all sorts, they frequently wander the landscape looking for novel ideas, or else set up schools and laboratories where they can research their findings and uncover new ways for machines to better their lives.
While other races sometimes resent the bulabarsâ tendency to disassemble or prod curiously at any device they donât understandâincluding those owned by strangersâ bulabarsâ good-natured penchant for teaching others, as well as fixing broken items for the sheer joy of it, makes them welcome in most settlements.
The main exception to bulabarsâ happy-go-lucky attitude is gremlins. Bulabars despise the problematic fey, especially the machine-destroying vexgits, and attempt to exterminate them whenever possible. This racial hatred is only compounded by the fact that many scholars from other races believe that bulabars may be related to gremlins themselves, an insult thatâs caused more than one academic gathering to devolve into an unscholarly brawl.
Though they have an uncanny ability to target the weak points of their enemiesâ weapons and armor, bulabars hate seeing a useful mechanism broken, and are quick to repair any damaged items as soon as hostilities have ended.
More often, bulabars prefer to attack from afar with ranged weapons or alchemical items they can throwâthe more unusual, the betterâ and those bulabars with the opportunity to study alchemists, gunslingers, and other such adventurers often take levels in those classes themselves.
The average bulabar is 2 feet tall and weighs 20 pounds. Most bulabars canât bear to be parted from their tools and instruments for even a short time, and can usually be found wearing bandoliers, backpacks, and utility belts crammed with useful devices and spare parts.
Pathfinder Campaign Setting: The First World, Realm of the Fey © 2016, Paizo Inc.; Author: James L. Sutter.