This muscular little being is shy of three feet tall, with brown-black, earthy skin. Clad in a loincloth and carrying tools, it has a large head and wide, exaggerated features.

Menehune (CR 4; XP 1,200)
LN Small fey
Init +3; Senses low-light vision; Perception +11
AC 18, touch 14, flat-footed 14
(+3 Dex, +4 natural, +1 size)
hp 33 (6d6+12)
Fort +4, Ref +8, Will +7;
DR 5/cold iron; Defensive Abilities miniature moai; Immune paralysis, petrification; SR 15
Melee mwk club +9 (1d4+6) or mwk chakram +8 (1d6+4)
Ranged mwk chakram +9 (1d6+4) or mwk composite longbow (+1 Str) +8 (1d6+1 plus poison)
Spell-like Abilities (CL 12th; concentration +8)
3/day—major creation, touch of the sea
1/week—control weather, wall of stone
Str 18, Dex 16, Con 14, Int 14, Wis 14, Cha 14
Base Atk +3; CMB +6; CMD 20
Feats Step Up, Weapon Focus (chakram)
Skills Climb +13, Craft (all) +15, Knowledge (geography, local, nature) +11, Perception +11, Perform (strings) +11, Swim +13; Racial Modifiers +4 Craft
Languages Aquan, Old Porphyran, Sylvan
Special Abilities
Master Craftsman (Ex) Menehune treat Craft as a single skill for the construction of any item. When choosing accelerated crafting, the DC modifier is only +5, rather than +10. Also, when two menehune use their major creation power on the same created non-metal object, the resulting construction is permanent.
Miniature Moai (Su) Menehune can assume a stone shape (as a standard action), as though they were petrified. They can stay in moai form for 4 hours per day, and can assume stone shape in 1 hour increments, though the state can be ended as a swift action.
Poison (Ex) Menehune poison their arrows with spear urchin venom. Spear urchin venom causes horrific pain that weakens the muscles and causes intense nausea.

  • Spear Urchin Venom—injury; save Fortitude DC 16; frequency 1/round for 6 rounds; effect 1d2 Str and nauseated for 1 round; cure 1 save.

Environment jungle
Organization solitary, couple, gang (3-6), clan (7-12 plus 1 bard of 5th level), or village (15-60 plus 3 5th level bards, 2 6th level oracles, and 1 7th level inquisitor)
Treasure standard (mwk club, mwk chakrams (2), mwk artisan’s tools, ukulele, other treasure)

Traveling far and wide through tropical oceans in their improbably long canoes, menehune are small, industrious fey who inhabit tropical islands and build great works of stone and earth, seemingly for the joy of it. They have magical powers they can call up with some effort, aiding them in building and constructing their great works, in travel and swimming (cliff-diving is a favorite sport) and in bringing rain to their islands- or keeping raiding pirates and slavers away from them. Menehune consider their powers a gift from their ancestors, whom they revere in statue form on their islands, and emulate with their mischievous ability to take the form of stone.

They are strictly vegetarian, gathering bananas and coconuts, but some Menehune clans will plant small groves of breadfruit and taro. Menehune are excellent craftsmen, and tools and weapons they carry are always of masterwork construction. The weapons menehune carry are additionally for entertainment, as they play a skillful ring-toss game with their coral-edged chakram, and tools, as their clubs serve as such- but they sometimes carry well-made bows instead of chakram. Bows are for defense of their islands and families, as many dire creatures and races seek to oppress and enslave the menehune. A working gang will have 1 in 3 carrying bows, and will tip their arrows in poison gathered from sea creatures.

When not working or patrolling their islands, menehune love to sing, dance, and play the ukulele, telling stories of their heroes and their works. They live in villages constructed of banana-leaf huts that blend into the jungle, and often surround their villages with walls of stone and other defensive structures. Not all menehune are benevolent, as there are clans that prefer mischief and trickery to work, or shoot at intruders first, and ask questions later.

The Menehune people inhabit many islands in the tropical climate regions of Porphyra, as they are widely traveled and industrious. Their monumental works of stone are a ubiquitous feature of those islands, often ascribed to darker powers who re-inhabit them. Aboriginal to Porphyra, they were persecuted during the Elementalist Era, and supported the Deists during their maritime campaigns. They were rewarded with protected islands, and most now worship Linium or Gerana.