Name Sciopod
Size/Type Medium Monstrous Humanoid
Hit Dice: 5D8+10 (30 HP)
Initiative +0
Speed 15 feet Hopping or crawling.
AC 17 (+7 natural armour)
Attacks Kick (melee) +5
Damage Kick 1D6+3
Face/Reach 5x5/5
Special Attacks None
Special Qualities Perfect Balance, Immune to Fear, Magic, Shaman abilities
Saves Fort: +8, Ref: +5, Will: +8
Abilities Str 16, Dex 10, Con 14, Int 14, Wis 16, Cha 12
Skills Animal Empathy +4, Heal +6, Hide +3, Jump +6, Knowledge (native lore) +8, Knowledge (nature lore) +8, Language (any 3 native) +6, Sense Motive +5, Spellcraft +5, Tale Telling +4, Wilderness Survival +4.
Feats Improved Unarmed combat, Cleave (kick), Sunder (kick).
Climate
Terrain
Secluded areas of Upper Canada
Organization Solitary, or with groups of other races
Challenge Rating 6
Treasure Half Standard
Alignment Usually Lawful Neutral
Advancement By character class (Shaman)
Coup May pick one level 1 shaman spell to use once daily after defeating a Sciopod in melee combat (any ranged attack other than thrown weapons may not be used otherwise the coup is lost).
Description Sciopod look like normal human Native American, except for the fact they have only one leg. Perfectly centred the leg sports a foot three times larger than a normal person, and seems to be somewhat double jointed, surprisingly they never seem to fall. Their typical mode of transport is to hop, like living a pogo stick, or if trying to go incognito they use a cane to make it look like they are simply walking impaired.

It is said in some of the local native legends that not long after the first men walked upon the earth that the great spirits became tired and weak and unable to help their new children. When the north wind threatened to wipe out the shamans of one village, they each offered one of their legs for the spirits to consume for strength, the spirits accepted and turned away the storm with renewed strength, leaving the shamans with only one leg, but greater mystical powers. This tale has changed over the years, and not often told to non-natives for good reason.
When the first settlers in the regions reported tales and even sightings of one legged natives, other natives needed to protect the ancient line of medicine men from white man's curiosity. Native guides told their European employers about tribes of one-legged men in a particularly wild region and lead them on wild goose chase, while the actual Scioipod scattered among several normal native groups in the opposite direction. After a few years the whites forget all about the monster hunt, chalking up the tale to native tall tales and pranks.
Society Sciopod now live with numerous groups of native in Upper Canada, but are dwindling in number with each passing generation. Sciopod serve as guides for other medicine men and Shaman, preferring to give counsel rather than take part in everyday life. It has been over 200 years since the Sciopods went into self-exile, and most believe they are alone in the world with no peers, and thus can be quite defensive and quite particular about their privacy and safety. However, they realize their duty to aid their brothers, and are driven by the desire to keep the old ways intact and fight the coming reckoning.
Special attacks None
Special Qualities Magic: They can perform magic as if they where a Druid equal to their hit dice, but are limited to the Shaman spell list. This means they do not have the normal chance of backlash when casting spells nor do they rely on spell points. If they break their oath they still loose their powers and ability to cast spells until they atone for their transgression.

Shaman Abilities
: They gain the special powers and abilities of a Shaman of a level equal to their hit dice including the Guardian Spirit Powers (tend to pick Turtle or Bear).

Perfect Balance
(natural ability): The Sciopod is nearly impossible to knock over despite having one leg. They may take 20 on balance or tumble skill roll and always land on their foot if they do fall. Pinning, knockdown and rush attacks are at -5 against the Sciopod.

Immune to Fear (Super natural): Sciopod repel all natural, supernatural and magical fear effects, though this does not override their good sense to flee if they feel it is necessary.
Combat The leg is extremely powerful and the Sciopod can use it extremely effectively to batter opponents if need be, and can land a kick from nearly any position, they are also often quite skilled at ritual Indian wrestling. They typically do not use combat magic or weapons unless lives are at stake.