Major props to whichever Pathfinder author brought the nuno
into the game. It’s a Philippine monster (short for nuno sa punso, "old man of the
mound") that Bestiary 5 gave a
mushroom makeover and a branch on the gremlin family tree. Best of all, B5 managed to translate many of the nuno’s original folkloric
elements into game mechanics, such as the Nuno’s Curse (Su) and the
delightfully one-of-a-kind Wax Locator (Su) vulnerability. (In fact, my only quibble is that I think the Bestiary team should have added termites
to the nuno’s Ant Affinity (Su) description—I recommend you house-rule that
one.)
It’s notable that
while nunos are gremlins, unlike their kin they don’t go out of their way to proactively wreak havoc on others. Instead they save their spite for those who
disturb their homes…but those who suffer their unkind attentions will have no
doubt that a nuno can be as spiteful as any jinkin. You can also be sure that any villagers who
live near a nuno will have a number of traditions to make sure they stay on the
gremlin’s good side (as well as folk remedies to cope with any curses hurled
their way).
Perhaps because they
are more solitary creatures, some nunos become ascetics. Most likely become geokineticists or
psychics, but rare individuals might become mediums (if their mound is located
near a place of power) or even spiritualists (the phantom likely coming from a
corpse the mushroom-like nuno once fed upon to learn its secrets). Nuno ascetics even get to customize their
curses, which gives each one an individual signature. (Revealing the extra details about a
well-known nuno ascetic to PCs who take the time to make nice with the locals
is a good in-game pat on the back.)
One final note: The
mound the nuno’s full name refers to of course means an ant or termite
mound…but faerie mounds of quite another sort are also part of the legends of
British Isles faerie stories. And this
happy accident of language is a great excuse to mash both traditions together.
Adventurers come
across a young tanuki in the throes of agony after having disturbed a
nuno’s mound. If the adventurers can
alleviate his suffering—most likely by dispatching the gremlin, but other means
might be found—the tanuki will reward them with his grandmother’s magical cloak
of transformation. Of course, he doesn't
have the grandmother’s permission to offer up such a treasure, which may get
the party into trouble with an entire village of sake-enraged raccoon-dog-folk.
A group of youths
become adventurers after a giant ant abducts one of their sisters. A nuno took a fancy to her and wants her to
sit for a portrait, so that he may have her image in his lair forever…but he
thought nothing of sending one of his giant ant servitors to fetch her, rather
than just asking.
At the winter solstice,
the trooping faeries come to the faerie mound of Dun Gallar. Led by the bronze-clad sidhe lords (treat as
elves with the fey creature template), the fey circle around the mound three
times until it rises up and opens to greet them. There they remain for a week, before
vanishing into the Underworld to return to their homes by spring. The rest of the year Dun Gallar is guarded by
the Old Man of the Mound. This powerful
nuno ascetic is said to draw power from the keepsakes of all the mortal heroes
who have died beneath his faerie mound when they foolishly challenged the sidhe
for one reason or another.
—Pathfinder Bestiary 5
132
The fact that I came down with fever yesterday afternoon as
I was writing this was all that saved you from timely puns about the Nuno, the Pinta, and the Santa Maria. You’re welcome.