fey

Changelings

Changelings

Fey are the living embodiment of nature (or possibly just the embodiments of mortal ideas about nature). Nature is fecund, and as a result, fey creatures occasionally breed with mortals; indeed, in many cases the fey are compelled to mate across species lines if they are to mate at all; for example, nymphs and ondine are always female, and satyrs are always male, necessitating that they should if not intermarry, then at least interbreed with mortals or other fey.

Ilexor, Innkeeper at the Gentle Bramble Inn

Satyr rog 5: CR 9; Medium fey (spirit); Hit Dice 10d6+10; 44 hp; Init +7; Spd 30 ft.

Shrine of the Joyous Tears

Some three days' journey into an old-growth forest, there is reputed to be an abandoned shrine to the spirits of the wood, guarded by an extremely old and wise dryad mage whose tree was planted centuries upon centuries ago in the holy grounds. Legend has it that within the shrine bubbles a healing spring, the waters of which possess curative powers the likes of which cannot be duplicated by mortal magic. Despite these legends, most people who go in search of the temple do not find it.

Garment Fairy

Diminutive Fey
Hit Dice:
1d6 (3 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 40 ft. (good)
Armor Class: 17 (+4 size, +2 Dex, +1 natural), touch 16, flat-footed 15
Base Attack/Grapple: +0/-15
Attack: Dagger -1 melee (1 damage), or light crossbow +6 ranged (1d3/19-20)
Full Attack: Dagger -1 melee (1 damage), or light crossbow +6 ranged (1d3/19-20)
Space/Reach: 1 ft./0 ft.

Monsters of Tolrea

 

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Sluagh

Medium Fey (Spirit)
Hit Dice: 5d6 (17 hp)
Initiative:
+1
Speed:
30 ft. (6 squares)

Ondine

Medium Fey (Spirit, Water)
Hit Dice: 4d6+4 (18 hp)
Initiative:
+1
Speed:
30 ft. (6 squares), swim 30 ft.

Brownie

Small Fey (Spirit)
Hit Dice: 1d6 (3 hp)
Initiative: +3
Speed: 20 ft. (4 squares); fly 60 ft. (perfect)
Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple: +0/-5
Attack: Rapier +4 melee (1d4-1/18-20)
Full Attack: Rapier +4 melee (1d4-1/18-20)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Ethereal form, greater invisibility, low-light vision, spell resistance 15
Saves: Fort +0, Ref +5, Will +3
Abilities: Str 8, Dex 16, Con 10, Int 14, Wis 13, Cha 14
Skills: Bluff +6, Concentration +4, Escape Artist +5, Hide +11, Listen +5, Move Silently +7, Search +4, Sense Motive +5, Spot +5
Feats: Dodge, Weapon Finesse
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 4
Treasure: No coins; 50% goods, 50% items
Alignment: Usually lawful neutral or chaotic neutral
Advancement: 2-3 HD (Small); 4-6 HD (Medium)
Level Adjustment:

This being resembles a tiny, hairless, nut-brown elf with enormous, luminous green eyes.

Brownies are domestic spirits which inhabit mortal homes, alternately terrorizing the inhabitants or aiding and protecting them in order to procure a regular supply of milk, bread, and honey, their favorite foods. If well treated, they are quiet fey, and provide aid (or at least refrain from destructive behavior). If a residence neglects its tribute, they cause things to go missing, make a mess, or even disturb the owners' sleep until their portion of food is restored.

Most of these sprites are given to pranks even at the best of times. The best way to render them helpful is to endure their occasional jokes with good humor. They despise misers, and seldom remain in a home for long if other residents are treated shabbily by the man or woman of the house. Even when their presence is obvious because of the regular disappearance of their food offerings or their pranks, they avoid appearing before their hosts. The exception to this is small children, of whom they are very fond.

Brownies usually dress in bright yellow or green clothing, including a cap and soft slippers.

These sprites are almost always lawful neutral or chaotic neutral, and their alignments give a clue as to their expected behavior. Lawful brownies are almost always helpful to their hosts in exchange for their food. Chaotic brownies frequently view these “gifts” as their due, and magnanimously refrain from making their hosts lives miserable so long as this tribute is offered regularly. Lawful brownies are loosely aligned with the Seelie Court, and chaotic brownies are nominally under the influence of the Unseelie Court. When the courts go to war, the conflict between them can spill over into the mortal realms as the brownies on either side stir up disagreements between their hosts.

A brownie stands about 2 and ½ feet tall, and weighs about 30 pounds.

Brownies speak Sylvan and Common, and most also speak the primary languages of the residences in which they choose to reside.

Combat:
Unwelcome intruders in a brownie's chosen residence typically come under vicious attack, since even the most obstreperous of them will defend a reliable source of food. Brownies take advantage of their invisibility and spell-like abilities to alert the residents of danger and harass or drive away opponents.

Ethereal Form (Su): Brownies can pass at will between the Spirit World or the Material Plane and the Ethereal Plane. They spend most of their time in the Spirit World or Ethereal Plane, amusing themselves and spying on their hosts. At night, or when their chosen residence is threatened, they frequent the Material Plane.

Greater Invisibility (Su): A brownie remains invisible even when it attacks. This ability is constant, but the brownie can suppress or resume it as a free action.

Spell-Like Abilities: at will—detect chaos, detect evil, detect good, detect law, detect thoughts (DC 14), ghost sound, prestidigitation; 1/day—lesser confusion (DC 13), dancing lights, dispel magic, polymorph (self only), telekinesis (DC 17). Caster level 10th. The save DCs are Charisma-based.

This content is published under the terms of the Open Gaming License. Click here for OGL Information.

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