Feanlosae Himior

Tiny Female Brownie (1' 10" tall)
Druid 10th /Rake 3rd

 

Tiny Seelie Court Fey

Hit Dice:

3d6 + 10d8 +3d6 +16 (82 hp)

Initiative:

+10 (+6 Dex, +4 Imp. Initiative)

Speed:

20 ft. (4 squares), fly 60 ft. (good)

Armor Class:

18 (+2 size, +6 Dex), touch 16, flat-footed 12

Base Attack/Grapple:

+10/–1

Attack:

Tiny +4 keen exhausting scimitar +14 melee (1d3+1 plus 1d6 subdual/15–20) or +1 sleeping composite shortbow +19 ranged (1d4–2/x3 plus sleep (Fort DC 15))

Full Attack:

Tiny +4 keen exhausting scimitar +14/+9 melee (1d3+1 plus 1d6 subdual/15–20) or +1 sleeping composite shortbow +19/+14 ranged (1d4–2/x3 plus sleep (Fort DC 15))

Space/Reach:

2 ˝ ft./0 ft.

Special Attacks:

Spell-like abilities, spells, vernal touch, sneak attack +1d6

Special Qualities:

Spell resistance 24, damage resistance 10/magic and iron, animal companion, nature sense, wild empathy, woodland stride, trackless step, resist nature's lure, wild shape (4/day, large), venom immunity, aura of glory, iron vulnerability, sanctuary, seduction, seductive art, charm person 2/day

Saves:

Fort +10, Ref +15, Will +14

Abilities:

Str 5, Dex 22, Con 12, Int 14, Wis 18, Cha 16

Skills:

Bluff +15, Craft (Seamstress) +12, Concentration +10, Diplomacy +16, Escape Artist +13, Hide +13, Intimidate +11, Jump +8, Knowledge (nature) +9 (14 while wearing laurel crown), Listen +7, Perform (dance) +10, Perform (sexual techniques) +14,  Search +5, Spot +4, Survival +11, Move Silently +11 (in forest only.  +6 otherwise), Sense Motive +4

Feats:

Improved Initiative, Seductive (male), Kundalini, Natural Spell, Weapon Focus (scimitar), Skill Focus (Craft)

Environment:

Temperate forests

Organization:

Gang (2–4), band (6–11), or tribe (20–80)

Challenge Rating:

15

Treasure:

No coins; 50% goods; 50% items

Alignment:

Neutral good

Advancement:

By character class

Possessions:

Laural Crown (+5 to Knowledge [nature] checks], basket of delights, Tiny +4 keen exhausting scimitar, +1 sleeping composite shortbow


Feanlosae, a brownie, works with Nai'ivae's druids, a group of fey druids determined to protect the tranquility of Inzeladun.  While rarely seen, she appears to be diminutive elf (slightly under 2 feet tall) with sharp features and a long, pointed nose.  Her favorite color is blue, which she considers to be a good thing, since she has blue hair.  She is often found wearing little blue gowns.  She is protected by her animal companion, a Megaraptor dinosaur.

She considers herself the most lovely of the brownies, and the most charming of them all.  She tends to treat non-fey as being beneath her notice, but if a non-fey's charisma is high enough, she will take notice and 'adopt' the non-fey like a favored pet.  She will sneak around and conduct household chores, mend torn clothing, and perform sexual delights while the host sleeps (she sometimes hits the host with one of her arrows to keep the host from waking).

She works for Nai'ivae as a seductive information-gatherer.  She is a master of the art of subtle innuendo, suggestive body language, sexual prowess, and unmistakable appeal.  She uses her talents to lure the unsuspecting to bed, then steals them blind or picks their minds for the secrets hidden within.

She hates that which is unnatural, especially aberrations and undead.  She particularly hates mind flayers, and will hunt those horrors unceasingly if she hears one is around.  She fought the mind flayers unceasingly during the recent invasion, albeit behind the scenes.

She adores art, and will often perform sexual favors for artists to get portraits and pictures made of her.

Combat

Spell-Like Abilities: 3/day—lesser confusion, dancing lights, prestidigitation, silent image, ventriloquism. Caster level 9th. 1/day – command, disrupt undead, prestidigitation, charm person, unseen servant, enthrall, create food and water, suggestion, minor creation*, charm monster, Leomund's secure shelter, emotion, major creation*, mass suggestion, Mordenkainen's magnificent mansion.  These are cast at 16th level. The save DCs are Charisma-based.  *items created by seelie court fey will vanish if touched by iron or steel.  She cannot create iron or steel items.

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Spells:

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Bonus Languages: A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Animal Companion (Ex): A druid may begin play with an animal companion. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.  Her animal companion is a Megaraptor.  She has a link with this dinosaur and can share spells with it.  It knows the Attack, Down, Fetch, and Come tricks.  Otherwise it is a normal Megaraptor dinosaur.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.

Wild Shape (Su): At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity.

The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid. In addition, she gains the ability to take the shape of a Large animal at 8th level

Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.

Vernal Touch (Su): To receive a vernal touch is like being kissed by springtime itself, full of life and promise.  At will, as a standard action, she can touch a creature with a vernal touch.  This touch removes dazed, nauseated, fatigued, and exhausted conditions from living creatures.  For undead creatures, this touch attack acts like a cleric's turn undead ability equal to 14th level.  Unlike a cleric's turn ability, each use of vernal touch affects only the touched undead.

Aura of Glory (Su): As a seelie court fey, she radiates calm.  She is immune to fear (magical or otherwise).  Allies within 10 feet of her gain a +3 morale bonus on saving throws against fear effects.

Iron Vulnerability (Ex): The mere touch of iron causes 1 point of damage to the seelie court fey.  A hit with an iron or steel weapon deals an additional +1d6 points of damage.

Sanctuary (Sp): Once per day, a seelie court fey can cast sanctuary on herself.  Unlike a normal casting of the spell, this ability affects only the seelie court fey.  Caster level is 9, and the DC is 17.

Seduction (Sp): She can use suggestive comments and body language to produce an effect similar to the bard's fascinate ability.  The creature to be seduced must be able to see and hear the rake and must be within 30 feet.  The rake must also see the critter.  The critter must be able to pay attention to the rake. The distraction of a nearby combat or other dangers prevents the ability from working.  The rake makes a Charisma check and the target can negate the effect with a Will saving throw greater or equal than the rake's check.  If the save fails, the critter will approach the rake and not attack – he or she will do everything he or she can to have sex with her.
            While seduced, the target's Spot and Listen checks suffer a -4 penalty.  Any potential threat allows the seduced critter a second save against a new Charisma check result.  Any obvious threat breaks the seduction effect.  This is a spell-like, mind-affecting charm ability that requires concentration.

Seductive Art (Ex): The rake has an inherent understanding of sexuality as it pertains to social situations.  She gains a +1 competency  bonus on Diplomacy and Sense Motive checks.

Charm Person (Sp): The rake can cast charm person 2 times per day, at a 2nd level caster level.