Another creature for the Netbook of Beasts :
Night Sprite
Diminutive Fey
Hit Dice: 1d6 (3 hp)
Initiative: +7
Speed: 10 ft. (2 squares), fly 40 ft. (perfect)
Armor Class: 22 (+4 size, +7 Dex, +1 natural), touch 21, flat-footed 15
Base Attack/Grapple: +0/-12
Attack: Rapier +11 melee (1d2-4/18-20)
Full Attack: Rapier +11 melee (1d2-4/18-20)
Space/Reach: 1 ft./0 ft.
Special Attacks: Sneak attack +2d6, spell-like abilities
Special Qualities: Alternate form, damage reduction 5/cold iron, low-light vision, spell resistance 12
Saves: Fort +1, Ref +9, Will +3
Abilities: Str 2, Dex 24, Con 12, Int 11, Wis 13, Cha 12
Skills: Hide +23*, Intimidate +9, Listen +6, Move Silently +15, Search +4, Sense Motive +5, Spot +6
Feats: Dodge(B), Weapon Finesse
Environment: Cold forest
Organization: Pair, gang (3-4), or band (5-8)
Challenge Rating: 2
Treasure: No coins; 50% goods; 50% items
Alignment: Always lawful evil
Advancement: 2-4 HD (Diminutive)
Level Adjustment: +3
These foul creatures are the sprites that have become corrupted by the evil magic of the Unseelie court. As such they have become more powerful beings, but are now twisted and malevolent. They serve the dark queen as her sinister furies, and are dispatched to reap vengeance against her lesser enemies, whether foul or fair. They particularly excel in the arts of trickery and stealth, patiently waiting for the prime moment in which to ruthlessly strike, then lashing out with lightning speed to dispatch a foe.
In their native form they resemble dour, ugly pixies, with a colorless, dark gray flesh, dull black hair, and transparent, ragged wings. Their eyes are entirely black, and always stare with a malevolent glare that will send a chill up the spine of the most hardened veteran. As they fly about, they leave a faint trail of charcoal mist lingering in the air that slowly disperses. They can fade into the shadows with uncanny ability, becoming all but invisible to even the most observant guard.
In their native form they resemble dour, ugly pixies, with a colorless, dark gray flesh, dull black hair, and transparent, ragged wings. Their eyes are entirely black, and always stare with a malevolent glare that will send a chill up the spine of the most hardened veteran. As they fly about, they leave a faint trail of charcoal mist lingering in the air that slowly disperses. They can fade into the shadows with uncanny ability, becoming all but invisible to even the most observant guard.
In addition to their natural form, a night sprite can assume the shape of a tiny monstrous spider. This spider is jet-black in hue, similar to a black widow spider, but lacking a red mark.
Combat
Night sprites work in coordinated teams to attack a foe, always attack from ambush. They prefer to sneak up on foes when lighting is poor and striking while the guard is down. They will follow an opponent for many days, waiting for the ideal moment when the armor has been removed, weapons set aside, spells expended, and fatigue has dulled the mind.
Night sprites work in coordinated teams to attack a foe, always attack from ambush. They prefer to sneak up on foes when lighting is poor and striking while the guard is down. They will follow an opponent for many days, waiting for the ideal moment when the armor has been removed, weapons set aside, spells expended, and fatigue has dulled the mind.
Alternate Form (Su): A night sprite can shift between its fey and spider forms as a standard action. In spider form, it gains all the abilities of a tiny spider, including a poison bite, tremorsense, and web-spinning quality. However it can not fly, cast spells, or use its sneak attack ability.
A night sprite remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the night sprite revert to any particular form when killed. A true seeing spell or ability, however, reveals both forms simultaneously.
Sneak Attack (Ex): This is similar to the sneak attack ability of the Rogue, but it can only be used three times per day.
Spell-Like Abilities: 3/day-blur, darkness; 1/day-daze monster (DC 13), ghost sound, true strike. The save DCs are Charisma-based.
Skills: Night sprites have a +4 racial bonus on Intimidate and Move Silently checks. *Due to their dark coloration and the charcoal-hued cloud they emit, night sprites also have a +8 racial bonus on Hide checks while in shadows. This last bonus is not factored into the Hide skill modifier.
Advancement
In addition to the standard changes due to Hit Dice advancement, night sprites also gain the following special benefits.
Feedback appreciated, thank you.
--
Bob
Night Sprite
Diminutive Fey
Hit Dice: 1d6 (3 hp)
Initiative: +7
Speed: 10 ft. (2 squares), fly 40 ft. (perfect)
Armor Class: 22 (+4 size, +7 Dex, +1 natural), touch 21, flat-footed 15
Base Attack/Grapple: +0/-12
Attack: Rapier +11 melee (1d2-4/18-20)
Full Attack: Rapier +11 melee (1d2-4/18-20)
Space/Reach: 1 ft./0 ft.
Special Attacks: Sneak attack +2d6, spell-like abilities
Special Qualities: Alternate form, damage reduction 5/cold iron, low-light vision, spell resistance 12
Saves: Fort +1, Ref +9, Will +3
Abilities: Str 2, Dex 24, Con 12, Int 11, Wis 13, Cha 12
Skills: Hide +23*, Intimidate +9, Listen +6, Move Silently +15, Search +4, Sense Motive +5, Spot +6
Feats: Dodge(B), Weapon Finesse
Environment: Cold forest
Organization: Pair, gang (3-4), or band (5-8)
Challenge Rating: 2
Treasure: No coins; 50% goods; 50% items
Alignment: Always lawful evil
Advancement: 2-4 HD (Diminutive)
Level Adjustment: +3
These foul creatures are the sprites that have become corrupted by the evil magic of the Unseelie court. As such they have become more powerful beings, but are now twisted and malevolent. They serve the dark queen as her sinister furies, and are dispatched to reap vengeance against her lesser enemies, whether foul or fair. They particularly excel in the arts of trickery and stealth, patiently waiting for the prime moment in which to ruthlessly strike, then lashing out with lightning speed to dispatch a foe.
In their native form they resemble dour, ugly pixies, with a colorless, dark gray flesh, dull black hair, and transparent, ragged wings. Their eyes are entirely black, and always stare with a malevolent glare that will send a chill up the spine of the most hardened veteran. As they fly about, they leave a faint trail of charcoal mist lingering in the air that slowly disperses. They can fade into the shadows with uncanny ability, becoming all but invisible to even the most observant guard.
In their native form they resemble dour, ugly pixies, with a colorless, dark gray flesh, dull black hair, and transparent, ragged wings. Their eyes are entirely black, and always stare with a malevolent glare that will send a chill up the spine of the most hardened veteran. As they fly about, they leave a faint trail of charcoal mist lingering in the air that slowly disperses. They can fade into the shadows with uncanny ability, becoming all but invisible to even the most observant guard.
In addition to their natural form, a night sprite can assume the shape of a tiny monstrous spider. This spider is jet-black in hue, similar to a black widow spider, but lacking a red mark.
Combat
Night sprites work in coordinated teams to attack a foe, always attack from ambush. They prefer to sneak up on foes when lighting is poor and striking while the guard is down. They will follow an opponent for many days, waiting for the ideal moment when the armor has been removed, weapons set aside, spells expended, and fatigue has dulled the mind.
Night sprites work in coordinated teams to attack a foe, always attack from ambush. They prefer to sneak up on foes when lighting is poor and striking while the guard is down. They will follow an opponent for many days, waiting for the ideal moment when the armor has been removed, weapons set aside, spells expended, and fatigue has dulled the mind.
Alternate Form (Su): A night sprite can shift between its fey and spider forms as a standard action. In spider form, it gains all the abilities of a tiny spider, including a poison bite, tremorsense, and web-spinning quality. However it can not fly, cast spells, or use its sneak attack ability.
A night sprite remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the night sprite revert to any particular form when killed. A true seeing spell or ability, however, reveals both forms simultaneously.
Sneak Attack (Ex): This is similar to the sneak attack ability of the Rogue, but it can only be used three times per day.
Spell-Like Abilities: 3/day-blur, darkness; 1/day-daze monster (DC 13), ghost sound, true strike. The save DCs are Charisma-based.
Skills: Night sprites have a +4 racial bonus on Intimidate and Move Silently checks. *Due to their dark coloration and the charcoal-hued cloud they emit, night sprites also have a +8 racial bonus on Hide checks while in shadows. This last bonus is not factored into the Hide skill modifier.
Advancement
In addition to the standard changes due to Hit Dice advancement, night sprites also gain the following special benefits.
- 2 HD - Use the spell-like ability true strike three times per day.
- 3 HD - Sneak attack improves to +3d6 and can be used four times per day.
- 4 HD - Add 1/day-invisibility to spell-like abilities.
Feedback appreciated, thank you.

--
Bob
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