A plethora of fey!

BOZ

Creature Cataloguer
admit it, you knew they were coming back sooner or later! ;)
here we have the sprite (the original one from the Monster Manual), sea sprite, hamadryad, booka, stwinger, squeaker, nightshade, gorse, dobie, bramble, faerie fiddler, grain nymph, and red cap. :)
 

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BOZ

Creature Cataloguer
SPRITE (standard)
Small Fey
Hit Dice: 1d6+1 (4 hp)
Initiative: +4 (Dex)
Speed: 30 ft, fly 50 ft (good)
AC: 15 (+1 size, +4 Dex)
Attacks: Dagger +5 melee; or shortbow +5 ranged
Damage: Dagger 1d4-1; or shortbow 1d6
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Sleep arrows
Special Qualities: Spell-like abilities
Saves: Fort +1, Ref +6, Will +5
Abilities: Str 8, Dex 18, Con 12, Int 12, Wis 16, Cha 16
Skills: Animal Empathy +7, Bluff +6, Craft (any one) +5, Escape Artist +8, Hide +8, Listen +7, Perform (any one) +7, Search +4, Sense Motive +6, Spot +7
Feats: Dodge, Weapon Finesse (Dagger)

Climate/Terrain: Any forest and plains
Organization: Gang (2-4), band (6-11), or tribe (10-100)
Challenge Rating: 1
Treasure: No coins; 50% goods; 50% items
Alignment: Always neutral (good tendencies)
Advancement: 1-3 (Small)

Sprites are a shy and reclusive faerie people who resemble miniature elves. Sprites stand about 2 feet tall, and fly by means of their tiny semitransparent wings. Sprites are the most common type of the family of faeries they are named after.
Sprites live in meadows and woodland glens, where they have appointed themselves the monitors of their lands. Sprites are one of the few races who are truly immortal, never aging. Sprites speak Common, Elven, and Sylvan, and they can communicate with other woodland animals and creatures.

COMBAT
Sprites have a deep hatred for anything evil, and are capable of defending their secluded homes with surprising militancy. Sprites have miniature weapons, and their swords function as daggers. They usually try to knock out their opponents with sleep arrows, and then remove them to a faraway place without their weapons, although very evil creatures are sometimes slain on the spot.
Sleep Arrows (Ex): Sprites coat the tips of their arrows with an ointment that causes any creature struck by one of these arrows to fall into a deep sleep for 1d6 hours, should they fail a Fortitude save (DC 16).
Spell-Like Abilities: At will - invisibility (self only), detect evil, and detect good (both at a range of 150 feet).

The sprite first appeared in the 1E Monster Manual.
 

BOZ

Creature Cataloguer
SEA SPRITE
Tiny Fey (Aquatic)
Hit Dice: 1d6 (3 hp)
Initiative: +4 (Dex)
Speed: 20 ft, swim 60 ft
AC: 16 (+2 size, +4 Dex)
Attacks: Dagger +6 melee; or hand crossbow +6 ranged
Damage: Dagger 1d4-2; or hand crossbow 1d4
Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft
Special Attacks: Spell-like abilities, sleep bolts
Special Qualities: SR 12
Saves: Fort +0, Ref +6, Will +5
Abilities: Str 7, Dex 18, Con 10, Int 12, Wis 16, Cha 16
Skills: Animal Empathy +6, Escape Artist +7, Handle Animal +7, Hide +7, Listen +8, Perform (dance) +6, Search +4, Sense Motive +8, Spot +8, Swim +6
Feats: Alertness, Weapon Finesse (dagger)

Climate/Terrain: Warm aquatic
Organization: Gang (2-4), band (6-11 plus 1-6 barracudas), or community (5-40)
Challenge Rating: 2
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: 2-3 HD (Tiny)

Sea sprites are cheerful cherubs who live beneath the waves on colorful coral reefs. Sea sprites have round faces and wide, fish-like eyes. Their hair looks like seaweed and stretches down to the gills in their neck. They have smooth, light blue skin that is slick to the touch. These faeries have no wings, but the webbing on their hands and feet helps them swim as well as any faerie flies. Their dress consists of brightly colored eel-skin jerkins, and they wear ornaments found in the treasures of the sea floor.
Sea sprites are amphibious, but prefer being in the water. They are reclusive but live in harmony with the other sea creatures, and help protect their reefs' environment from sahuagin and other attackers. Sea sprites live about 1,200 years. Sea sprites are fairly likely to be accompanied by large carnivorous fish, such as barracudas, which serve as guards and pets.

COMBAT
Sea Sprites have a deep hatred for anything evil. Sea sprites have miniature weapons, and their swords function as daggers. In the hands of sea sprites, their tiny crossbows function as normal crossbows both in and out of the water. Sea sprites usually try to knock out their opponents with sleep bolts, and then remove them to a faraway place without their weapons, although very evil creatures are sometimes slain on the spot. Air breathers are left on a nearby beach, if they did not try to harm the sprites' reef.
Sleep Bolts (Ex): Sea sprites coat the tips of their crossbow bolts with an ointment that causes any creature struck by one of these arrows to fall into a deep sleep for 1d6 hours, should they fail a Fortitude save (DC 16).
Spell-Like Abilities: At will - invisibility (self only), detect evil, and detect good (both at a range of 150 feet); 3/day - slow (by touch). These abilites are as the spells cast by a 5th-level sorcerer (save DC 11 + spell level).

The sea sprite first appeared in the Greyhawk Monstrous Compendium, MC5.
 

BOZ

Creature Cataloguer
HAMADRYAD
Medium-Size Fey
Hit Dice: 4d6+4 (18 hp)
Initiative: +7 (Dex, Improved Initiative)
Speed: 40 ft
AC: 13 (+3 Dex)
Attacks: Slam +2 melee
Damage: Slam 1d3+1
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Spell-like abilities
Special Qualities: Nature mastery, SR 26
Saves: Fort +2, Ref +7, Will +8
Abilities: Str 12, Dex 17, Con 13, Int 14, Wis 15, Cha 19
Skills: Animal Empathy +7, Craft (any one) +6, Knowledge (any one) +6, Escape Artist +7, Hide +7, Listen +8, Move Silently +7, Search +6, Sense Motive +6, Spot +8, Wilderness Lore +6
Feats: Alertness, Dodge, Improved Initiative, Iron Will

Climate/Terrain: Temperate and warm forest
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium-Size)

The hamadryad is a woodland spirit which is linked to an individual oak tree. They appear as beautiful naked elven or human women, but with deep sparkling green eyes and long green hair. They are peaceful and shy by nature, but quick-witted and polite to those they deal with. Hamadryads are attracted to comely males, on whom they will often cast a charm spell and compel them to perform a special service.
Hamadryads live only in ancient vast forests far from civilized peoples. Though they can leave the vicinity of their tree without harm, they never willingly leave the woodlands. A hamadryad lives by absorbing sunlight through her hair, and will eventually die of starvation if forced to stay inside for too long, or if her head is kept shaved. Hamadryads speak Common, Elven, Sylvan, and the language of druids.

COMBAT
Though hamadryads carry knives and such, they shun physical combat in favor of using their magical abilities. Anyone attacking her tree will be subject to a mad attack from the hamadryad.
Spell-Like Abilities: At will - animal friendship, dimension door (tree to tree only, maximum range 660 yards), entangle, pass without trace, quench, speak with plants; 3/day - charm person; 1/day - hold monster (plant creatures only). These abilites are as the spells cast by an 11th-level sorcerer (save DC 12 + spell level).
Nature Mastery (Su): Hamadryads are in tune with their surroundings and their forest, and are safe from its dangers. Hamadryads always successfully use detect snares and pits, at will. They cannot be entangled. They can automatically identify magically created vegetation for what it is, including spells such as hallucinatory terrain or tree shape, and recognize treant and treant-controlled trees on sight. They can enter any living tree and remain there as long as they wish, even if a spellcaster is already in the tree. They are immune to any sort of summoning spell, but are aware of the summons.

The hamadryad and first appeared in Dragon Magazine #101, and later appeared in the Forgotten Realms Monstrous Compendium II, MC11, and in Monstrous Compendium Annual Three.
 

BOZ

Creature Cataloguer
BOOKA
Tiny Fey
Hit Dice: 1/2 d6 (2 hp)
Initiative: +5 (Dex)
Speed: 30 ft, fly 50 ft (perfect)
AC: 17 (+2 size, +5 Dex)
Attacks: None
Damage: None
Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft
Special Qualities: Invisibility, SR 13
Saves: Fort +0, Ref +7, Will +5
Abilities: Str 6, Dex 20, Con 10, Int 12, Wis 17, Cha 11
Skills: Animal Empathy +4, Craft (any two) +5, Escape Artist +7, Hide +8, Jump +6, Listen +7, Move Silently +9, Search +4, Spot +7
Feats: Alertness, Dodge

Climate/Terrain: Cold and temperate land
Organization: Solitary or family (1-4)
Challenge Rating: 1/2
Treasure: No coins; 50% goods; 50% items
Alignment: Always neutral (chaotic good tendencies)
Advancement: 1-3 HD (Tiny)

Bookas are a peaceful faerie race, related to pixies and sprites. Bookas are about one foot tall, with slender bodies. They have long pointy noses and broad ears, and would be considered homely by human standards. Their wings are delicate, and colored like butterfly wings. Bookas speak Sylvan, and many known Elven and Common, and some even speak the secret langauge of rogues.
Bookas lair in the homes of men, usually in farming communities and rustic settings. They spend most of their time in an idyllic lifestyle, harming no one, and living in attics. The fey form a symbiotic relationship with the inhabitants of the house, helping with chores in exchange for a place to live - but they flee to a new home if their nest is discovered or if they are disturbed in their chores, and take revenge if the owners harm them. Bookas usually only reserve their pranks for evil or harmful creatures.

COMBAT
Bookas are one of the most peaceful races in the world, and do everything possible to avoid a fight. They are all but helpless in combat, and seek to turn invisible and flee if attacked. Bookas bite if cornered, but though the bite is painful, it is no more damaging than a paper cut. If a booka has been angered by another creature, it may take steps to seek revenge, setting up traps which are painful or even deadly.
Invisibility (Su): Bookas can become invisible at will. This is so basic to the nature of the creature that they can do it anytime, even when engaging in another action.

The booka first appeared in the 1st edition Fiend Folio, and later in the Greyhawk Monstrous Compendium, MC5.
 

BOZ

Creature Cataloguer
STWINGER
Tiny Fey
Hit Dice: 1/2 d6 ( hp)
Initiative: +6 (Dex)
Speed: 20 ft
AC: 18 (+2 size, +6 Dex)
Attacks: None
Damage: None
Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft
Special Attacks: Charm person, swing
Special Qualities: Cuteness, mirror image
Saves: Fort +0, Ref +6, Will +5
Abilities: Str 6, Dex 22, Con 10, Int 14, Wis 17, Cha 20
Skills: Climb +11, Craft (weaving) +8, Hide +10, Jump +11, Listen +13, Spot +13, Tumble +10
Feats: Alertness, Dodge, Mobility

Climate/Terrain: Temperate land
Organization: Solitary or family (2-4)
Challenge Rating: 1/2
Treasure: None
Alignment: Always chaotic neutral
Advancement: 1-3 HD (Tiny)

Stwingers are tiny petty faeries with vestigal wings, out to have fun. Stwingers are nauseatingly cute, and look like humans or elves who have been shrunk down to 1 1/2 - 2 feet tall. Stwingers speak Sylvan, Elf, Dwarf, and Gnome.
Stwingers exist only to have fun, and the most fun of which they seem possible to imagine is to swing from long beards. Stwingers are strictly non-combatants though, and don't seem to consider the fact that their actions could be harmful. Stwingers make ropes from hair, and use these to help them swing from one playmate to the next - playmates being defined as any being with hair who enters a stwinger's territory.

COMBAT
Stwingers never engage in combat, and will use their mirror image ability and attempt to flee if attacked. Stwingers are still somewhat dangerous however, and their attempts at fun are often seen as hostile. If characters can convince a stwinger that its playfulness is harmful (DC 25 on a Bluff or Diplomacy check), it may agree to leave them alone.
A stwinger begins "combat" by exuding its charm pheromone. Once it has charmed at least one potential playmate, the stwinger will start its game. Dwarves with beards are the favorite targets, other characters with beards are next, then long-haired individuals, short-haried individuals, and lastly targets with a lot of visible body hair.
Charm Person (Sp): Stwinger pheromones affect all beings in a 40 foot radius who fail their Will save (DC 15). Charmed individuals feel compelled to ingore the stwinger. When an individudal's hit points fall below 50% of what they started the encounter with, the victim is entitled to another Will save (DC 19) to break the charm. Failure indicates that the victim allows the stwinger to continue its game until the victim falls unconscious.
Swing (Ex): Stwingers leap from one victim to the next, tugging harshly on the victim's hair. Once every two melee rounds, this causes 1 point of subdual damage to the victim, from pulling the hair too hard. If a victim reaches zero hit points in this way, he falls unconscious. Stwingers don't like to play with phone creatures, so they will ignore unconscious victims.
Cuteness (Su): Stwingers are so damned cute that they are hard to attack. Even creatures who make their saving throw against the stwinger's cuteness have difficulty bringing themselves to attack it. Anyone attempting to attack a stwinger must succeed at a Charisma check and a Constitution check, or be helpless to attack for that round. Attempts to grab and pull a stwinger away from a playmate are not affected by this.
Mirror Image (Sp): Stwingers can use this ability 3/day, but only use it to escape attackers.
Skills: Stwingers receive a +4 racial bonus to Jump checks.

Stwingers first appeared in the Fiend Folio Monstrous Compendium, MC14, and later appeared in the Monstrous Compendium Annual One.
 

BOZ

Creature Cataloguer
SQUEAKER
Tiny Fey
Hit Dice: 1/2 d6 (2 hp)
Initiative: +5 (Dex)
Speed: 30 ft
AC: 17 (+2 size, +5 Dex)
Attacks: Rock +7 ranged
Damage: Rock 1d4-2
Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft
Saves: Fort +0, Ref +7, Will +1
Abilities: Str 7, Dex 20, Con 10, Int 6, Wis 8, Cha 10
Skills: Hide +8, Listen +5, Move Silently +8, Spot +5
Feats: Weapon Finesse (rocks)

Climate/Terrain: Any land
Organization: Tribe (2-40)
Challenge Rating: 1/4
Treasure: None
Alignment: Always chaotic (good, neutral, or evil)
Advancement: 1-3 HD (Tiny)

Squeakers are tiny petty faeries who seem to exist only to annoy and aggrivate bigger beings. These fey are only one foot tall, and have disproportionately large heads and spindly little bodies. They resemble pixies somewhat, but are always naked and seem to have no gender.
Squeakers are very fertile, and seem to be adaptable to nearly every climate known to man. Many people like to think that these miniature fey were created by a wizard spell gone bad. Squeakers understand Sylvan, but the only form of speech they engage in consists of tiny grunts, squeaks, and whistles.

COMBAT
Squeakers are weak in combat, but they attack people to frustrate and annoy them. Their favorite tactic is to hide several yards from their targets and pelt them with rocks, branches, and other small objects. They gain a +2 to the attack roll due to their proficieny with small foreign objects. When chased by their irritated targets, the squeakers lead them into an ambush which involves more objects thrown at the victims.

Squeakers first appeared in the Dragon Mountain boxed set, and later in the Monstrous Compendium Annual One.
 

BOZ

Creature Cataloguer
NIGHTSHADE
Medium-Size Fey
Hit Dice: 1d6+2 (5 hp)
Initiative: +2 (Dex)
Speed: 30 ft
AC: 15 (+2 Dex, +3 natural)
Attacks: Short sword +2 melee; or halfspear +0 melee
Damage: Short sword 1d6 and poison; or halfspear 1d6 and poison
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Spell-like abilities, poison, summon shambling mound
Special Qualities: Immune to wood, vulnerabiliy to fire
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 10, Dex 15, Con 14, Int 10, Wis 11, Cha 10
Skills: Bluff +4, Concentration +5, Craft (any one) +3, Hide +4, Listen +4, Move Silently +6, Spot +4, Wilderness Lore +4
Feats: Weapon Finesse (short sword)

Climate/Terrain: Any forest and underground
Organization: Solitary, pack (1-4), or tribe (3-30 plus 1 5th-level druid per six nightshades)
Challenge Rating: 2
Treasure: No coins; no goods; standard items; double potions
Alignment: Always neutral evil
Advancement: 1-3 HD (Medium-Size)

Nightshades are fey spirits of poisonous plants. These beings, also known as *wood woses* dwell in dark, unhallowed places, where plants like mistletoe, hemlock, foxglove, and belladonna grow.
Nightshades appear similar to dwarves in some ways, but are much more like sylvan creatures in other ways. Nightshades average 4 feet tall, and have stocky bodies. They have dark brown skin, and thick beards and hair that are covered in vines and leaves. They wear nothing but woven kilts and vests, and carry weapons of beaten copper or bronze. Nightshades speak Sylvan, and can speak with plants.
Wood woses live in dark groves, and are the weeds of the fey world. They are cold and uncaring creatures, and serve their high queen Ainecotte with a healthy fear. They are on good terms with quicklings, but are despised by treants.

COMBAT
Nightshades use either bronze short swords or spears, and coat their blades with a poison derived from their sap (blood).
Spell-Like Abilities: At will - pass without trace, speak with plants; 1/day - entangle, transport via plants.
Poison (Su): Poisoned weapons, Fortitude save (DC ); initial and secondary damage 1d6 temporary Dexterity damage. When a victim's Dexterity drops below 3, he becomes immobile. When it reaches 0, he dies, and becomes a nightshade on the next full moon.
Summon Shambling Mound (Su): Once per month, a group of seven or more nightshades can summon a shambling mound. This requires a blood-drinking ritual that takes one hour to perform, and the shambling mound is under the control of the nightshades for a whole night.
Immune To Wood (Ex): Nightshades take no damage from wooden weapons of any sort, including magical weapons of that sort.
Vulnerability To Fire (Ex): Nightshades take double damage from all fire attacks.

The nightshade first appeared in FRQ3 Doom of Daggerdale, and later in the Monstrous Compendium Annual One.
 

BOZ

Creature Cataloguer
GORSE
Fine Fey
Hit Dice: 1/6 d6 (1 hp)
Initiative: +7 (Dex)
Speed: 10 ft, fly 30 ft (perfect)
AC: 29 (+8 size, +7 Dex, +4 natural)
Attacks: Miniscule sword +9 melee; or minute bow +9 ranged
Damage: Miniscule sword 1; or minute bow 1 and confusion
Face/Reach: 1/2 ft by 1/2 ft/0 ft
Special Attacks: Confusion arrows, spell-like abilities, cantrips, potions
Special Qualities: Gorse bushes, SR 11
Saves: Fort +0, Ref +9, Will +4
Abilities: Str 6, Dex 24, Con 10, Int 12, Wis 15, Cha 20
Skills: 36 Concentration +5, Craft (trapmaking) +5, Escape Artist +12, Hide +12, Listen +8, Move Silently +12, Spot +8, Wilderness Lore +6
Feats: Alertness, Weapon Focus (miniscule sword)

Climate/Terrain: Cold and temperate plains and hills
Organization: Solitary or tribe (5-40)
Challenge Rating: 2
Treasure: No coins; no goods; 25% items; 200% potions
Alignment: Always neutral
Advancement: ---

The gorse are some of the smallest, and perhaps most beautiful of the faerie folk. Gorse are tiny humanoids that resemble human children, only they are fully mature, and are just a few inches tall. They have delicate wings and slightly pointed ears, and wear simple clothing.
Gorse dwell in the thorny flower bushes that are their namesake, which make a safe haven to protect them from larger creatures. Gorse keep to themselves, but sometimes deal with other fey, centaurs, elves, and druids. Gorse speak Sylvan.

COMBAT
Gorse are armed with tiny weapons that do 1 point of damage each, and are effectively +2 weapons when used by any creature of Tiny size or smaller (larger creatures cannot use these weapons). Gorse also have spell-like abilities which they use to defend their lair, which is forbidding enough to keep most creatures out as it is. When threatened, gorse travel deeper into their thorny homes, either to escape or just lead attackers into traps.
Confusion Arrows: Gorse coat the tips of their arrows with a weak poison that disorients targets. Anyone struck by a gorse arrow attack must make a Fortitude save (DC 15) or be affected as the confusion spell for 2d4 rounds.
Spell-Like Abilities: 1/day - mirror image. One in ten gorse can also use goodberry and spike growth once per day. These abilites are as the spells cast by an 10th-level sorcerer (save DC 12 + spell level).
Cantrips (Sp): Gorse can use three unique cantrips, and each one is usable once per day.
* Distract: Anyone watching the gorse turns to look at any area of the faerie's choice within 10 feet. Creatures with an Intelligence of 10 or better can make a Will save (DC 12) to resist this.
* Exterminate: A gorse can kill a single creature no larger than a field-mouse, or all creatures of Fine size within a 6 inch radius. Fey, magical beasts, and anything with spell resistance can make a Will save (DC 12) to avoid death.
* Sprout: Gorse use this spell to cause thornbushes in a one cubic yard area to add an inch of new growth.
Potions: Gorse like to keep a collection of potions in their lair. Normal potions have enough doses for 20 gorse to feel the full effects of the potion.
Gorse Bushes: Any creatures of Tiny size or larger are subject to taking 1 point of damage per round from being in the thorny lair of the gorse. A successful Reflex save (DC 14) negates this damage for a given round. Creatures of size class Small through Large are slowed to 1/4 normal speed; smaller creatures can manuever through the bushes normally, and larger creatures are not hampered by them.

The gorse first appeared in Dragon Magazine #180, and later in the Monstrous Compendium Annual Three.
 

BOZ

Creature Cataloguer
DOBIE
Tiny Fey
Hit Dice: 1d6 (3 hp)
Initiative: +0 (Dex)
Speed: 20 ft
AC: 13 (+2 size, +1 natural)
Attacks: Dagger +2 melee
Damage: Dagger 1d4
Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft
Special Attacks: Spell-like abilities
Special Qualities: Gullible (vulnerability)
Saves: Fort +0, Ref +2, Will +1
Abilities: Str 8, Dex 11, Con 10, Int 8, Wis 8, Cha 10
Skills: Hide +8, Listen +4, Move Silently +6, Search +5

Climate/Terrain: Any temperate land
Organization: Solitary or tribe (2-8)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral good
Advancement: 2-3 HD (Tiny)

Dobies are tiny rural fey, related to brownies. They live peaceful, reclusive lives, trying their best to help out larger humanoids. They live in crude cottages at the edges of a farmer's fields, where they glean food from the harvest. As a payment for this food, the good fey help out the farmer by performing chores - whether the farmers want them to or not. Dobies are amazingly clumsy and absent-minded, and their "help" almost winds up being more of a curse than a blessing.
Dobies look like miniature elves, with brown eyes and hair, only slightly pointed ears, and plain features. With their working clothes on, they resemble farmers more than anything else. They have a way about them, seeming as gullible as they look, that makes look more like country bumpkins than typical fey. Dobies speak Common and Sylvan.

COMBAT
Dobies are inoffensive and will walk or sneak away from a fight. They are very protective of their larger neighbors, and will fight to defend them and their property. They prefer to use their spell-like abilities to confound and confuse opponents. They can also use tools, such as hammers or rakes, but are somtimes lucky enough to have a dagger or even a short sword.
Spell-Like Abilities: 1/day - confuse languages (the reverse of comprehend languages) (forget, fumble), grease, and ray of enfeeblement.
Gullible (Ex): Dobies are particularly gullible, and suffer a -3 penatly to all Will saves against illusion and enchantment spells.
Skills: Dobies have a +4 to Hide checks outdoors or in a building furnished from natural materials, due to the drab colors of their tough clothing.

The dobie first appeared in Dragon Magazine #206, and later in the Monstrous Compendium Annual Two.
 

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