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A plethora of fey!

BOZ

Creature Cataloguer
BRAMBLE
Fine Fey
Hit Dice: 1/3 d6 (2 hp)
Initiative: +5 (Dex)
Speed: 10 ft
AC: 31 (+8 size, +5 Dex, +2 natural, +6 spine armor)
Attacks: Slam +5 melee; or tiny spear +5 melee
Damage: Slam 1d6-2; or tiny spear 1d6-2
Face/Reach: 1/2 ft by 1/2 ft/0 ft
Special Attacks: Spiny armor, poison, charm mount, grounding
Special Qualities: SR 12
Saves: Fort +0, Ref +7, Will +4
Abilities: Str 6, Dex 21, Con 10, Int 12, Wis 14, Cha 10
Skills: Concentration +6, Escape Artist +8, Hide +8, Jump +7, Listen +6, Move Silently +8, Ride +7, Spot +6
Feats: Weapon Finesse (slam, spear)

Climate/Terrain: Cold and temperate plains and hills
Organization: Band (2-16)
Challenge Rating: 2
Treasure: No coins; 50% goods; 50% items
Alignment: Always neutral evil
Advancement: ---

Brambles are among the tiniest of fey, as well as the most agressive and vicious. Faerie legends tell that they were long-ago outcasts of fey society, and are believed to have descended from the gorse.
Brambles are tiny people with dark, wrinkled skin, pointy nails, extremely pointed ears, and an overall appearance that makes them look dried-out. A brace of spines sticks out from their back, which is bare although it appears that it was meant to support wings. Brambles wear smalls suits of spiked plate mail with holes that allow their spines to fit through, camoflaging them against the artificial spikes of the armor.
Brambles are nomadic and restless, never staying together or in one place for too long. They are arrogant and sneaky in dealing with larger races, fancying themselves as some kind of pixie knights. Brambles are often seen riding an odd selection of creatures, including porcupines, hedgehogs, al'mirajs, and other creatures. Brambles speak Sylvan.

COMBAT
Brambles attack by hurling themselves at opponents, causing damage with their spiky bodies. One out of ten brambles secret poison from the spines of their armor. Such brambles, if present, are usually the leaders of a given group.
Spiny Armor (Ex): The armor a bramble wears functions as both its best defense and offense. Any creature that attempts to bite or grab a bramble with bare hands suffers an automatic 1d4 damage per round. Anyone with armored hands may attempt a Fortitude save (DC 15) to avoid taking damage when touching the bramble.
A bramble that hits with its slam attack does an additional 1d6 damage with its spiky armor. Brambles wrestle opponents of Fine or Diminutive size, causing an additional 1d2 damage per round with its spikes.
Poison (Ex): Injected, Fortitude save (DC 15); initial and secondary damage 1d6 temporary Dexterity.
Charm Mount (Sp): Brambles can charm small quadropeds of Small size or smaller, as the charm monster spell, and can cast this once per day.
Grounding (Sp): One out of every ten brambles has the ability to use this special spell-like ability once per day. This is cast against a single target of Small size or smaller, who must succeed at a Will save (DC 12) or be grounded. This lasts for 6d6 rounds, and can affect any target within 10 yards.

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

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BOZ

Creature Cataloguer
FAERIE FIDDLER
Tiny Fey
Hit Dice: 1d6 (3 hp)
Initiative: +6 (Dex)
Speed: 30 ft
AC: 20 (+2 size, +6 Dex, +2 natural)
Attacks: None
Damage: None
Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft
Special Attacks: Fiddling
Special Qualities: Immune to enchantment magic, SR 16
Saves: Fort +3, Ref +8, Will +6
Abilities: Str 10, Dex 23, Con 16, Int 10, Wis 18, Cha 17
Skills: Escape Artist +9, Listen +8, Perform (dance, melody, strings) +14
Feats: Dodge

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

Faerie fiddlers are icons of fey society, living as individuals among other faerie communities. Fiddlers exist to protect other fey, and make the world more pleasant to them.
Faerie fiddlers resemble ancient, tiny human males in somber, archaic dress. They always carry around with them a tiny, exquisite fiddle (or similar stringed instrument). They keep in good spirits despite their serious clothing, and are amazingly spry and lively for such skinny folk. Faerie fiddlers speak Common, Elf, Gnome, and Sylvan, as well as the languages of any nearby humanoid communities.

COMBAT
Faerie fiddlers never start a fight, but when attacked they begind to dance and caper about. These constant movements help provide the fiddler with his high armor class. Fiddlers never fight with weapons, and when confronted with an opponent immune or resistant to his magic, the fiddler will flee if no other fey are in danger. Faerie fiddlers will lay down their own lives to save other fey.
Fiddling (Su): Faerie fiddlers can play magical tunes on their instruments, both for enjoyment and combat purposes. Any of these effects can be resisted with a Will save (DC 14). The tunes can be played with subtlety, such that the listener may not be aware of the sonic attack. All of these songs can be played by the fiddler at will, so long as there is no magical silence in the area.
* Song One: The first song of the fiddler is a common dance melody that eliminates hunger, thirst, or fatigue for all who hear it, so long as they are dancing. If a listener has the perform (dance) skill, he can fight opponents in combat, while dancing.
* Song Two: The second song of the fiddler is a defensive spell, used if the fiddler or his friends are threatened with harm. With this song, the fiddler can affect one target per round within 30 feet with an Otto's irresistible dance spell. This effect is usually used to immobilize opponents, and to cover escape from combat.
* Song Three: The most powerful tune of the fiddler is reserved for someone who truly offends faerie sensibilities; someone who refuses to dance with them, denies the extistence of faeries, or tries to cheat a faerie in some way can expect to have this song used on them. This tune can only be played once per month, and then only on the night of a full moon. This tune eliminates fatigue like the first tune, but also has an effect on the target much like an exaggerated time stop spell. For every hour the target spends dancing, a year will pass by around them, and the lack of fatigue makes the target capable of dancing for a long time. The nature of the enchantment of this tune is such that the victim will be unaware of what is really happening if they are not familiar with the effect, and the victim can only make a saving throw by conscious desire to resist.
Immune to Enchantment Magic (Ex): Faerie Fiddlers are immune to all spells and effects of the enchantment school.

The faerie fiddler first appeared in Dragon Magazine #206, and later in the Monstrous Compendium Annual Three.
 

BOZ

Creature Cataloguer
GRAIN NYMPH
Medium-Size Fey
Hit Dice: 3d6+3 (16 hp)
Initiative: +2 (Dex)
Speed: 40 ft
AC: 15 (+2 Dex, +3 natural)
Attacks: None
Damage: None
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Spell-like abilities, intoxication, marking
Special Qualities: Animal friendship, SR 21
Saves: Fort +1, Ref +5, Will +8
Abilities: Str 10, Dex 14, Con 13, Int 16, Wis 16, Cha 20
Skills: 48 Animal Empathy +10, Escape Artist +6, Heal +8, Hide +15, Knowledge (nature) +7, Listen +9, Move Silently +8, Profession (farmer) +7, Sense Motive +8, Spot +9
Feats: Alertness, Dodge, Iron Will, Toughness

Climate/Terrain: Temperate and warm plains
Organization: Solitary or pair
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium-Size)

Grain nymphs make their homes among the cultivated fields of farmers. They appear similarly to their woodland sisters, females possessing extraordinarily intoxicating beauty. These nymphs all have blond, literally cornsilk hair that resembles the grains of their field.
Grain nymphs are a rare type of fey, in that they have adapted to humankind, and have formed a symbolic relationship with them. These nymphs only live in fields of farmers who treats their crops with the utmost love and care. In return, the nymph causes the grain to spring full and strong, and at double the usual harvest. Protected fields do not suffer from droughts or flooding. Grain nymphs speak Sylvan, Common, and Elf.

COMBAT
Grain nymphs do not fight for themselves, but try to draw attackers into her field to use her powers against them. Grain nymphs can be killed by burning or razing their field and then making it unfit for cultivation.
Spell-Like Abilities: At will - insect plague, repel vermin, speak with animals.
Intoxication (Su): When an opponent enters the grain nymph's field, this pursuer must make a Will save (DC 16) or fall under the nymph's influence. When under her influence, the creature weaves around and speaks incoherently as if intoxicated. For the next 2d8 rounds, the creature suffers a -4 penalty to initiative, AC, to hit rolls, and Reflex checks. When this time expires, the creature must make a Constitution check or fall unconscious in a drunken stupor for 1d6 hours. Upon awakening, he will have a hangover, and the above penalties will still be in effect at -2 for another 1d6 hours.
Marking (Su): The grain nymph can summon any large farm beasts within a 1-mile radius to attack a single target within her field. They arrive within 10 minutes, and begin to bite, kick, and trample the opponent. If the target is sleeping or intoxicated, he will wake after sustaining 8 hit points of damage, or half of his current total, whichever is smaller. The animals will chase the target until he leaves the field, and no farm animal (except horses) will ever be friendly to that target again. No magic short of a full wish can remove the grain nymph's marking.
Animal Friendship (Ex): All herd and farm animals are friendly to grain nymphs, and will even sacrifice their lives for her. If the nymph is threatened, they will rush to defend her.
Skills: When in a field of grain, a grain nymph recieves a +6 racial bonus to Hide and Move Silently checks.

The grain nymph first appeared in Taladas: The Minotaurs, and later in Monstrous Compendium Annual Four.
 

BOZ

Creature Cataloguer
RED CAP
Small Fey
Hit Dice: 5d6+15 (32 hp)
Initiative: +6 (Dex, Improved Initiative)
Speed: 40 ft
AC: 18 (+1 size, +2 Dex, +5 natural)
Attacks: 2 claws +7 melee, bite +2 melee; or quarterstaff +7 melee; or rock +5 ranged
Damage: Claw 1d6+4, bite 1d4+2; or quarterstaff +4; or rock 1d4+6 and special
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Rocks
Special Qualities: Weapons immunity, susceptible to turning (vulernability)
Saves: Fort +6, Ref +6, Will +7
Abilities: Str 18, Dex 14, Con 17, Int 16, Wis 17, Cha 13
Skills: Bluff +7, Escape Artist +8, Hide +11, Intimidate +9, Jump +9, Listen +10, Move Silently +9, Search +6, Sense Motive +6, Spot +10
Feats: Alertness, Dodge, Great Fortitude, Improved Initiative, Power Attack

Climate/Terrain: Temperate forest and underground
Organization: Solitary
Challenge Rating: 4
Treasure: No coins; 50% goods; 50% items
Alignment: Always chaotic evil
Advancement: 6-10 HD (Small); 11-15 HD (Medium-Size)

Red caps are mischevously murderous relatives of leprechauns, and the most physically powerful of fey. Red caps do resemble leprechauns, though they are large and muscular and stand four feet tall. These fey are irredeemably evil, and live in abandoned castles and towers, from which they drop rocks onto unsuspecting passersby. They wear similar hats and clothing to leprechauns, and dye their hair and caps red with their victims' blood, hence their name. Red caps speak Sylvan.

COMBAT
A red cap's usual strategy for combat is to lie in wait from its hiding spot, then drop rocks on people when they pass by. If the victims survive the attack and spot the red cap, the wicked fey will jump down and engage them in melee, striking with its long claws and sharp teeth. They also carry a staff into battle, and very rarely this will be a magical staff.
Rocks (Ex): Red caps can drop one rock per round, using height and strength to maximum effectiveness. Each rock causes 1d4 damage for every 10 feet it falls.
Weapons Immunity (Su): Red caps are immune to damage from all weapons made by mortal hands (including magical ones), except for swords of any type.
Susceptible to Turning (Ex): Although red caps are not undead or outsiders, they have an innate terror of priests. Red caps can be turned or rebuked as if they were undead, by clerics and paladins, but the more serious effects of turning will not affect them.

FAR DARRIG
Far darrig are three foot tall cousins of leprechauns which travel in small groups (1-4). They dress in red, but unlike their evil cousins, the red caps, their clothes are not dyed with blood. These fey do possess a mildly dangerous sense of humor, however, and love to play practical jokes on beings of lawful alignment. In addition to the powers that lepechauns have, a far darrig has can cast one arcane cantrop per round as a spell-like ability. Far darrig can also use arcane spell scrolls, and if they can acess a spellbook, they can memorize one 1st-level spell from it per day.

GEANNCANAC
Geanncanac are closely related to the far darrig. The only significant difference between them is that the geanncanac are more malicious, and are chaotic evil in alignment. They play cruel and often deadly tricks on all who are unlucky enough to meet them.

The red cap, far darrig, and geanncanac first appeared in Dragon Magazine issue #158 (1990).

**
Original stats from DRAGON 158:

Red cap
CLIMATE/TERRAIN: Temperate forests and ruins
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Exceptional
TREASURE: G (reduce coinage by 90%)
ALIGNMENT: Chaotic evil
NO. APPEARING: 1
ARMOR CLASS: 4
MOVEMENT: 15
HIT DICE: 5
THAC0: 15
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-6/1-3 or by weapon type
SPECIAL ATTACKS: Hurl rocks
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: S (4’ tall)
MORALE: Steady (12)
XP VALUE: 420

Believed by some authorities to be a subrace of leprechauns, the red caps are closely related to the far darrig and geanncanac. Red caps are remarkably strong, having strengths of 18 ( + 2 to weapons damage). Red caps occupy abandoned castles and towers, from which they drop rocks onto passersby for 1-4 hp damage per 10’ fallen. The red caps use the victim’s blood to dye their hair and caps.
Though they aren’t undead, the red caps may be turned by a cleric as shadows because of their innate terror of priests. Only swords (magical or not) of all weapons will do damage to these creatures; spells have normal effects, however. Red caps have long claws and sharp teeth which they use in combat. Red caps often (70%) carry staves, of which 10% are magical.
 

BOZ

Creature Cataloguer
ok, i posted all of these fairys on the main site. this is still the place to look to see the original 1E Monster Manual sprite as well as the World of Greyhawk's sea sprite. both will be in the Tome of Horrors in november! :)
 

Oracular Vision

First Post
Nice work, but you should extend the advancement of the 3 HD creatures to be three times their start, i.e., up to 9 HD...I would also think that Sprites would advance according to character class, not a size progression...
 

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