Faerie, Unseelie
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Faerie, Unseelie, Diminutive
Diminutive Fey
Hit Dice: 1d6 (3 hp)
Initiative: +6
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 20 (+4 size, +6 Dex), touch 20, flat-footed 14
Base Attack/Grapple: +0/–16
Attack:
+1 shortsword +1 melee (1d2-3/19-20) or longbow +10 ranged (1d3/x3)
Full Attack:
+1 shortsword +1 melee (1d2-3/19-20) or longbow +10 ranged (1d3/x3)
Space/Reach: 1 ft./0 ft.
Special Attacks: Seelie spell of forgetting (DC 14), spell-like abilities
Special Qualities: Damage reduction 5/cold iron, low-light vision, spell resistance 12, vulnerability to salt
Saves: Fort +0, Ref +8, Will +3
Abilities: Str 3, Dex 22, Con 10, Int 12, Wis 12, Cha 12
Skills: Concentration +4, Hide +22, Knowledge (nature) +5, Listen +5, Move Silently +10, Spot +5, 1 more at 4 ranks (see below)
Feats: 1 (see below)
Environment: Any
Organization: Solitary, pair, or court (6-40 unseelie faeries of mixed sizes)
Challenge Rating: 1
Treasure: No coins; 50% goods; 50% items
Alignment: Any evil
Advancement: —
Level Adjustment: +3
Faerie, Unseelie, Tiny
Tiny Fey
Hit Dice: 2d6+2 (9 hp)
Initiative: +5
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 17 (+2 size, +5 Dex), touch 17, flat-footed 12
Base Attack/Grapple: +1/–10
Attack:
+1 shortsword +1 melee (1d3-2/19-20) or longbow +8 ranged (1d4/x3)
Full Attack:
+1 shortsword +1 melee (1d3-2/19-20) or longbow +8 ranged (1d4/x3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Seelie spell of forgetting (DC 15), spell-like abilities
Special Qualities: Damage reduction 5/cold iron, low-light vision, spell resistance 13, vulnerability to salt
Saves: Fort +1, Ref +8, Will +4
Abilities: Str 5, Dex 20, Con 12, Int 14, Wis 13, Cha 14
Skills: Concentration +6, Hide +18, Knowledge (nature) +7, Listen +6, Move Silently +10, Spot +6, 2 more at 5 ranks each (see below)
Feats: 1 (see below)
Environment: Any
Organization: Solitary, pair, or court (6-40 unseelie faeries of mixed sizes)
Challenge Rating: 2
Treasure: No coins; 50% goods; 50% items
Alignment: Any evil
Advancement: 3 HD (Tiny)
Level Adjustment: +3
Faerie, Unseelie, Small
Small Fey
Hit Dice: 4d6+8 (22 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 15 (+1 size, +4 Dex), touch 15, flat-footed 11
Base Attack/Grapple: +2/–4
Attack:
+1 shortsword +2 melee (1d4-1/19-20) or longbow +7 ranged (1d6/x3)
Full Attack:
+1 shortsword +2 melee (1d4-1/19-20) or longbow +7 ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Seelie spell of forgetting (DC 16), spell-like abilities
Special Qualities: Damage reduction 5/cold iron, low-light vision, spell resistance 14, vulnerability to salt
Saves: Fort +3, Ref +8, Will +6
Abilities: Str 7, Dex 18, Con 14, Int 16, Wis 14, Cha 16
Skills: Concentration +9, Hide +15, Knowledge (nature) +10, Listen +9, Move Silently +11, Spot +9, 3 more at 7 ranks each (see below)
Feats: 2 (see below)
Environment: Any
Organization: Solitary, pair, or court (6-40 unseelie faeries of mixed sizes)
Challenge Rating: 3
Treasure: No coins; 50% goods; 50% items
Alignment: Any evil
Advancement: 5 HD (Small)
Level Adjustment: +4
Faerie, Unseelie, Medium
Medium Fey
Hit Dice: 6d6+18 (39 hp)
Initiative: +3
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +3/+3
Attack:
+1 shortsword +4 melee (1d6+1/19-20) or longbow +6 ranged (1d8/x3)
Full Attack:
+1 shortsword +4 melee (1d6+1/19-20) or longbow +6 ranged (1d8/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Seelie spell of forgetting (DC 17), spell-like abilities
Special Qualities: Damage reduction 5/cold iron, low-light vision, spell resistance 16, vulnerability to salt
Saves: Fort +5, Ref +8, Will +7
Abilities: Str 10, Dex 16, Con 16, Int 16, Wis 15, Cha 18
Skills: Concentration +12, Hide +12, Knowledge (nature) +12, Listen +11, Move Silently +12, Spot +11, 3 more at 9 ranks each (see below)
Feats: 3 (see below)
Environment: Any
Organization: Solitary, pair, or court (6-40 unseelie faeries of mixed sizes)
Challenge Rating: 5
Treasure: Standard
Alignment: Any evil
Advancement: 7-9 HD (Medium)
Level Adjustment: +4
Faerie, Unseelie, Large
Large Fey
Hit Dice: 10d6+40 (75 hp)
Initiative: +2
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple: +5/+13
Attack:
+1 shortsword +9 melee (1d8+5/19-20) or longbow +6 ranged (2d6/x3)
Full Attack:
+1 shortsword +9 melee (1d8+5/19-20) or longbow +6 ranged (2d6/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Seelie spell of forgetting (DC 18), spell-like abilities
Special Qualities: Damage reduction 10/cold iron, low-light vision, spell resistance 18, vulnerability to salt
Saves: Fort +7, Ref +9, Will +10
Abilities: Str 18, Dex 14, Con 18, Int 16, Wis 16, Cha 20
Skills: Concentration +17, Hide +11, Knowledge (nature) +16, Listen +16, Move Silently +15, Spot +16, 3 more at 13 ranks each (see below)
Feats: 4 (see below)
Environment: Any
Organization: Solitary, pair, or court (6-40 unseelie faeries of mixed sizes)
Challenge Rating: 7
Treasure: Standard
Alignment: Any evil
Advancement: 11-13 HD (Large)
Level Adjustment: +5
Faerie, Unseelie, Huge
Huge Fey
Hit Dice: 15d6+75 (127 hp)
Initiative: +1
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 21 (-2 size, +1 Dex, +12 natural), touch 9, flat-footed 20
Base Attack/Grapple: +7/+21
Attack:
+1 shortsword +12 melee (2d6+7/19-20) or longbow +6 ranged (3d6/x3)
Full Attack:
+1 shortsword +12/+7 melee (2d6+7/19-20) or longbow +6/+1 ranged (3d6/x3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Seelie spell of forgetting (DC 19), spell-like abilities
Special Qualities: Damage reduction 15/cold iron, low-light vision, spell resistance 20, vulnerability to salt
Saves: Fort +10, Ref +10, Will +12
Abilities: Str 22, Dex 12, Con 20, Int 16, Wis 17, Cha 23
Skills: Concentration +23, Hide +11, Knowledge (nature) +21, Listen +21, Move Silently +19, Spot +21, 3 more at 18 ranks each (see below)
Feats: 6 (see below)
Environment: Any
Organization: Solitary, pair, or court (6-40 unseelie faeries of mixed sizes)
Challenge Rating: 9
Treasure: Standard
Alignment: Any evil
Advancement: 16-30 HD (Huge)
Level Adjustment: +5
Unseelie faeries live among the Unseelie Court, a hideous mockery of the Seelie Court. It is located in the most haunted, twisted forest of the Plane of Faerie. The Court spends its time plotting and scheming against the Seelie Court.
Most unseelie faeries are encountered outside the court. Because evil seeks its own reflection and treachery breeds mistrust, the unseelie faeries see an enemy in nearly everyone they encounter.
Appearance
Unseelie faeries appear in a wide range of sizes and appearances. When you create a new seelie faerie, roll on the following tables to determine it's appearance. Feel free to change, add, or delete choices from the following tables as you see fit.
Head
1 - Human
2 - Goblinoid
3 - Orc
4 - Goat
5 - Canine
6 - Pumpkin (often rotting)
Head Adornment
1 - Horns
2 - Antennae (often mothlike)
3 - Feathers
4 - Leaves (may be moldy)
5 - Blooms (possibly dried)
6 - Motes of darkness
Hair
1 - Ivy
2 - Silken
3 - Color-changing
4 - Spikey
5 - Horse mane
6 - Bald
Legs
1 - Humanoid
2 - Insectile
3 - Goatlike
4 - Mermaid tail (faerie's land speed is reduced to 20 ft., gains swim speed of 40 ft.)
5 - Cluster of vines
6 - Serpent tail (faerie's land speed is reduced to 20 ft., gains climb speed of 20 ft.)
Feet
1 - Humanoid
2 - Humanoid, but six-toed
3 - Cloven
4 - Clubfoot
5 - Talons
6 - Feline
Tail
1 - Catlike
2 - Rabbitlike
3 - Foxlike
4-6 - None
Wings
1 - Gossamer
2 - Butterfly
3 - Bat
4 - Bird
5 - Bee
6 - None
Themes
Unseelie faeries fall into one of four themes: avenger, frightener, shadow, and trickster.
Avengers exists solely to exact vengeance for some slight, real or imagined, against the natural world or the Unseelie Court. Their appearances and powers are often mockeries of that which they champion in their vengeance. For example, an unseelie faerie seeking vengeance on those who destroy forests may appear plantlike, with twisted and blighted leaves and branchlike claws, and might bestow curses that cause the victim's touch to blight plants.
Frighteners delight in spreading fear and sowing terror. They are often mistaken for ghosts, haunting old ruins and out-of-the-way places. Their powers are often illusions or necromantic in nature.
Shadow faeries have strong ties to the Shadow World, and often have a dusky or insubstantial appearance. Their powers are often those of stealth and shadow magic.
Tricksters, like their seelie counterparts, delight in twisting every encounter with other creatures to their own personal amusement. However, their tricks are far more malicious and often lethal.
Special Attacks and Qualities
All unseelie faeries have a number of abilities equal to half their Hit Dice (minimum of one). When determining abilities, roll d% and consult the following table. Most abilities do not stack, so if you roll a duplicate that doesn't stack with itself simply re-roll until you get one that works.
d% Roll Ability
01-02 Gaze of ruin
03-08 Wild empathy
09-20 Musical instrument
21-22 Woodland stride
23-24 Lose the way
25-28 Unearthly grace
29-35 Better blade*
36-38 Trackless step
39-40 Corruption of beauty
41-45 Sneak attack
46-50 Elite faerie*
51-55 Enhanced senses
56-58 Beguiling song
59-65 Resilient*
66-68 Easily Forgotten
69-72 Mystical*
73-76 Quickness*
77-80 Terrain feature dependent
81-86 Multi-layered*
87-90 Swift flier*
91-92 Size change
93-94 Greater musical instrument
95-96 Curse of cannibalism
97-98 Curse of familicide
99-100 Curse of nature's blindness
*This ability may be rolled more than once.
Beguiling Song (Su): The unseelie faerie can attempt to beguile creatures with its song. The faerie sings, targeting a single creature it can see within 300 feet. This is a sonic, mind-affecting ability, and the creature must be able to hear the faerie for it to take effect. The targeted creature must make a Will saving throw. If the save is successful, that creature cannot be affected by that faerie's song for one day.
Failure indicates the creature is utterly beguiled and moves toward the faerie, taking the most direct route available. If that path leads into a dangerous area (such as very deep or fast-moving water) the beguiled creature gets a second saving throw. A beguiled creature may take no actions other than defending himself. A beguiled victim who moves within 5 feet of the faerie must make a Will save or be charmed as per charm monster (caster level equals faerie's Hit Dice). Success means that the character is freed from the beguilement and is immune to that faerie's beguiling song for 24 hours. The beguiling effect continues so long as the faerie sings. A faerie does not need to continue to sing to keep a victim charmed. The save DCs are Charisma-based.
Better Blade: The enhancement bonus of the unseelie faerie's short sword increases by +1.
Corruption of Beauty (Su): Any creature who sees the unseelie faerie must make a Will save or fall in love with it. This ability works as the charm person spell (caster level equals faerie's Hit Dice). If the creature is of the opposite sex, it treats the unseelie faerie as the love of its life, the center of his universe, and will do anything short of ending its own life, or violating its basic ethos, to please the unseelie faerie. Those charmed by an unseelie faerie will not leave its side while the charm is in effect for any reason, and will defend the faerie to the death. (Note: Defending one's love to the death is different than throwing oneself off a cliff simply because the beloved wished one to do so.) Once per week, the unseelie faerie can permanently drain one point of Charisma and one point of Constitution from any creature under the effects of its charm ability. The range of this ability is 30 feet, and the affected creatures can make a Fortitude save to resist this effect. Members of the opposite sex receive a -2 circumstance penalty to this saving throw, as they would willingly give the unseelie faerie anything it requests. The save DCs are Charisma-based.
Curse of Cannibalism (Su): When this unseelie faerie curses an opponent, the victim must pass succeed on a Will save or forever be able only to gain nutrition from the flesh of his own race. All other foods turn to ashes in his mouth, and unless he eats the flesh of his own kind, he will begin to take damage from starvation. The save DC is Charisma-based. Curse of cannibalism can be removed with a remove curse or break enchantment (caster level check DC = HD of the unseelie faerie).
Curse of Familicide (Su): When this unseelie faerie curses an opponent, the victim must succeed on a Will save or, for the next 24 hours, see his friends and family as grotesque monsters and be forced to attack them to the best of his ability. This acts as the "attack nearest creature" function of a confusion spell except that the victim only targets those that he would ordinarily be friendly or helpful towards. The save DC is Charisma-based. Curse of cannibalism can be removed with a remove curse or break enchantment (caster level check DC = HD of the unseelie faerie).
Curse of Nature's Blindness (Su): When this unseelie faerie curses an opponent, the victim must succeed on a Will save or be completely unable to see any creatures with the fey or animal type, as if they were under the effects of an improved invisibility spell. The save DC is Charisma-based. Curse of cannibalism can be removed with a remove curse or break enchantment (caster level check DC = HD of the unseelie faerie).
Easily Forgotten: The unseelie faerie gains a +2 racial bonus on the save DC of its seelie spell of forgetting ability.
Elite Faerie: One of the unseelie faerie's ability scores, determined randomly, gains a +4 bonus.
Enhanced Senses: The unseelie faerie gains darkvision 60 ft. and scent.
Gaze of Ruin (Su): Anyone within 30 feet of the unseelie faerie who meets the creature's eyes must succeed on a Will save against this mind-affecting fear effect or become overwhelmed with feelings of hopelessness and despair; these victims can do nothing but sink to the ground and sob until the unseelie faerie leaves or deactivates its gaze attack. Such victims are considered to be helpless. Unseelie faeries are immune to this ability. The unseelie faerie can suppress this gaze as a free action; when it is active the faerie's eyes shine with a blinding light that illuminates a 60-foot radius.
Greater Musical Instrument (Su): The unseelie faerie possesses a magical musical instrument. When it plays, all creatures within a 60-foot spread (except fey) must succeed on a Will save or be affected by hideous laughter or irresistable dance (caster level equals faerie's HD; the faerie chooses the tune and its effect). In the hands of other beings, this instrument has no special powers. A creature that successfully saves against any of the instrument's effects cannot be affected by the same instrument for 24 hours. The save DC is Charisma-based.
Lose the Way (Sp): Once per day, the unseelie faerie can touch a victim and render him or her completely unable to find his or her way anywhere for the next 3d6 hours. The unseelie faerie must succeed on a melee touch attack. The character cannot use the intuit direction aspect of the Survival skill to avoid becoming lost, and loses its innate sense of north if it has 5 or more ranks in Survival. The character cannot even find its way out of a closet without assistance, though he or she is perfectly capable of following other characters.
Multi-layered: The unseelie faerie isn't easily categorized, and may select an additional theme from which to choose its spell-like abilities. (can be gained more than once)
Musical Instrument (Su): The unseelie faerie possesses a magical musical instrument. When it plays, all creatures within a 60-foot spread (except fey) must succeed on a Will save or be affected by charm person, sleep, or fear (caster level equals faerie's HD; the faerie chooses the tune and its effect). In the hands of other beings, this instrument has no special powers. A creature that successfully saves against any of the instrument's effects cannot be affected by the same instrument for 24 hours. The save DC is Charisma-based.
Mystical: The unseelie faerie gains an additional spell-like ability based upon its theme.
Quickness: The unseelie faerie's land speed increases by +10 feet.
Resilient: The unseelie faerie gains one of the following bonus feats, chosen randomly: Great Fortitude, Iron Will, or Lightning Reflexes.
Size Change (Su): x/day, the unseelie faerie can change its size to make itself up to two size categories larger (maximum Huge) or smaller (minimum Diminutive). Use the statistics of an unseelie faerie of the appropriate size, above.
Sneak Attack: The unseelie faerie gains the sneak attack ability of a rogue of a level equal to its Hit Dice.
Swift Flier: The unseelie faerie's fly speed increases by +10 feet.
Terrain Feature Dependent (Su): The unseelie faerie is mystically bound to a single terrain feature (such as a tree, pool, hill, etc.) and must never stray more than 300 yards from it. If it does, it becomes ill and dies within 4d6 hours. The unseelie faerie's dependent terrain feature does not radiate magic.
Trackless Step: The unseelie faerie gains trackless step, as the druid class feature.
Unearthly Grace (Su): The unseelie faerie adds its Charisma modifier as a bonus on all its saving throws, and as a deflection bonus to its Armor Class.
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the unseelie faerie has a +6 racial bonus on the check.
Woodland Stride: The unseelie faerie gains woodland stride, as the druid class feature.
Seelie Spell of Forgetting (Sp): At will, a seelie faerie may create up to a 50-foot cube of showering pixie dust. This effect must originate within 150 feet of the seelie faerie. All creatures within the pixie dust must succeed on a Will save or have its memory of time spent among the faeries erased. With a successful save, a creature recalls the faerie encounter as a dream. Failure results in complete memory loss pertaining to the faerie encounter. Should the victim recall anything, the memory is hazy and seems not quite real. The character cannot recollect names, locations, directions, or any other specifics unless the seelie faerie so desires. For example, a seelie faerie might cast this spell on a lost traveler to make him or her forget the faerie’s name and the location of the Seelie Court, but may allow the character to remember directions to the nearest safe haven.
If the recipient again encounters a faerie or place “forgotten” as a result of this spell, he or she experiences a sense of deja vu, but does not recall specifics.
The spell does not negate other spell effects resulting from time spent among the faeries (thus, a recipient of a geas would still be under the geas). The character does, however, forget the circumstances and the spellcaster that bound him or her with such magic.
A limited wish, miracle, or wish can restore the lost memories.
This is a mind-affecting, charm effect, and is the equivalent of a 3rd-level spell. The save DC is Charisma-based. Fey are immune to this ability, while elves and druids gain a +4 bonus on their saves.
Spell-Like Abilities: Always active—detect chaos, detect evil, detect good, detect law; at will—invisibility (self only).
An unseelie faerie gains additional spell-like abilities based upon its theme (avenger, shadow, and so forth). The unseelie faerie gains two spell-like abilities at Diminutive size, and two additional spell-like abilities for each size category greater. Thus, a Medium avenger gains the abilities of Small, Tiny, and Diminutive avengers.
Caster level for all spell-like abilities equals faerie's Hit Dice. The save DCs are Charisma-based.
Avengers choose from the following list:
Diminutive: acid splash, flare, touch of fatigue
Tiny: entangle, faerie fire, true strike
Small: bull's strength, rage, shatter, summon swarm
Medium: hallucinatory terrain, major image, secret page
Large: crushing despair, mark of justice, rusting grasp
Huge: creeping doom, earthquake, reverse gravity, whirlwind
Frighteners choose from the following list:
Diminutive: dancing lights, ghost sound, prestidigitation
Tiny: bane, cause fear, doom
Small: mirror image, misdirection, phantom trap, scare
Medium: fear, hallucinatory terrain, major image
Large: mirage arcana, nightmare, phantasmal killer
Huge: bolts of bedevilment, maze, symbol of fear, veil
Shadow faeries choose from the following list:
Diminutive: daze, open/close, inflict minor wounds
Tiny: chill touch, darkness, obscure object
Small: ghoul touch, obscuring mist, shadow conjuration
Medium: deeper darkness, shadow evocation, vampiric touch
Large: armor of darkness, black tentacles, greater shadow conjuration
Huge: greater shadow evocation, power word blind, simulacrum
Tricksters choose from the following list:
Diminutive: faerie fire, ghost sound, prestidigitation
Tiny: entangle, grease, lesser confusion
Small: daze monster, hideous laughter, misdirection
Medium: deep slumber, quench, warp wood
Large: baleful polymorph, confusion, song of discord
Huge: maze, mislead, repel gravity
Vulnerability to Salt (Ex): An unseelie faerie struck by salt (usually thrown as a splash weapon) immediately becomes visible and cannot use its invisibilty spell-like ability for 1d4 minutes.
Skills: An unseelie faerie has skills common to all of its kind, in addition to a number of skills based on its theme. The number of additional skills and associated ranks are listed in its statistics block. When crafting an unseelie faerie, assign the additional skills and ranks based on the following themes:
Avenger: Climb, Intimidate, Sense Motive, Knowledge (nobility and royalty), Survival
Frightener: Climb, Disable Device, Intimidate, Open Lock, Search
Shadow Faerie: Balance, Climb, Sleight of Hand, Tumble, Use Magic Device
Trickster: Bluff, Disguise, Perform (comedy), Sense Motive, Sleight of Hand
Feats: An unseelie faerie has feats common to all of its kind, in addition to a number of feats based on its theme. When crafting an unseelie faerie, select feats from the common list and the list based on its theme:
Common: Alertness, Dodge, Empower Spell-Like Ability, Quicken Spell-Like Ability, Skill Focus, Weapon Finesse (Tiny, Small, and Medium only)
Avenger: Track, Power Attack (Large and Huge only), Two-Weapon Fighting, Great Fortitude
Frightener: Stealthy, Improved Initiative, Blind-fight, Combat Reflexes
Shadow Faerie: Mobility, Spring Attack, Combat Expertise, Whirlwind Attack
Trickster: Combat Expertise, Deft Hands, Improved Feint, Persuasive
Originally appeared in Blood Spawn (1992)(Birthright).