Paging Echohawk...


log in or register to remove this ad

Next month, I thought we'd try a fey theme. As such, here are the unconverted fey for which I do not have the source material:

Birthright fey
Changeling, Faerie [Blood Spawn]
Dark Queen [Blood Spawn]
Faerie Queen [Blood Spawn]
Faerie, Seelie [Blood Spawn]
Faerie, Unseelie, Living Evil Faerie [Blood Spawn]

Fey from other settings
Plainsjan [Realmspace (SJR2)]

Other potential fey
Ancestor [Shaman]
Fachan [Celts Campaign Sourcebook (HR3)]
Fairy [Supplement IV: Gods, Demigods, Heroes]
Phouka [Celts Campaign Sourcebook (HR3)]
Sidhe [Tall Tales of the Wee Folk (PC1)]

I'd appreciate any you wouldn't mind posting. :)
 



Here is the entry for fairies (what remarkably little there is of it!) from Supplement IV. I don't have a printed copy of that, only the PDF, which makes it easier to copy/paste. The others will have to wait until tomorrow -- it's late here and I'm about to head to bed :)

These fairies come from the "Eastern Mythos" section of Supplement IV, which seems to be primarily based on Chinese mythology.

FAIRIES
Armor Class -- 7
Move: 9"
Hit Points: 25
Magic Ability: (See Below)
Fighter Ability: 2nd Level
Psionic Ability: Class 4

At the top of every large mountain is a group of 1-10 Fairies. These beings stand 1 foot tall with gossamer wings and a delicate elfin appearance. One member of this group is a 15th level wizard and the rest are from the 7th to the 10th. They are very afraid of mortals and will react violently at any incursion of their land.
 

Plainsjan

CLIMATE/TERRAIN: Deserts of Anadia and other planets
FREQUENCY: Very rare
ORGANIZATION: Colony
ACTIVITY CYCLE: Night
DIET: Carnivore
INTELLIGENCE: Average (8-10)
TREASURE: Nil
ALIGNMENT: Neutral evil

NO. APPEARING: 2d6
ARMOR CLASS: 7
MOVEMENT 12
HIT DIE: 5
THAC0: 16
NO. OF ATTACKS: 3
DAMAGE/ATTACKS: 1d2/1d2/1d4
SPECIAL ATTACKS: Poison
SPECIAL DEFENSES: Immune to poison
SIZE: S (3' tall)
MORALE: Average (11-12)
XP VALUE: 270 each

These creatures look much like gremlins or imps, belonging in fact to the same family. Devilish little creatures that love to prey upon those weaker or in smaller numbers, the plainsjan have pointed little ears much like those of elves, but they have very sharp teeth and large claws for their size. Their small but stout tails are sometimes used for balance when feeding upon taller targets.

Combat: The plainsjan is a creature that thrives almost completely upon the freshly killed flesh of umber hulks, supplementing the diet with other humanoids or creatures. When plainsjan attack, they always do so in numbers that warrant their winning. They attack in groups, biting and scratching from as many different directions as possible.
The bite of a plainsjan has a slight intoxicating effect which is easily shaken off. A successful save vs. poison, with a bonus of +1 , easily eliminates its effects. The poison otherwise causes one to fight at -1 because of the slight delirium. Besides, the victim's Strength, Dexterity, Wisdom, and Intelligence temporarily fall one point for 2d4 rounds. This poison effect is cumulative, which makes these creatures dangerous opponents if not properly dealt with quickly.
Their claws are so sharp that, due to blood loss, they inflict an additional point of damage for each of two subsequent melee rounds unless the wounds are dealt with immediately. When these pests attack, they usually use all three attack modes each melee round.

Habitat/Society: These creatures live in tight family-and friend-oriented clans. These groups of plainsjan hunt and fight together. They tend to be quite territorial as well.
Plainsjan prefer to live in arid areas where water is hard to find. Currently, most are near the Anadian equator, but a few have been spotted in the deserts of Toril. This spread is due to the carelessness of spelljamming adventurers, or perhaps the vitality of some people's evil streak. Wherever they are seen, plainsjan run rampant, killing everything they can.
When these creatures breed, their progeny are always born in sets of twos-either identical twins or multiple sets of identical twins are born. The twins spend the rest of their lives together, sharing the same mates and food supplies.
 

Ancestor Spirits are definitely not fey, and I have no idea why I might have tagged them as such. On the other hand, they might qualify as Deathless, so I've scanned them anyway :).

Note that the stat blocks for creatures from Shaman are slightly different from most 2e creatures, since they are primarily designed to work with the rules for shamans.

Ancestors
CLIMATE/TERRAIN: Any/Sacred Mountains
FREQUENCY: Uncommon
ACTIVITY CYCLE: Any
DIET. Sacrifices
INTELLIGENCE: 14
ALIGNMENT: Any lawful

No. APPEARING: 4-400
ARMOR CLASS: 10
MOVEMENT: 10
HIT DICE: 1
THAC0: 20
No. OF ATTACKS: 1
DAMAGE/ATTACK: By traditional weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSE: +1 or better to hit
MAGIC RESISTANCE: Nil
SIZE: M
MORALE: Champion (15-16)
XP VALUE: 60

In areas where the inhabitants revere and respect their deceased relatives and ancestors, an image of the departed lingers, perpetuated by the memory of the living. Appearing as large crowds, the youngest ancestors stand to the fore while the vague outlines of the almost forgotten lurk at the rear. Only those remembered in folktales, or those still remembered by the living, can appear individually, and these always appear as the living remember them, rather than as they actually were.
Only ancestors of the previous generation and the figures of folklore and myth can undertake individual actions. The total number of ancestors who can attack, speak, or aid a shaman is usually equal to the current size of a community +2d20 ancestors, plus hero spirits as appropriate.

Combat: Ancestor spirits fight with whatever weapons are traditionally wielded by the tribe they watch over.

Accepted Alignments: Any lawful.

Familiarity: Ancestors automatically accept any shaman descended from them. Establishing relations with a foreign set of ancestors usually requires that the shaman offer sacrifice to them (worth at least 100 gp) and prove willing to protect their people.

Demands: The ancestors want two things from the living: their continued remembrance, and food. To ensure that they are remembered, they usually encourage the living to memorize tales of past heroes and lists of their forbears' names. To acquire food, they demand the community hold elaborate ritual meals in their honor. The food nourishes the ancestors as their descendants consume it.
Ancestors do not require sacrifice directly from the shamans. But, if their descendants turn away from them, ancestors usually hold the community's shamans responsible, so that it is in the shamans' interests to ensure that the people remember and venerate the Ancestors.
Ancestors further demand that the people continue to live in the traditions of their community. They insist that the people maintain ancient customs and rituals, that traditional leaders are respected and obeyed, and that the spirits are respected.

Benefits: As a group they may grant any spells from the tribal shaman's list up to and including 6th-level spells, and standard priests' spells up to and including 2nd-level spells. Individually, they have insufficient power to fuel spells.
Ancestors have a degree of control over their descendants, and any property which was once theirs. So, they may make any descendant fertile or virile, barren or impotent as they wish. They may also aid or hinder warriors in battle (Bless or Curse them at will), and "guide" any weapon one of them once owned when it is in the hands of one of their descendants (so that it becomes a nonmagical +1 weapon). They can also affect the fertility and health of any herd or flock they once tended, or the fertility of any. field the community has traditionally farmed.
 

I'm not sure if the Fachan is a fey or possibly a humanoid or monstrous humanoid.

Fachan

CLIMATE/TERRAIN: Temperate hills, mountains, and rough
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Low (5-7)
TREASURE: U (Z)
ALIGNMENT: Chaotic evil
NO. APPEARING: 1
ARMOR CLASS: 5
MOVEMENT: 9
HIT DICE: 5
THAC0: 15
NO. OF ATTACKS: 1
DAMAGE/ATTACK: by weapon (Strength 18/50)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M (6/ tall)
MORALE: Steady (11-12)
XP VALUE: 270

The fachan is a roughly humanoid creature that haunts the rugged hills and mountains of Scotland. Its appearance is very striking; it has one leg placed centrally under its body, one arm sprouting from the middle of its chest, and one eye in the middle of its face. It has a single tuft of extremely tough hair rising from the top of its head.
Despite only having one leg, the fachan is both quick and agile and makes a formidable opponent. They prefer to ambush lone travelers on the mountains at night or in foul weather but have been known to attack isolated farmsteads for food.
Combat: The fachan has a strength of 18/50 and gains a +1 attack bonus and +3 damage bonus when using a weapon. An unarmed fachan can tear with its single claw for 1d6 damage. Fachans use melee weapons such as clubs and axes, preferring brute force over subtlety. Their main tactic is a fast surprise attack, seeking to overwhelm the opponent quickly by sheer force.
Habitat/Society: Fachans live in caves and other sheltered places in the wildest and bleakest of hills and mountains. They have also been known to lair in abandoned stone cottages in the mountains, and the temporary huts used by shepherds in upland summer pastures. They are entirely solitary; fachans are only seen together if compelled by some more powerful creature. Nothing is known of their reproductive habits, if any, but they can live indefinitely unless they are killed in combat or by some accident.
Ecology: Fachans eat any form of meat and seem to waylay humans principally for food. They also eat any wild animals that they can overcome by force and surprise. They scavenge from carcasses they find on the mountainside but do not set traps for game. They do not alter their environment at all, apart from littering their lairs with bones and debris and any valuables that their victims may have been carrying.

Phouka

CLIMATE/TERRAIN: Temperate
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Average (8-10)
TREASURE: Nil
ALIGNMENT: Chaotic neutral
NO. APPEARING: 1
ARMOR CLASS: varies
MOVEMENT: varies
HIT DICE: varies
THAC0: varies
NO. OF ATTACKS: varies
DAMAGE/ATTACK: varies
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: varies
MORALE: Unsteady (5-7)
XP VALUE: varies

The phouka is a very strange creature. It seems to have no natural form of its own but can take any shape it pleases at will. It delights in playing tricks on humans, changing into appealing shapes like gold rings and waiting to be picked up. Once picked up, it may abruptly change into a huge rock, a mule, or anything else.
It is also fond of changing into a fine horse and waiting for someone to mount it. It then takes off at breakneck speed, carrying its unfortunate rider over precipitous mountain passes, through gorse and briar hedges, and into all sorts of perilous and frightening situations, before finally depositing the rider in a hedge, pool, or dungheap and cantering off, whinnying with laughter. The rider will suffer no injury except to his pride on these wild rides, as long as he can stay on his wild mount.
The phouka seems to be motivated by its sense of humor rather than any desire to do harm or cause trouble--it loves mischief but does not intentionally cause injury.
Combat: Phoukas avoid combat whenever they can, either by turning into something very fast and fleeing or by turning into something very small and hiding. If cornered, a phouka might turn into a huge and frightening monster like a dragon but will always try to flee at the first opportunity. A phouka has all the physical abilities of any creature it turns into but retains its own intelligence and does not have spellcasting abilities or magical protections in any form.
Habitat/Society: Phoukas mainly haunt wild areas but never stray too far from human settlements. They particularly like waiting for victims by the roadside. It is not known how (or whether) phoukas reproduce--various claims have been made but no one has been able to prove that they were observing phoukas and not some other species.
Ecology: Phoukas seem to be omnivores. They often turn into goats in order to eat, apparently because goats can eat almost anything. They scavenge and steal rather than hunt.
 

The sidhe is going to take me a while to do. I don't have a paper copy of PC1, only the PDF version. Unfortunately the official PDF version is a bad scan which I cannot copy/paste from, and since that's a "how to play monsters as PCs" book, I need to type in about two pages of text for a conversion to be doable.
 

Go ahead and put the sidhe at a lower priority. We can tackle them last. We should have plenty more to work with in the meantime. ;)
 

Remove ads

Top