• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Special Conversion Thread: Finishing off the fey

Let's go with 1d4 rounds, since at will seems just a tad too powerful.

Shall we work on the spell lists?

Spells: A faerie phiz casts spells as a 10th-level druid and 10th-level wizard. Additionally, a faerie phiz is considered to have Spell Mastery as a bonus feat for all of its spells.

Typical Druid Spells Prepared (6/6/5/4/4/3; save DC 15 + spell level):
0—x;
1st—x;
2nd—x;
3rd—x;
4th—x;
5th—x.

Typical Wizard Spells Prepared (4/6/5/4/4/3; save DC 15 + spell level):
0—x;
1st—x;
2nd—x;
3rd—x;
4th—x;
5th—x.
 

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Druid:
0 - create water x2, detect magic, detect poison, guidance, resistance
1 - cure light wounds, entangle x2, faerie fire, obscuring mist, speak with animals
2 - chill metal, gust of wind, lesser restoration, resist energy (fire), wood shape
...
 

3rd--call lightning, cure moderate wounds, plant growth, speak with plants

4th--command plants, control water, dispel magic, spike stones

5th--animal growth, tree stride, wall of thorns

As an aside, tree stride would actually let it move, wouldn't it?
 

4/6/5/4/4/3

0th--daze, detect magic, prestidigitation, read magic

1st--charm person, comprehend languages, mage armor, magic missile, ray of enfeeblement, shield

2nd--acid arrow, blur, hideous laughter, shatter, whispering wind

3rd--deep slumber, lightning bolt, slow, suggestion

4th--dimensional anchor, dimension door, fear, greater invisibility

5th--baleful polymorph, cloudkill, mind fog
 

You may be right about tree stride and movement. Have to think about that one!

I think your spell lists look fine!
 

As an aside, tree stride would actually let it move, wouldn't it?

I believe so, and nice loophole for an immobile creature! :cool:

Updated.

Damage reduction 10/cold iron and slashing?

The phiz always has an extensive knowledge of an area’s history and memories of anyone who has ever passed before its eyes. It is capable of remembering entire conversations that may have occurred throughout the span of its life. It is also prone to know volumes of lore and speak many languages that no human or elf can even hope to find nowadays, much less remember.

Racial bonus on Knowledge skills or some sort of "always take 10 on Knowledge checks" ability?

Something like polyglot?

Ecology: The phiz is not disposed to give its sagelike knowledge to anyone because it does not wish to be haunted by every philosopher and sage in the realm. A phiz is rarely senile despite its great age, although to fool some seekers it pretends to be. The phiz is reclusive and often acts old and weary or irritated with the intrusion of its privacy. The phiz is not afraid of death (a few even welcome it) and cannot be tricked or forced to reveal knowledge and information by threats or coercion, It would rather die by the ax than give information to those arrogant enough to threaten it. The phiz is disinterested in wealth and often laughs at those foolish enough to promise gold and riches. The only way to receive any information from a faerie phiz, other than its possible willingness to divulge it anyhow, is to offer it powerful magical items or rich faerie food--a very dangerous proposition.

Skills: 11 at 13 ranks

Bluff, Knowledge (arcana), Knowledge (history), Knowledge (local), Knowledge (nature), Sense Motive, Spellcraft, Use Magic Device...
 

The DR sounds right, though there doesn't seem to be anything equivalent in the original text.

I like both the Knowledge skill "bonuses" and polyglot.

Skills: also Concentration, Listen, and either Spot or Knowledge (geography).
 


Updated.

Armor Class: 20 (+4 size, -1 Dex, +x), touch x, flat-footed x

Did we decide on unearthly grace? If so, that still only gets us to AC 17. Does that suffice, or add +3 natural?

Attack: Bite +12 melee (x+4)
Full Attack: Bite +12 melee (x+4)

The original did 2-24 points of damage. Do we want to go with 2d10, and mention in combat section that it has some impossibly oversized bite?

Feats: 4

Environment: Temperate forests?
 

I believe we agreed on natural armor earlier, based on their woody nature, as well as unearthly grace.

I don't really like the idea of a tremendous bite on these, since they're primarily immobile super-spellcasters.

Feats: Eschew Materials (maybe bonus), Spell Penetration, Maximize Spell, Extend Spell? Or some selection like that?

Environment is good.
 

Into the Woods

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