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Anyone converted previous edition Fey?
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<blockquote data-quote="the Jester" data-source="post: 8401101" data-attributes="member: 1210"><p>The sylph, fossergrim, and undine, or at least my takes on 'em.</p><p></p><p><strong><u>SYLPH</u></strong></p><p><strong>Source: </strong>2e <em>Monstrous Manual.</em></p><p></p><p>A sylph resembles a beautiful female elf with gossamer wings resembling those of a dragonfly. Though the wings are only about 4' to 5' long, they allow the sylph to fly adroitly. Sylphs are said to be the result of the crossing of fey with some sort of air elemental creature; one theory suggests that nymphs and aerial servants may have dallied to create the first sylphs. Sylphs rarely descend into the lowlands, preferring higher elevations. Most sylphs live isolated lives, frolicking with the winds and flying creatures.</p><p></p><p><strong>Lovers of Mortal Men.</strong> All sylphs are female. They reproduce by dallying with mortal males, preferring elves but sometimes accepting a halfling or human. Three months after conception, the sylph lays a silvery egg and summons an air elemental to guard it. Six months later, a delicate female child with wing buds hatches from it. The child grows approximately as fast as a human child, and its wings are grown enough for it to fly by the age of 10.</p><p></p><p><strong>Generational Meetings. </strong>Every 28 years, a great gathering of sylphs from all over the world takes place. There, the sylphs renew friendships, welcome new members of the community, share news and rumors, and tell tales of their accomplishments.</p><p></p><p><strong>Sylph Treasure. </strong>Sylphs favor gems. Each sylph has a 50% chance of having 2d12 gems.</p><p></p><p><strong><u>Sylph</u></strong></p><p><em>Medium fey, neutral good</em></p><p><strong>Armor Class</strong> 11</p><p><strong>Hit Points</strong> 17 (5d8-5)</p><p><strong>Speed </strong>30 ft., fly 90 ft.</p><p> </p><p><strong>STR 8 (-1), DEX 13 (+1), CON 8 (-1),</strong></p><p><strong>INT 15 (+2), WIS 16 (+3), CHA 17 (+3)</strong></p><p> </p><p><strong>Skills</strong> Acrobatics +3, Persuasion +5, Stealth +3</p><p><strong>Senses</strong> passive Perception 13</p><p><strong>Languages</strong> Auran, Sylvan</p><p><strong>Challenge </strong>4 (1,100 xp)</p><p> </p><p></p><p><strong><em>Invisibility. </em></strong>The sylph can become invisible as a bonus action. Its invisibility lasts as long as it concentrates, and it doesn't end if the sylph attacks or casts a spell.</p><p></p><p><strong><em>Magic Resistance. </em></strong>The sylph has advantage on saving throws against spells and other magical effects.</p><p></p><p><strong><em>Spellcasting. </em></strong>The sylph is a 7th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following spells prepared:</p><p>Cantrips (at will): <em>blade ward, dancing lights, friends, ray of frost.</em></p><p>1st level (4 slots):<em> magic missile, shield.</em></p><p>2nd level (3 slots): <em>magic mouth, Melf's acid arrow.</em></p><p>3rd level (3 slots):<em> counterspell, lightning bolt, slow.</em></p><p> <em></em>4th level (1 slots): <em>dimension door, ice storm.</em></p><p></p><p><strong>ACTIONS</strong></p><p><strong></strong></p><p><strong><em>Dagger. </em></strong><em>Melee or Ranged Weapon Attack: </em>+3 to hit, reach 5 ft. or range 20/60 ft., one target. <em>Hit: </em>3 (1d4+1) piercing damage.</p><p></p><p><strong><em>Summon Air Elemental </em>(1/day). </strong>An air elemental appears within 60 ft. of the sylph. It is friendly to the sylph and obeys her spoken commands. The elemental remains until the sylph dismisses it or until 1 hour passes.</p><p></p><p> If the sylph summons the elemental to guard its egg, the elemental remains until the egg hatches.</p><p></p><p><strong><u>FOSSERGRIM</u></strong></p><p><strong>Source: </strong>3e <em>Fiend Folio.</em></p><p><em></em></p><p> <em></em>A fossergrim is a reclusive fey that is tied to a waterfall, much like a dryad is linked to her oak tree. The fossergrim appears as a handsome human male with bluish-white hair.</p><p></p><p>The fossergrim doesn't usually bother creatures that bathe or drink from its waterfall, but those who pollute it, seek to dam or divert it, or otherwise offer insult or harm to the waterfall arouse the fossergrim's wrath.</p><p></p><p><strong>Bound to Stay Close to Home. </strong>The fossergrim draws its strength from its waterfall. If it ever leaves it, it sickens and dies.Thus, a fossergrim only travels any distance under the most extreme duress, and if it must do so, it constantly complains about its aches and pains, about its growing insecurity and apprehension, and about how vulnerable its waterfall is without the fossergrim to watch over it.</p><p></p><p><strong>Lovers of Mortal Women. </strong>Fossergrims are notorious for seducing humanoid women, often leaving them pregnant. The child appears human at first, but as it ages, it eventually abandons its home to go seek a waterfall of its own.</p><p></p><p><strong> Fossergrim Treasure. </strong>A fossergrim is 25% likely each to have 1d8 x 100 cp, sp, ep, and gp in the pool into which its watefall flows. It also has a 30% chance each to have 1d6 gems and pieces of jewelry.</p><p></p><p><strong><u>Fossergrim</u></strong></p><p><em>Medium fey, neutral</em></p><p><strong>Armor Class</strong> 16 (chain)</p><p><strong>Hit Points</strong> 37 (5d8+15)</p><p><strong>Speed </strong>30 ft., swim 60 ft.</p><p> </p><p><strong>STR 15 (+2), DEX 17 (+3), CON 16 (+3), </strong></p><p><strong>INT 12 (+1), WIS 15 (+2), CHA 18 (+4)</strong></p><p> </p><p><strong>Senses</strong> green eyes, passive Perception 12</p><p><strong>Languages</strong> Sylvan, Common</p><p><strong>Challenge </strong>2 (450 xp)</p><p> </p><p><strong><em>Power of the Splashing Waters. </em></strong>If the fossergrim starts its turn in splashing waters, it regains 5 hit points.</p><p></p><p>If the fossergrim is in spashing water, it has advantage on all saving throws and on attacks against creatures also in splashing water.</p><p></p><p><strong><em>Waterfall Dependency. </em></strong>For every hour that the fossergrim spends more than 1,000' from its waterfall, the fossergrim gains one level of exhaustion that it can't lose until it completes a long rest within 1,000' of its waterfall.</p><p></p><p><strong>ACTIONS</strong></p><p><strong><em>Multiattack. </em></strong>The fossergrim makes two attacks with its battleaxe or two attacks with its longbow.</p><p></p><p><strong><em>Battleaxe. </em></strong><em>Melee Weapon Attack: </em>+4 to hit, reach 5 ft., one target. <em>Hit: </em>6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if wielded in both hands.</p><p></p><p><strong><em>Longbow. </em></strong><em>Ranged Weapon Attack: </em>+5 to hit, range 150/600', one target. <em>Hit: </em>7 (1d8+3) piercing damage.</p><p></p><p><strong><u>UNDINE</u></strong></p><p><strong>Source: </strong>Homebrewed.</p><p></p><p> An undine is a water fey that looks like a beautiful. Blue-skinned, elfin-featured woman garbed in a swirling dress made of water. Usually friendly if approached with respect, the undine is as flighty and unpredictable as water itself, and is usually encountered in or near running water. If her wrath is aroused, her enemies will discover, to their chagrin, that she can use the water itself as a weapon- and if no other water is available, she can use the water she is wearing.</p><p></p><p><strong>Keeper of Watery Secrets. </strong>An undine is usually aware of several underwater caves, areas hidden behind waterfalls, concealed coves, and similar areas. Sometimes, one will know the location of shipwrecks, submerged cities or dungeons, or lost treasures. However, the fickle undine's favor must usually be earned before it will reveal its knowledge. It might want an enemy or a local predator that it fears destroyed, a gift of pearls or shells, or some other desire fulfilled to share such information. Often, a bargain with an undine involves fulfilling some kind of whimsical or childish whim.</p><p></p><p><strong> Undine Treasure. </strong>An undine's lair is 40% likely each to have 1d10 gems (often pearls) and 1d6 pieces of jewelry, and 15% likely each to have 1d2 pieces of magical jewelry (1-3) or miscellaneous magic items (4-6).</p><p></p><p><strong><u>Undine</u></strong></p><p><em>Medium fey, chaotic neutral</em></p><p><strong>Armor Class</strong> 14 (water armor)</p><p><strong>Hit Points</strong> 21 (6d6)</p><p><strong>Speed </strong>30 ft., swim 50 ft.</p><p>-</p><p><strong>STR 8 (-1), DEX 13 (+1), CON 10 (+0),</strong></p><p><strong>INT 12 (+1), WIS 13 (+1), CHA 15 (+2)</strong></p><p> </p><p><strong>Skills</strong> Acrobatics +3, Athletics +1</p><p><strong>Damage Resistances </strong>fire</p><p><strong>Damage Immunities </strong>cold</p><p><strong>Senses</strong> green eyes., passive Perception 11</p><p><strong>Languages</strong> Aquan, Sylvan</p><p><strong>Challenge </strong>1 (200 xp)</p><p> </p><p></p><p><strong><em>Aquatic. </em></strong>The undine can breathe both air and water.</p><p></p><p><strong><em>Water Mistress. </em></strong>The undine is unaffected by currents, rapids, or other hazards caused by or composed of water.</p><p></p><p><strong>ACTIONS</strong></p><p><strong></strong></p><p><strong><em>Rush of Water. </em></strong>The undine chooses one creature she can see within 60' and unleashes a barrage of water at it. That creature must make a DC 12 Strength save, suffering 14 (4d6) bludgeoning damage on a failure or half that on a success. In addition, if a creature fails its save, the undine can move it up to 20'.</p><p></p><p><strong>REACTIONS</strong></p><p><strong></strong></p><p><strong><em>Watery Wrath </em>(1/day)<em>. </em></strong>When the undine becomes bloodied, she can use her reaction to use Rush of Water against up to three different targets.</p></blockquote><p></p>
[QUOTE="the Jester, post: 8401101, member: 1210"] The sylph, fossergrim, and undine, or at least my takes on 'em. [B][U]SYLPH[/U] Source: [/B]2e [I]Monstrous Manual.[/I] A sylph resembles a beautiful female elf with gossamer wings resembling those of a dragonfly. Though the wings are only about 4' to 5' long, they allow the sylph to fly adroitly. Sylphs are said to be the result of the crossing of fey with some sort of air elemental creature; one theory suggests that nymphs and aerial servants may have dallied to create the first sylphs. Sylphs rarely descend into the lowlands, preferring higher elevations. Most sylphs live isolated lives, frolicking with the winds and flying creatures. [B]Lovers of Mortal Men.[/B] All sylphs are female. They reproduce by dallying with mortal males, preferring elves but sometimes accepting a halfling or human. Three months after conception, the sylph lays a silvery egg and summons an air elemental to guard it. Six months later, a delicate female child with wing buds hatches from it. The child grows approximately as fast as a human child, and its wings are grown enough for it to fly by the age of 10. [B]Generational Meetings. [/B]Every 28 years, a great gathering of sylphs from all over the world takes place. There, the sylphs renew friendships, welcome new members of the community, share news and rumors, and tell tales of their accomplishments. [B]Sylph Treasure. [/B]Sylphs favor gems. Each sylph has a 50% chance of having 2d12 gems. [B][U]Sylph[/U][/B] [I]Medium fey, neutral good[/I] [B]Armor Class[/B] 11 [B]Hit Points[/B] 17 (5d8-5) [B]Speed [/B]30 ft., fly 90 ft. [U] [/U] [B]STR 8 (-1), DEX 13 (+1), CON 8 (-1), INT 15 (+2), WIS 16 (+3), CHA 17 (+3)[/B] [U] [/U] [B]Skills[/B] Acrobatics +3, Persuasion +5, Stealth +3 [B]Senses[/B] passive Perception 13 [B]Languages[/B] Auran, Sylvan [B]Challenge [/B]4 (1,100 xp) [U] [/U] [B][I]Invisibility. [/I][/B]The sylph can become invisible as a bonus action. Its invisibility lasts as long as it concentrates, and it doesn't end if the sylph attacks or casts a spell. [B][I]Magic Resistance. [/I][/B]The sylph has advantage on saving throws against spells and other magical effects. [B][I]Spellcasting. [/I][/B]The sylph is a 7th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following spells prepared: Cantrips (at will): [I]blade ward, dancing lights, friends, ray of frost.[/I] 1st level (4 slots):[I] magic missile, shield.[/I] 2nd level (3 slots): [I]magic mouth, Melf's acid arrow.[/I] 3rd level (3 slots):[I] counterspell, lightning bolt, slow. [/I]4th level (1 slots): [I]dimension door, ice storm.[/I] [B]ACTIONS [I]Dagger. [/I][/B][I]Melee or Ranged Weapon Attack: [/I]+3 to hit, reach 5 ft. or range 20/60 ft., one target. [I]Hit: [/I]3 (1d4+1) piercing damage. [B][I]Summon Air Elemental [/I](1/day). [/B]An air elemental appears within 60 ft. of the sylph. It is friendly to the sylph and obeys her spoken commands. The elemental remains until the sylph dismisses it or until 1 hour passes. If the sylph summons the elemental to guard its egg, the elemental remains until the egg hatches. [B][U]FOSSERGRIM[/U] Source: [/B]3e [I]Fiend Folio. [/I]A fossergrim is a reclusive fey that is tied to a waterfall, much like a dryad is linked to her oak tree. The fossergrim appears as a handsome human male with bluish-white hair. The fossergrim doesn't usually bother creatures that bathe or drink from its waterfall, but those who pollute it, seek to dam or divert it, or otherwise offer insult or harm to the waterfall arouse the fossergrim's wrath. [B]Bound to Stay Close to Home. [/B]The fossergrim draws its strength from its waterfall. If it ever leaves it, it sickens and dies.Thus, a fossergrim only travels any distance under the most extreme duress, and if it must do so, it constantly complains about its aches and pains, about its growing insecurity and apprehension, and about how vulnerable its waterfall is without the fossergrim to watch over it. [B]Lovers of Mortal Women. [/B]Fossergrims are notorious for seducing humanoid women, often leaving them pregnant. The child appears human at first, but as it ages, it eventually abandons its home to go seek a waterfall of its own. [B] Fossergrim Treasure. [/B]A fossergrim is 25% likely each to have 1d8 x 100 cp, sp, ep, and gp in the pool into which its watefall flows. It also has a 30% chance each to have 1d6 gems and pieces of jewelry. [B][U]Fossergrim[/U][/B] [I]Medium fey, neutral[/I] [B]Armor Class[/B] 16 (chain) [B]Hit Points[/B] 37 (5d8+15) [B]Speed [/B]30 ft., swim 60 ft. [U] [/U] [B]STR 15 (+2), DEX 17 (+3), CON 16 (+3), INT 12 (+1), WIS 15 (+2), CHA 18 (+4)[/B] [U] [/U] [B]Senses[/B] green eyes, passive Perception 12 [B]Languages[/B] Sylvan, Common [B]Challenge [/B]2 (450 xp) [U] [/U] [B][I]Power of the Splashing Waters. [/I][/B]If the fossergrim starts its turn in splashing waters, it regains 5 hit points. If the fossergrim is in spashing water, it has advantage on all saving throws and on attacks against creatures also in splashing water. [B][I]Waterfall Dependency. [/I][/B]For every hour that the fossergrim spends more than 1,000' from its waterfall, the fossergrim gains one level of exhaustion that it can't lose until it completes a long rest within 1,000' of its waterfall. [B]ACTIONS [I]Multiattack. [/I][/B]The fossergrim makes two attacks with its battleaxe or two attacks with its longbow. [B][I]Battleaxe. [/I][/B][I]Melee Weapon Attack: [/I]+4 to hit, reach 5 ft., one target. [I]Hit: [/I]6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if wielded in both hands. [B][I]Longbow. [/I][/B][I]Ranged Weapon Attack: [/I]+5 to hit, range 150/600', one target. [I]Hit: [/I]7 (1d8+3) piercing damage. [B][U]UNDINE[/U] Source: [/B]Homebrewed. [I] [/I]An undine is a water fey that looks like a beautiful. Blue-skinned, elfin-featured woman garbed in a swirling dress made of water. Usually friendly if approached with respect, the undine is as flighty and unpredictable as water itself, and is usually encountered in or near running water. If her wrath is aroused, her enemies will discover, to their chagrin, that she can use the water itself as a weapon- and if no other water is available, she can use the water she is wearing. [B]Keeper of Watery Secrets. [/B]An undine is usually aware of several underwater caves, areas hidden behind waterfalls, concealed coves, and similar areas. Sometimes, one will know the location of shipwrecks, submerged cities or dungeons, or lost treasures. However, the fickle undine's favor must usually be earned before it will reveal its knowledge. It might want an enemy or a local predator that it fears destroyed, a gift of pearls or shells, or some other desire fulfilled to share such information. Often, a bargain with an undine involves fulfilling some kind of whimsical or childish whim. [B] Undine Treasure. [/B]An undine's lair is 40% likely each to have 1d10 gems (often pearls) and 1d6 pieces of jewelry, and 15% likely each to have 1d2 pieces of magical jewelry (1-3) or miscellaneous magic items (4-6). [B][U]Undine[/U][/B] [I]Medium fey, chaotic neutral[/I] [B]Armor Class[/B] 14 (water armor) [B]Hit Points[/B] 21 (6d6) [B]Speed [/B]30 ft., swim 50 ft. - [B]STR 8 (-1), DEX 13 (+1), CON 10 (+0), INT 12 (+1), WIS 13 (+1), CHA 15 (+2)[/B] [U] [/U] [B]Skills[/B] Acrobatics +3, Athletics +1 [B]Damage Resistances [/B]fire [B]Damage Immunities [/B]cold [B]Senses[/B] green eyes., passive Perception 11 [B]Languages[/B] Aquan, Sylvan [B]Challenge [/B]1 (200 xp) [U] [/U] [B][I]Aquatic. [/I][/B]The undine can breathe both air and water. [B][I]Water Mistress. [/I][/B]The undine is unaffected by currents, rapids, or other hazards caused by or composed of water. [B]ACTIONS [I]Rush of Water. [/I][/B]The undine chooses one creature she can see within 60' and unleashes a barrage of water at it. That creature must make a DC 12 Strength save, suffering 14 (4d6) bludgeoning damage on a failure or half that on a success. In addition, if a creature fails its save, the undine can move it up to 20'. [B]REACTIONS [I]Watery Wrath [/I](1/day)[I]. [/I][/B]When the undine becomes bloodied, she can use her reaction to use Rush of Water against up to three different targets. [/QUOTE]
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