Faerie, Seelie
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Faerie, Seelie, 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: Dagger +0 melee (1–4/19-20) or longbow +10 ranged (1d3/x3)
Full Attack: Dagger +0 melee (1–4/19-20) 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 seelie faeries of mixed sizes)
Challenge Rating: 1
Treasure: No coins; 50% goods; 50% items
Alignment: Any nonevil
Advancement: —
Level Adjustment: +3
Faerie, Seelie, 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: Dagger +0 melee (1d2–3/19-20) or longbow +8 ranged (1d4/x3)
Full Attack: Dagger +0 melee (1d2–3/19-20) 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 seelie faeries of mixed sizes)
Challenge Rating: 2
Treasure: No coins; 50% goods; 50% items
Alignment: Any nonevil
Advancement: 3 HD (Tiny)
Level Adjustment: +3
Faerie, Seelie, 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: Dagger +1 melee (1d3–2/19-20) or longbow +7 ranged (1d6/x3)
Full Attack: Dagger +1 melee (1d3–2/19-20) 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 seelie faeries of mixed sizes)
Challenge Rating: 3
Treasure: No coins; 50% goods; 50% items
Alignment: Any nonevil
Advancement: 5 HD (Small)
Level Adjustment: +4
Faerie, Seelie, 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: Dagger +3 melee (1d4/19-20) or longbow +6 ranged (1d8/x3)
Full Attack: Dagger +3 melee (1d4/19-20) 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 seelie faeries of mixed sizes)
Challenge Rating: 5
Treasure: Standard
Alignment: Any nonevil
Advancement: 7-9 HD (Medium)
Level Adjustment: +4
Faerie, Seelie, 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: Dagger +8 melee (1d6+4/19-20) or longbow +6 ranged (2d6/x3)
Full Attack: Dagger +8 melee (1d6+4/19-20) 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 seelie faeries of mixed sizes)
Challenge Rating: 7
Treasure: Standard
Alignment: Any nonevil
Advancement: 11-13 HD (Large)
Level Adjustment: +5
Faerie, Seelie, 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: Dagger +11 melee (1d8+6/19-20) or longbow +6 ranged (3d6/x3)
Full Attack: Dagger +11/+6 melee (1d8+6/19-20) 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 seelie faeries of mixed sizes)
Challenge Rating: 9
Treasure: Standard
Alignment: Any nonevil
Advancement: 16-30 HD (Huge)
Level Adjustment: +5
Seelie faeries live among the Seelie Court, a grand congregation of faerie folk. It is said that the Seelie Court can never be found by one who seeks it, but occasional travelers stumble into it accidentally. When this occurs, the faeries torment, test, or aid the traveler as their fancy strikes them. When the faeries are through, they lead the traveler out of the forest and cast a seelie spell of forgetting on the character, leaving the memories of the experience at best as a distant dream.
Most seelie faeries are encountered outside the court. Because all seelie faeries can determine the general nature of other creatures, they only reveal themselves to nonevil creatures.
Seelie faeries prize beauty and often covet beautiful things, offering aid or employing trickery to obtain such prixes. Seelie faeries love to talk in rhyme, riddles, and conundrums, making great use of double entendres and hidden meanings. There is always a grain of truth in anything a seelie faerie says—but often, one must search very hard to uncover it. However, the laws and codes of conduct of the Seelie Court demand literal interpretation of language, and thus oaths and promises are binding. As a result, seelie faeries can be thrown off-balance by erratic or unexpected behavior, and clever travelers can find a loophole out of an oath or promise made to a seelie faerie.
Appearance
Seelie 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 - Elven
4 - Deer
5 - Canine
6 - Pumpkin
Head Adornment
1 - Horns
2 - Antennae
3 - Feathers
4 - Leaves
5 - Blooms
6 - Motes of light
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
Seelie faeries fall into one of five themes: deceiver, helper, innocent, protector, and trickster.
Deceivers, as their name implies, enjoy deception. They act not out of malice, but out of a misguided playful nature. Common activities of deceivers include giving poor directions, misleading information, and poor advice.
Helpers enjoy providing aid to travelers, often as a result of having been shown kindness themselves from previous travelers they've encountered. Helpers sometimes reveal themselves to their beneficiaries, but are just as like to provide aid secretly. Sample activities include replenishing travelers' food and water while they sleep, granting protection from the elements, and setting lost wanderers back on the correct path.
Innocents are often very young faeries (although even the young are several centuries old). These faeries have an almost childlike innocence, and carry it to the extreme. They have a rigid, literal interpretation of speech and an insatiable curiosity. They often repeatedly question the actions of others, and generally tend to get their noses into other creatures' business.
Protectors are similar to helpers, but often become long-term guardians of a specific individual or group. This action may result from being in the recipient's debt, whether from a previous rescue or simply being outsmarted. Protectors also sometimes assume their role out of interest in seeing the recipient's mission succeed. A protector remains with its recipient until the debt is repaid or the mission fulfilled.
Tricksters delight in puzzles, games, and battles of wit, often twisting every encounter with other creatures to their own personal amusement. Common ploys include trapping the unwary into commitments, convincing marks to take actions they'd rather not take, acting like other types of faeries, or even more menacing actions. Individuals are wise to tread cautiously with all seelie faeries, for one never knows if they are dealing with a trickster.
Special Attacks and Qualities
All seelie 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
01-08 Wild empathy
09-20 Musical instrument
21-24 Woodland stride
25-28 Unearthly grace
29-35 Special arrows*
36-40 Trackless step
41-45 Spritelike
46-50 Elite faerie*
51-55 Enhanced senses
56-58 Animal companion
59-65 Resilient*
66-68 Easily Forgotten
69-72 Mystical*
73-76 Quickness*
77-80 Terrain feature dependent
81-88 Multi-layered*
89-92 Swift flier*
95-100 Greater musical instrument
*This ability may be rolled more than once.
Animal Companion: The seelie faerie gains an animal companion as if it were a ranger of a level equal to its Hit Dice.
Easily Forgotten: The seelie faerie gains a +2 racial bonus on the save DC of its seelie spell of forgetting ability.
Elite Faerie: One of the seelie faerie's ability scores, determined randomly, gains a +4 bonus.
Enhanced Senses: The seelie faerie gains darkvision 60 ft. and scent.
Greater Musical Instrument (Su): The seelie 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.
Multi-layered: The seelie 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 seelie 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 seelie faerie gains an additional spell-like ability based upon its theme.
Quickness: The seelie faerie's land speed increases by +10 feet.
Resilient: The seelie faerie gains one of the following bonus feats, chosen randomly: Great Fortitude, Iron Will, or Lightning Reflexes.
Special Arrows: The seelie faerie gains proficiency with the longbow and may employ arrows that deal no damage but can perform one of the following effects.
Memory Loss: An opponent struck by this arrow must succeed on a DC 15 Will save or lose all memory. The save DC is Charisma-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration with limited wish, wish, or miracle.
Sleep: Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 15 Fortitude save or be affected as though by a sleep spell. The save DC is Charisma-based and includes a +2 racial bonus.
Spritelike: The seelie faerie gains Dodge and Weapon Finesse as bonus feats.
Swift Flier: The seelie faerie's fly speed increases by +10 feet.
Terrain Feature Dependent (Su): The seelie 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 seelie faerie's dependent terrain feature does not radiate magic.
Trackless Step: The seelie faerie gains trackless step, as the druid class feature.
Unearthly Grace (Su): The seelie 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 seelie faerie has a +6 racial bonus on the check.
Woodland Stride: The seelie faerie gains trackless step, 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).
A seelie faerie gains additional spell-like abilities based upon its theme (deceiver, helper, and so forth). The seelie faerie gains two spell-like abilities at Diminutive size, and two additional spell-like abilities for each size category greater. Thus, a Medium deceiver gains the abilities of Small, Tiny, and Diminutive deceivers.
Caster level for all spell-like abilities equals faerie's Hit Dice. The save DCs are Charisma-based.
Deceivers choose from the following list:
Diminutive: dancing lights, ghost sound, prestidigitation
Tiny: magic aura, silent image, ventriloquism
Small: minor image, mirror image, misdirection, phantom trap
Medium: hallucinatory terrain, major image, secret page
Large: illusory wall, mirage arcana, persistent image
Huge: maze, mislead, project image, veil
Innocents choose from the following list:
Diminutive: light, message, prestidigitation
Tiny: calm animals, comprehend languages, ventriloquism
Small: detect thoughts, discern lies, enlarge person, reduce person
Medium: clairaudience/clairvoyance, glibness, haste, slow
Large: locate creature, modify memory, true seeing
Huge: irresistible dance, mass suggestion, prying eyes
Helpers choose from the following list:
Diminutive: mending, message, purify food and drink
Tiny: endure elements, remove fear, unseen servant
Small: aid, delay poison, goodberry
Medium: create food and water, locate object, remove disease
Large: locate creature, neutralize poison, repel vermin
Huge: find the path, mass cure light wounds, restoration
Protectors choose from the following list:
Diminutive: detect poison, resistance, virtue
Tiny: alarm, protection from evil, sanctuary
Small: protection from arrows, resist energy, shield other
Medium: helping hand, magic vestment, protection from energy
Large: break enchantment, greater heroism, spell resistance
Huge: globe of invulnerability, heroes' feast, mind blank
Tricksters choose from the following list:
Diminutive: faerie fire, ghost sound, prestidigitation
Tiny: entangle, grease, Tasha's hideous laughter
Small: daze monster, hideous laughter, misdirection
Medium: deep slumber, quench, warp wood
Large: baleful polymorph, confusion
Huge: maze, mislead, repel gravity
Vulnerability to Salt (Ex): A seelie 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: A seelie 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 a seelie faerie, assign the additional skills and ranks based on the following themes:
Deceiver: Bluff, Disguise, Forgery, Perform (comedy), Sense Motive
Helper: Decipher Script, Diplomacy, Heal, Search, Survival
Innocent: Disable Device, Escape Artist, Open Lock, Spellcraft, Use Magic Device
Protector: Handle Animal, Heal, Search, Survival, Use Rope
Trickster: Bluff, Disguise, Perform (comedy), Sense Motive, Sleight of Hand
Feats: A seelie faerie has feats common to all of its kind, in addition to a number of feats based on its theme. When crafting a seelie 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)
Deceiver: Deceitful, Persuasive, Point Blank Shot, Stealthy
Helper: Improved Initiative, Jack Of All Trades, Self-Sufficient, Track
Innocent: Iron Will, Magical Aptitude, Mobility, Nimble Fingers
Protector: Animal Affinity, Point Blank Shot, Precise Shot, Track
Trickster: Combat Expertise, Deft Hands, Improved Feint, Persuasive
Originally appeared in Blood Spawn (1992)(Birthright).