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<blockquote data-quote="Bloodstone de Troll" data-source="post: 177029" data-attributes="member: 3538"><p>Hello all,</p><p> This template is designed for those who like the fae to be mysteriouse otherworldly beings, who besides being magical in nature, and hard to find. Are actually physically similar to earthly creatures. These fae are more like the beautiful clever and dangerously callouse beings of mythology, rather than the standard D&D humanoids etc. I hope y'all like em.</p><p></p><p>Faerie (Template)</p><p>Mortal beings who dwell too long in the lands of the fae, eating faerie foods, or taking faerie lovers, often find themselves changed in strange and magical ways. Faerie is a template that can be applied to any Animal, Beast, Magical Beast, Humanoid, Monstrouse Humanoid, Giant, or Vermin that from now on will be referred to as the “Base Creature”, The creatures type changes to Fey. Faerie versions of creatures are always smarter, faster, more agile and intelligent than their earthly counterparts, though often lacking in brute power. These creatures typically occupy regions near faerie border-lands, such as faerie woods, and hidden glens.</p><p></p><p>Hit Dice: Same as base creature.</p><p>Speed: Base creatures speed + 10ft.</p><p>AC: Same as base creature.</p><p>Attacks: Same as base creature.</p><p>Damage: Same as base creature.</p><p>Special Attacks: Same as base creature.</p><p>Special Qualities: Fae beings posess the following abilities in addition to the base creatures special qualities.</p><p>· See Invisible (Su): Faerie creatures can see invisible creatures and objects at will.</p><p>· Spell Resistence (Ex): Faerie creatures posess spell resistence equal to 11+the base creatures Hit Dice.</p><p>· Invisibility (Su): Faerie creatures can become invisible at will, and can even remain so while in combat. It is because of this ability that large numbers of fae can exist quite close to human communities without being detected.</p><p>· Low Light Vision (Ex): Fae creatues can see twice as far as a human in starlight, moonlight, and other situations of poor illumination.</p><p>Special Limitations (Su): When applying this template to the base creature one of the following special limitations must be chosen.</p><p>· Iron Vulnerability (Ex): Fae creatures with this vulnerability take double damage from weapons made of cold iron. Also whenever such a fae is within five feet of cold iron it is always considered flat footed. A Faerie creature bound with iron cannot become invisible nor cast spells.</p><p>· Sulight Vulnerability (Ex): Fae creatures who are caught in direct sunlight with this vulnerability must succeed in a Will save (DC 12+1/2 the faerie sreatures Hit Dice) or be permenantly turned to stone. This vulnerability is most often found amongst underground dwelling fae and giant fae (called Trolls).</p><p>Saves: Same as base creature.</p><p>Abilities: -2 Strength, +2 Dexterity, +2 Intelligence, +2 Charisma</p><p>Skills: Faerie creatures receive a +2 to all Listen and Spot checks, and Animal Empathy is always a class skill. Otherwise they have all of the skills of the base creature. </p><p>Feats: Same as base creature.</p><p>Climate/Terrain: Same as base creature.</p><p>Organization: Same as base creature.</p><p>Challenge Rating: Same as base creature +3</p><p>Treasure: Double standard for humanoid creatures.</p><p>Alignment: Chaotic Neutral.</p><p>Advancement: Same as base creature for non-giants of non-humanoids. Otherwise by character class, favoring the Sorceror class.</p><p></p><p>Sample Faerie beings</p><p>Here are two examples of faerie creatures, using a second level Human fighter and an Ogre as the base creatures. They are based upon many stories about creatures of the same names.</p><p></p><p>Troll</p><p>Large-size Fey</p><p>Hit Dice: 4d8+ 8 (? Hp)</p><p>Initiative: +0</p><p>Speed: 40ft</p><p>AC: 14 (-1 size, +5 natural,)</p><p>Attacks: Huge great sword +7 melee, or Huge longspear + 3</p><p>Damage: Huge great sword 2d8+4, or Huge longspear 2d6+4</p><p>Face/Reach: 5 ft by 5 ft/10 ft</p><p>Special Qualities: See Invisible, SR 15, Invisibility, Immunities, Low-Light Vision, Sunlight Vulnerability</p><p>Saves: Fort +6, Ref +1, Will +1,</p><p>Abilities: Str 19, Dex 10, Con 14, Int 8, Wis 11, Cha 9. </p><p>Skills: Animal Empathy +2, Listen* +6, Search +4, Spot* +6, </p><p>Feats: Alertness</p><p>Climate/Terrain: Any forest or hill</p><p>Organization: Solitary or gang (2-4)</p><p>Challenge Rating: 7</p><p>Treasure: Double Standard</p><p>Alignment: Chaotic Neutral (Evil)</p><p>Advancement: By character class</p><p></p><p>Trolls occupy the fringes of faerie society, often acting as guards into the lands of powerful fae. True giants despise them, and other fae view them as savage (though useful) brutes. So a troll will often be found dwelling alone, or near human settlements, using their invisibility to snatch away human children to devour. Trolls appear as upright, cleaner, and more handsome versions of Ogres, wearing simple, but useful clothing and employing large versions of human weapons.</p><p></p><p>Combat</p><p>Unlike their more brutish cousins, Trolls will often employ guile and wit in battle. They have a particular taste for engageing in riddle contests, and games of skill with their would-be victims.</p><p>Invisibility (Su): Trolls can become invisible at will, and can even remain so while in combat. </p><p>See Invisible (Su): Trolls can see invisible creatures and objects at will.</p><p>Low Light Vision (Ex): Trolls can see twice as far as a human in starlight, moonlight, and other situations of poor illumination.</p><p>Sulight Vulnerability (Ex): Fae creatures who are caught in direct sunlight with this vulnerability must succeed in a Will save (DC 14) or be permenantly turned to stone.</p><p>Skills*: Trolls receive a +2 to all Listen and Spot checks.</p><p></p><p>Sidhe (Shee)</p><p>Medium-size fey</p><p>Hit Dice: 2d10 (8 hp)</p><p>Initiative: +5 (+1 Dex, +4 Improved Initiative)</p><p>Speed: 40ft</p><p>AC: 14 (+1 Dex, +1 Buckler, +5 Bronze Full Plate)</p><p>Attacks: Short sword +1 melee, Short Bow +3 ranged</p><p>Damage: Short Sword 1d6 –1, Short Bow 1d6</p><p>Face/Reach: 5 ft. by 5ft/ 5ft</p><p>Special Qualities: See Invisible, SR 13, Invisibility, Low-Light Vision, Iron Vulnerability</p><p>Saves: Fort +3, Ref +1, Will +0,</p><p>Abilities: Str 9, Dex 12, Con 11, Int 12, Wis 11, Cha 12 </p><p>Skills: Balance +3, Listen* +4, Ride +3, Spot* +4, </p><p>Feats: Improved Initiative</p><p>Climate/Terrain: Any forests or Hills.</p><p>Organization: Individual, or War Party (4-11).</p><p>Challenge Rating: 3</p><p>Treasure: Double Standard.</p><p>Alignment: Chaotic Neutral (Good)</p><p>Advancement: By character class</p><p> </p><p>The Sidhe are a race of people that migrated into the realm of faerie ages ago. Now human cultures view them more as spirits than human. They appear as particularly attractive and graceful humans their garments, armor and weapons are always of great quality. The Sidhe have a warrior culture with a great emphasis on deeds of valor, poetry and song.</p><p></p><p>Combat</p><p>The Sidhe are bold and fearless warriors, who use cunning maneavers and their magical abilities to outflank an enemy. The typical sidhe knight wears asuit of extremely ornate bronze plate mail armor, and goes into battle rideing abeautiful horse, and accompanied by great war-dogs (which both have the fae template). When their anger is riled, the sidhe are terrible foes indeed.</p><p>Invisibility (Su): Sidhe can become invisible at will, and can even remain so while in combat. It is because of this ability that large numbers of fae can exist quite close to human communities without being detected.</p><p>Low Light Vision (Ex): Sidhe can see twice as far as a human in starlight, moonlight, and other situations of poor illumination.</p><p>See Invisible (Su): Sidhe can see invisible creatures and objects at will.</p><p>Iron Vulnerability (Ex): Sidhe take double damage from weapons made of cold iron. Also whenever a sidhe is within five feet of cold iron it is always considered flat-footed. Sidhe bound with iron cannot become invisible or cast spells until free.</p><p>Skills*: Sidhe receive a +2 to all Listen and Spot checks.</p></blockquote><p></p>
[QUOTE="Bloodstone de Troll, post: 177029, member: 3538"] Hello all, This template is designed for those who like the fae to be mysteriouse otherworldly beings, who besides being magical in nature, and hard to find. Are actually physically similar to earthly creatures. These fae are more like the beautiful clever and dangerously callouse beings of mythology, rather than the standard D&D humanoids etc. I hope y'all like em. Faerie (Template) Mortal beings who dwell too long in the lands of the fae, eating faerie foods, or taking faerie lovers, often find themselves changed in strange and magical ways. Faerie is a template that can be applied to any Animal, Beast, Magical Beast, Humanoid, Monstrouse Humanoid, Giant, or Vermin that from now on will be referred to as the “Base Creature”, The creatures type changes to Fey. Faerie versions of creatures are always smarter, faster, more agile and intelligent than their earthly counterparts, though often lacking in brute power. These creatures typically occupy regions near faerie border-lands, such as faerie woods, and hidden glens. Hit Dice: Same as base creature. Speed: Base creatures speed + 10ft. AC: Same as base creature. Attacks: Same as base creature. Damage: Same as base creature. Special Attacks: Same as base creature. Special Qualities: Fae beings posess the following abilities in addition to the base creatures special qualities. · See Invisible (Su): Faerie creatures can see invisible creatures and objects at will. · Spell Resistence (Ex): Faerie creatures posess spell resistence equal to 11+the base creatures Hit Dice. · Invisibility (Su): Faerie creatures can become invisible at will, and can even remain so while in combat. It is because of this ability that large numbers of fae can exist quite close to human communities without being detected. · Low Light Vision (Ex): Fae creatues can see twice as far as a human in starlight, moonlight, and other situations of poor illumination. Special Limitations (Su): When applying this template to the base creature one of the following special limitations must be chosen. · Iron Vulnerability (Ex): Fae creatures with this vulnerability take double damage from weapons made of cold iron. Also whenever such a fae is within five feet of cold iron it is always considered flat footed. A Faerie creature bound with iron cannot become invisible nor cast spells. · Sulight Vulnerability (Ex): Fae creatures who are caught in direct sunlight with this vulnerability must succeed in a Will save (DC 12+1/2 the faerie sreatures Hit Dice) or be permenantly turned to stone. This vulnerability is most often found amongst underground dwelling fae and giant fae (called Trolls). Saves: Same as base creature. Abilities: -2 Strength, +2 Dexterity, +2 Intelligence, +2 Charisma Skills: Faerie creatures receive a +2 to all Listen and Spot checks, and Animal Empathy is always a class skill. Otherwise they have all of the skills of the base creature. Feats: Same as base creature. Climate/Terrain: Same as base creature. Organization: Same as base creature. Challenge Rating: Same as base creature +3 Treasure: Double standard for humanoid creatures. Alignment: Chaotic Neutral. Advancement: Same as base creature for non-giants of non-humanoids. Otherwise by character class, favoring the Sorceror class. Sample Faerie beings Here are two examples of faerie creatures, using a second level Human fighter and an Ogre as the base creatures. They are based upon many stories about creatures of the same names. Troll Large-size Fey Hit Dice: 4d8+ 8 (? Hp) Initiative: +0 Speed: 40ft AC: 14 (-1 size, +5 natural,) Attacks: Huge great sword +7 melee, or Huge longspear + 3 Damage: Huge great sword 2d8+4, or Huge longspear 2d6+4 Face/Reach: 5 ft by 5 ft/10 ft Special Qualities: See Invisible, SR 15, Invisibility, Immunities, Low-Light Vision, Sunlight Vulnerability Saves: Fort +6, Ref +1, Will +1, Abilities: Str 19, Dex 10, Con 14, Int 8, Wis 11, Cha 9. Skills: Animal Empathy +2, Listen* +6, Search +4, Spot* +6, Feats: Alertness Climate/Terrain: Any forest or hill Organization: Solitary or gang (2-4) Challenge Rating: 7 Treasure: Double Standard Alignment: Chaotic Neutral (Evil) Advancement: By character class Trolls occupy the fringes of faerie society, often acting as guards into the lands of powerful fae. True giants despise them, and other fae view them as savage (though useful) brutes. So a troll will often be found dwelling alone, or near human settlements, using their invisibility to snatch away human children to devour. Trolls appear as upright, cleaner, and more handsome versions of Ogres, wearing simple, but useful clothing and employing large versions of human weapons. Combat Unlike their more brutish cousins, Trolls will often employ guile and wit in battle. They have a particular taste for engageing in riddle contests, and games of skill with their would-be victims. Invisibility (Su): Trolls can become invisible at will, and can even remain so while in combat. See Invisible (Su): Trolls can see invisible creatures and objects at will. Low Light Vision (Ex): Trolls can see twice as far as a human in starlight, moonlight, and other situations of poor illumination. Sulight Vulnerability (Ex): Fae creatures who are caught in direct sunlight with this vulnerability must succeed in a Will save (DC 14) or be permenantly turned to stone. Skills*: Trolls receive a +2 to all Listen and Spot checks. Sidhe (Shee) Medium-size fey Hit Dice: 2d10 (8 hp) Initiative: +5 (+1 Dex, +4 Improved Initiative) Speed: 40ft AC: 14 (+1 Dex, +1 Buckler, +5 Bronze Full Plate) Attacks: Short sword +1 melee, Short Bow +3 ranged Damage: Short Sword 1d6 –1, Short Bow 1d6 Face/Reach: 5 ft. by 5ft/ 5ft Special Qualities: See Invisible, SR 13, Invisibility, Low-Light Vision, Iron Vulnerability Saves: Fort +3, Ref +1, Will +0, Abilities: Str 9, Dex 12, Con 11, Int 12, Wis 11, Cha 12 Skills: Balance +3, Listen* +4, Ride +3, Spot* +4, Feats: Improved Initiative Climate/Terrain: Any forests or Hills. Organization: Individual, or War Party (4-11). Challenge Rating: 3 Treasure: Double Standard. Alignment: Chaotic Neutral (Good) Advancement: By character class The Sidhe are a race of people that migrated into the realm of faerie ages ago. Now human cultures view them more as spirits than human. They appear as particularly attractive and graceful humans their garments, armor and weapons are always of great quality. The Sidhe have a warrior culture with a great emphasis on deeds of valor, poetry and song. Combat The Sidhe are bold and fearless warriors, who use cunning maneavers and their magical abilities to outflank an enemy. The typical sidhe knight wears asuit of extremely ornate bronze plate mail armor, and goes into battle rideing abeautiful horse, and accompanied by great war-dogs (which both have the fae template). When their anger is riled, the sidhe are terrible foes indeed. Invisibility (Su): Sidhe can become invisible at will, and can even remain so while in combat. It is because of this ability that large numbers of fae can exist quite close to human communities without being detected. Low Light Vision (Ex): Sidhe can see twice as far as a human in starlight, moonlight, and other situations of poor illumination. See Invisible (Su): Sidhe can see invisible creatures and objects at will. Iron Vulnerability (Ex): Sidhe take double damage from weapons made of cold iron. Also whenever a sidhe is within five feet of cold iron it is always considered flat-footed. Sidhe bound with iron cannot become invisible or cast spells until free. Skills*: Sidhe receive a +2 to all Listen and Spot checks. [/QUOTE]
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