Fey of the Month #6: Trueblood Faerie


First Post
I wanted to post this earlier, but I had to wait for 3.5 before I could finish it ;) Expect it's cousin next week (as we will soon enter August).

Anyways, I hope you all like it.


Faerie, Trueblood
Medium Fey (Extraplanar)
Hit Dice:
2d6-4 (3 hp)
Initiative: +2
Speed: 30' (6 squares), fly 60 (12 squares, good)
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10,
Base Attack/Grapple: +1/+0
Attack: Dagger +0 melee (1d4-1/19-20) or Shortbow +3 ranged (1d6/x3)
Full Attack: Dagger +0 melee (1d4-1/19-20) or Shortbow +3 ranged (1d6/x3)
Space/Reach: 5'/5'
Special Attacks: Spell-like abilities,
Special Qualities: Low-light vision, Glamour, Damage Reduction 5/cold iron, Immunity to enchantments, SR 13
Saves: Fort -2, Ref +7, Will +4
Abilities: Str 8, Dex 15, Con 6, Int 13, Wis 12, Cha 15
Skills: Bluff +7, Concentration +3, Diplomacy +7, Knowledge (Folklore) +6, Listen +6, Spellcraft +6, Spot +6,
Feats: Lightning Reflexes,
Enviroment: Magical Forests (Plane of Faerie)
Organization: Solitary, pair, or flight (3-5)
Challenge Rating: 1
Treasure: Double Standard
Alignment: Always Chaotic (usually chaotic good)
Advancement: By character class.
LA: +3

Trueblood Faeries are by some sages considered to be the true fey ancestor to modern elvers, and most scholars belive that these reclusive fey are extinct since millenia.
Trueblood Faeries look like tall and unusually frail looking elvers. Their skin is the color of alabaster and their eyes and hair can be any color of the rainbow, even though green and purple seems to be the most common. Trueblood faeries have two pairs of large gossamer wings on their backs, not much unlike those of a dragonfly, these wings are usually a transparent shade similar to that of their hair.
Truebloods care little for clothing, and usually only wears clothing when among non-fey.
Trueblood faeries speak elven and sylvan. Those of exceptional intelligence usually also learn draconic, dwarven, or giant.

Trueblood Faeries disdains combat and will usually flee if attacked, if cornered they will use diplomacy and their good looks to escape if able. They can be terrible opponents if angered though.
Spell-like Abilities: 3/day - Charm Person (DC: 13), Disguise Self and Light; 1/day - Daze Monster (DC: 14), and Invisibility (self only). These are as cast by a sorcerer of the Trueblood Faeries character level. The DC's are charisma based.
Glamour (Su): Truebloods are continually shrouded in an illusion that enhances their appearance so that they allways looks extremely beautiful giving them a +2 circumstance bonus on all charisma bases checks against humanoids, giants, monstrous humanoids, and other fey. This bonus increases to +4 if they are interacting with a creature of the opposite sex. Additionally, the initial attitude of humanoids, giants, montrous humanoids, and other fey, are automatically improved by one category. The effect can be dispelled (caster level equal to the truebloods HD), but the trueblood can resume the ability as a free action on their next turn.
Spell Resistance (Su): Trueblood faeries have spell resistance equal to 11 plus their HD.

Trueblood Faerie Society:
Most trueblood faeries are part of the seelie court, where they emerse themselves fully in the politcal games of their fellow fey. The trueblood faeries that can be found on the material plane, often live close to settlements of elves or other good woodland dwelling races such as centaurs. Trueblood faeries are pranksters of such a degree that most sentient beeings often tire of them quickly. When one of their pranks goes awry however and someone accidentally gets hurt, they feel very remorseful and attempts to put things right again before the feeling of remorse eventually fades. Trueblood faeries are used to be treated as royalty however, and expect all non-fey to treat them as such. They tend to get along well with gnomes however, which might be on account of both races prankfilled nature.
Trueblood faeries tend to be overly dramatic, exagerating everything.

Trueblood Faerie Characters:
Trueblood faeries are by nature magical, and thus most trueblood faeries tend to gain levels in one or more spellcasting classes, usually wizard, bard, or sorcerer. Trueblood faerie leaders are almost always sorcerers or wizards. Trueblood Faerie clerics are all but unheard of, but those few that exist usually have access to two of the following domains: Chaos, Luck, Magic, or Trickery. Most trueblood faerie wizards specialize in the enchantment or illusion schools.
Trueblood faerie characters have the following traits:
- -2 Strength, +4 Dexterity, -4 Constitution, +2 Intelligence, +2 Wisdom, +4 Charisma.
- Medium-Size
- Trueblood Faerie landspeed is 30'
- Flight: Trueblood faeries have a flightspeed equal to 60' with good manouverability.
- Racial Hit Dice: Trueblood Faeries start with two levels of fey, which provide 2d6 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +3
- Racial Skills: A trueblood faerie's fey levels give it skillpoints equal to 5 x (6 plus int modifier, minimum 1). It's class skills are Bluff, Concentration, Diplomacy, Knowledge (Folklore), Listen, Spellcraft, and Spot.
- Racial Feats: A trueblood faerie's fey levels give it one feat.
- Weapons and Armor proficiency: Trueblood faeries are proficient with all simple weapons and with bows. They are not proficient with any type of armor or shields.
- Special Attacks (see above): Spell-like abilities.
- Special Qualities (see above): Low-light vision, Glamour, Damage Reduction 5/cold iron, Immunity to enchantments, SR 13
- Automatic Languages: Elven and Sylvan; Bonus Languages: Draconic, Dwarven, Giant, and Gnome.
- Favored Class: Sorcerer.
- Level Adjustment: +3


Comments and Critisism is welcomed. :D


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First Post
I can even see one of my players seeing this. Unlike other types of creatures I know they will go and get stronger the then they should.


First Post
Actually, one of these with one class level is pretty much equal to any sixth level character.

They do have a +3 LA, which combined with their two racial hit dice give them a total ECL of +5. :D

Personally, though, I would rather play drow.

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