A start?
Deep Faerie
Medium Fey (Earth)
Hit Dice: 50d6+650 (825 hp)
Initiative: +21 (+17 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 52 (+17 Dex, +20 insight, +5 natural armor)
Base Attack/Grapple: +25/+30
Attack:
Full Attack:
Space/Reach: 5 ft./5 ft.
Special Attacks: Gaze, spell-like abilities
Special Qualities: DR 25/epic and cold iron, immune to poison and disease, low-light vision, SR 60, fast healing 25
Saves: Fort +29, Ref +44, Will +35
Abilities: Str 21, Dex 45, Con 37, Int 33, Wis 23, Cha 47
Skills: Bluff +71, Concentration +66, Diplomacy +77, Disguise +71, Escape Artist +70, Gather Information +24, Hide +70, Intimidate +24, Jump +5, Knowledge (local, nature) +59, Listen +59, Move Silently +70, Search +59, Speak Language (any five), Spot +59
Feats:
Epic Feats:
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 35
Treasure: Septuple Standard
Alignment: Any
Advancement: 50+ HD (Medium), or by character class
Level Adjustment: +52
Creatures of glorious beauty, they wait below for fools who would dare desire their secrets. Collecting countless souls or both the living and the dead, they form endless repositories of knowledge and wealth. Entire chambers filled with gems await their question, chambers that fear their coming, and fear even more their passing.
Deep faeries are sadistic and beautiful faeries that live in the subterranean realms below. Evil and without remorse, they harvest souls, using them as repositories for knowledge. In their realms there are vast chambers filled with such gems, more than any can hope to carry. In particular they favor hunting dwarves, their primary source of food.
Deep faeries speak their own language, Ilyseyin, a languages of echoing howls, shrieks, and screams. Disturbing in the extreme, it has left many a dwarf with nightmares.
Deep faeries are about 7 ft. tall and weight about 210 pounds.
Combat
A deep faerie’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Blinding Beauty (Su): This ability affects all creatures within 30 feet of a deep faerie. Those who look directly at a deep faerie must succeed on a Fortitude save (DC 53) or be blinded permanently as though by the blindness spell. A deep faerie can suppress or resume this ability as a free action. The save DC is Charisma-based.
Cleric: All deep faeries innately functions as cleric of half their Hit Dice (Caster Level 50th). Though they have no ability to turn or rebuke undead, instead having access to an additional clerical domain.
Spells: As 25th-level Cleric (Caster Level 50th). They have access to the domains of Evil, Mountain, and Nature. The save DCs are Wisdom-based.
Gaze (Su): All creatures within 30 feet who meet the gaze of a deep faerie become affected as if by charm monster. A Will save (DC 53) negates the effect. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. A deep faerie can also actively gaze as an attack action by choosing a target within range, who must then attempt a saving throw. Deep faeries are immune to their own gaze. The DC is Charisma-based.
Spell-Like Abilities: At will—detect thoughts, freedom, greater dispel magic, identify, knock, plane shift, sending, soul bind, stone shape, tongues, trap the soul. Caster level 50th. The DCs are Charisma-based.
Stonecunning (Ex): This ability grants a deep faerie a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep faerie who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a deep faerie can use the Search skill to find stonework traps as a rogue can. A deep faerie can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Deep faerie have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
Stunning Glance (Su): As a standard action, a wrathful deep faerie can stun a creature within 30 feet with a look. The target creature must succeed on a Fortitude save (DC 53) or be stunned for 2d4 rounds. The save DC is Charisma-based.
Unearthly Grace (Su): A deep faerie adds it's Charisma modifier as a bonus on all it's saving throws, and as a deflection bonus to it's Armor Class. (The statistics block already reflects these bonuses).
Skills: A deep faerie receives a +2 racial bonus on Appraise and Craft checks that are related to stone items.
Deep Faerie
Medium Fey (Earth)
Hit Dice: 50d6+650 (825 hp)
Initiative: +21 (+17 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 52 (+17 Dex, +20 insight, +5 natural armor)
Base Attack/Grapple: +25/+30
Attack:
Full Attack:
Space/Reach: 5 ft./5 ft.
Special Attacks: Gaze, spell-like abilities
Special Qualities: DR 25/epic and cold iron, immune to poison and disease, low-light vision, SR 60, fast healing 25
Saves: Fort +29, Ref +44, Will +35
Abilities: Str 21, Dex 45, Con 37, Int 33, Wis 23, Cha 47
Skills: Bluff +71, Concentration +66, Diplomacy +77, Disguise +71, Escape Artist +70, Gather Information +24, Hide +70, Intimidate +24, Jump +5, Knowledge (local, nature) +59, Listen +59, Move Silently +70, Search +59, Speak Language (any five), Spot +59
Feats:
Epic Feats:
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 35
Treasure: Septuple Standard
Alignment: Any
Advancement: 50+ HD (Medium), or by character class
Level Adjustment: +52
Creatures of glorious beauty, they wait below for fools who would dare desire their secrets. Collecting countless souls or both the living and the dead, they form endless repositories of knowledge and wealth. Entire chambers filled with gems await their question, chambers that fear their coming, and fear even more their passing.
Deep faeries are sadistic and beautiful faeries that live in the subterranean realms below. Evil and without remorse, they harvest souls, using them as repositories for knowledge. In their realms there are vast chambers filled with such gems, more than any can hope to carry. In particular they favor hunting dwarves, their primary source of food.
Deep faeries speak their own language, Ilyseyin, a languages of echoing howls, shrieks, and screams. Disturbing in the extreme, it has left many a dwarf with nightmares.
Deep faeries are about 7 ft. tall and weight about 210 pounds.
Combat
A deep faerie’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Blinding Beauty (Su): This ability affects all creatures within 30 feet of a deep faerie. Those who look directly at a deep faerie must succeed on a Fortitude save (DC 53) or be blinded permanently as though by the blindness spell. A deep faerie can suppress or resume this ability as a free action. The save DC is Charisma-based.
Cleric: All deep faeries innately functions as cleric of half their Hit Dice (Caster Level 50th). Though they have no ability to turn or rebuke undead, instead having access to an additional clerical domain.
Spells: As 25th-level Cleric (Caster Level 50th). They have access to the domains of Evil, Mountain, and Nature. The save DCs are Wisdom-based.
Gaze (Su): All creatures within 30 feet who meet the gaze of a deep faerie become affected as if by charm monster. A Will save (DC 53) negates the effect. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. A deep faerie can also actively gaze as an attack action by choosing a target within range, who must then attempt a saving throw. Deep faeries are immune to their own gaze. The DC is Charisma-based.
Spell-Like Abilities: At will—detect thoughts, freedom, greater dispel magic, identify, knock, plane shift, sending, soul bind, stone shape, tongues, trap the soul. Caster level 50th. The DCs are Charisma-based.
Stonecunning (Ex): This ability grants a deep faerie a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep faerie who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a deep faerie can use the Search skill to find stonework traps as a rogue can. A deep faerie can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Deep faerie have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
Stunning Glance (Su): As a standard action, a wrathful deep faerie can stun a creature within 30 feet with a look. The target creature must succeed on a Fortitude save (DC 53) or be stunned for 2d4 rounds. The save DC is Charisma-based.
Unearthly Grace (Su): A deep faerie adds it's Charisma modifier as a bonus on all it's saving throws, and as a deflection bonus to it's Armor Class. (The statistics block already reflects these bonuses).
Skills: A deep faerie receives a +2 racial bonus on Appraise and Craft checks that are related to stone items.