Rhyme Stealer
Small Fey (sprite)
Hit Dice: 1d6 +1 (4 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 20ft, fly 40ft (good)
AC: 15 (+1 size, +4 Dex)
Attacks: Bite +5 melee; or Small rapier -1 melee; or composite shortbow +5 ranged
Damage: Bite 1d3-2 and poison; or Small rapier 1d4-2; or composite shortbow 1d6
Face/Reach: 5’x5’/5’
Special Attacks: Dissonant song, rhyme stealing, spell-like abilities
Special Qualities: SR 16
Saves: Fort +1 Ref +6 Will +2
Abilities: Str 7, Dex 18, Con 12, Int 16, Wis 11, Cha 20
Skills: Bluff +9, Craft (luthier or violin maker) +11, Escape Artist +8, Hide +8, Listen +6, Move Silently +8, Perform +9, Search +9, Sense Motive +4, Spot +6, Tumble +8, Use Magic Device +9
Feats: Dodge, Improved Initiative, Mobility, Weapon Finesse (bite)
Climate/Terrain: Any land
Organization: Solitary or heckle (3-6)
CR: ?5?
Treasure: No coins; 50% goods and items
Alignment: Usually chaotic neutral (always chaotic)
Advancement: By character class (Bard)
Rhyme stealers, sometimes called bardbanes or sharptongues, are prankish sprites who delight in mockery and insult. Capricious and wild at their best, rhyme stealers tend to be far more malicious and cruel than their fellow sprites, and are avoided if not despised by their brethren. It is said that some elven communities appoint archers specifically to discourage rhyme stealers from disrupting theatrical and musical festivals.
Renowned for their skill at building lutes, viols and fiddles, their cutting wit and knack for twisting a song against its singer makes them feared as well as admired among bards. A bard will occasionally seek out a gathering of rhyme stealers to challenge them at flyting, a battle of improvised poetic boasts and insults which is the rhyme stealers' favorite sport.
Rhyme stealers are slight of build, resembling pixies with black or red hair, dark eyes, long, beakish noses and sharp, needlelike teeth. Their mothlike wings are patterned in brown, black and red, and their feet are clawed like a crow's.
Combat:
Like most bullies, rhyme stealers are generally cowardly, preferring to taunt their victims invisibly, and from a distance. They have been known to harry travelers for hours in this manner. However, they can be cunning and deadly foes when whim or necessity drives them into combat. Using their dissonant song to weaken their enemies, they favor attacking with spell-like abilities and arrow fire before darting in to nip at their foes with their poisonous bites.
Dissonant Song (Su): A Rhyme stealer's wild and melismatic song unsettles all who hear it, causing all foes within 30 feet who fail a Will save (DC 16) to take a -1 penalty to all attack and damage rolls and a -2 penalty to saves against fear affects. These penalties last so long as the rhyme stealer sings, and for five rounds after the singing stops. Creatures who successfully save against this effect cannot be affected by that same rhyme stealer's dissonant song for 24 hours. Essentially, this is a perversion of the bardic music ability inspire confidence, and works the same with regard to actions taken while singing.
Rhyme Stealing (Su): With a successful opposed Perform check, a rhyme stealer can disrupt the effects of bardic music, using a cruel pastiche of the bard's words and music to cancel her abilities. For ongoing effects such as inspire courage, competence, or greatness, this Perform check must be made every round. Used against a bard's fascinate or suggestion abilities, rhyme stealing allows the bard's target a new saving throw.
Poison (Ex): The rhyme stealer's bite is mildly poisonous (DC 11), dealing initial and secondary damage of 1d3 Charisma.
Spell-Like Abilities: At will -- invisibility; 3/day -- cause fear, ghost sound, sculpt sound, shatter; 1/day -- shout. These abilities are as spells cast by a 6th level sorceror.
Skills: Like other sprites, rhyme stealers receive a +2 racial bonus to Listen, Search and Spot checks. They also receive a +4 bonus to Craft (luthier or violin maker) checks.