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Special Conversion Thread: Finishing off the fey
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<blockquote data-quote="Shade" data-source="post: 4822383" data-attributes="member: 287"><p><strong>Faerie, Unseelie</strong></p><p></p><p>Unseelie faeries are a macabre host of evil and undead beings, the hideous counterpart of the Seelie Court. The Unseelie Court has its own dark queen and other “nobles” who manipulate the Seeming toward their own sinister ends.</p><p></p><p><strong>Living Evil Faerie </strong></p><p>CLIMATE/TERRAIN: Shadow World </p><p>FREQUENCY: Uncommon </p><p>ORGANIZATION: Court </p><p>ACTIVITY CYCLE: Nocturnal </p><p>DIET: Any food but milk </p><p>INTELLIGENCE: Very to high (11–14) </p><p>TREASURE: U (G) </p><p>ALIGNMENT: Any evil </p><p>NO. APPEARING: 1–8 (100–400) </p><p>ARMOR CLASS: 5 </p><p>MOVEMENT: 12, some Fl 15 (B) </p><p>HIT DICE: 4+2 </p><p>THAC0: 17 </p><p>NO. OF ATTACKS: 1 </p><p>DAMAGE/ATTACK: 1d6+1 or by spell </p><p>Special Attacks: Spells, Seeming </p><p>SPECIAL DEFENSES: Invisibility, Seeming, immune to charms/illusions </p><p>MAGIC RESISTANCE: 25% </p><p>SIZE: Tiny to large (6" to 12' tall)</p><p>MORALE: Steady (11–12) </p><p>BLOODLINE: None </p><p>BLOOD ABILITIES: None </p><p>PERCEPTION/SEEMING: Extraordinary/ Extraordinary</p><p>XP VALUE: 2,000 </p><p></p><p><strong>Undead Faerie</strong></p><p>CLIMATE/TERRAIN: Shadow World</p><p>FREQUENCY: Uncommon </p><p>ORGANIZATION: Court </p><p>ACTIVITY CYCLE: Nocturnal </p><p>DIET: Nil</p><p>INTELLIGENCE: Average (8–10)</p><p>TREASURE: Nil</p><p>ALIGNMENT: Chaotic evil</p><p>NO. APPEARING: 4–16 (100–600)</p><p>ARMOR CLASS: 0</p><p>MOVEMENT: 15, Fl 24 (B)</p><p>HIT DICE: 7+2</p><p>THAC0: 13</p><p>NO. OF ATTACKS: 1</p><p>DAMAGE/ATTACK: 1d8</p><p>Special Attacks: Perception drain, Seeming</p><p>SPECIAL DEFENSES: Iron or +1 or better weapons to hit</p><p>MAGIC RESISTANCE: 25% </p><p>SIZE: Tiny to large (6" to 12' tall)</p><p>MORALE: Elite (13–14)</p><p>BLOODLINE: None</p><p>BLOOD ABILITIES: None</p><p>PERCEPTION/SEEMING: Extraordinary/ Extraordinary/</p><p>XP VALUE: 3,000</p><p></p><p>Physical Description</p><p>The Unseelie Court comprises two types of faeries: evil living faeries, and evil undead faeries. Like the seelie faeries, each is unique in size, shape, and form. </p><p></p><p>The evil that the living faeries carry within has corrupted their physical appearances. Their skin bears ashen tones, their eyes are sunken or blaze with the fever of malevolence, their bodies are withered or bloated. If an evil faerie has horns, they are twisted, if it has wings, they are leathery, if it has a tail, the appendage is barbed. Unseelie faeries are far more likely than seelie faeries to sport cloven feet or taloned hands.</p><p></p><p>Undead faeries are incorporeal phantasms of their former selves. Their eyes have no pupils—only blank, white-hot glowing orbs that seethe hatred. </p><p></p><p>Role in the Campaign</p><p>Unseelie faeries are even more likely than their seelie counterparts to torment travelers just for kicks. Their tricks range from merely mean-spirited to seriously harmful or even deadly—particularly if the unseelie faeries believe their victims to be allies of the Seelie Court or otherwise agents of good. PCs may not even realize the source of the attacks.</p><p></p><p>The Unseelie Court wages an age-old war against the Faerie Queen and the Seelie Court. Characters may find themselves caught in the crossfire, enlisted (willingly or not) to aid one side, or trying to redirect the war efforts toward subduing a larger menace: the Cold Rider (assuming that shadowy presence doesn’t win over the Dark Queen first).</p><p></p><p>Habitat/Society</p><p>The Unseelie Court is a hideous mockery of the Seelie Court—in a sense, the Faerie Queen’s entourage as seen through a fun-house mirror. The Dark Queen (see below) and her followers reside in the Shadow World’s most haunted, twisted forest. There, they plot against the seelie faeries and others they consider their enemies. Because evil seeks its own reflection and treachery breeds mistrust, the unseelie faeries see an enemy in nearly everyone they encounter.</p><p></p><p>Ecology</p><p>Undead members of the Unseelie Court come into being when a faerie (of any alignment) dies in a battle between the two courts. The horror of kin slaying kin creates a ripple through the Seeming itself, preventing the deceased faerie from dissipating into it. The creature’s spirit becomes trapped, sentenced to eternally walk the Shadow World but stripped of the magical abilities it once had. It becomes an unthinking being, lashing out in anger and resentment at the living, held in check only by the Dark Queen.</p><p></p><p>Variations</p><p>Gremlins and imps (see the MONSTROUS MANUAL accessory) have been spotted among the Unseelie Court.</p><p></p><p>Combat and other Encounters</p><p>Unlike their counterparts in the Seelie Court, unseelie faeries harbor no reservations about engaging in hand-to-hand combat. Peaceful encounters are rare. </p><p></p><p>Combat</p><p>Unseelie faeries always try to use their ability to turn invisible to gain the advantage of surprise. Once discovered by an opponent, their strategies vary.</p><p></p><p>Living evil faeries use their spells until they reach melee range. They can cast five of the following spells per day: any 1st- or 2nd-level spell from the charm sphere, destt roy (create) water, entangle, faerie fire, protection from good (evil), putrify (purify) food and drink, shillelagh; badberry (goodberry) , barkskin, obscurement, produce flame, speak with animals, warp wood; bestow (remove ) curse, pyrotechnics, spike growth. In addition, they can cast seelie spell of forgettingan unlimited number of times.</p><p></p><p>In melee, they fight with magical (+1) short swords individually scaled to each faerie’s size and carrying an enchantment that works only when borne by a faerie. If fighting nonfaeries, they also use their Seeming abilities, both offensively and defensively (see the “Faerie, Seelie” description).</p><p></p><p>Living unseelie faeries are immune to charms and illusions, but have several weaknesses. Iron weapons inflict an additional 3 points of damage per hit. Salt renders them unable to turn invisible for 1d4 turns.</p><p></p><p>Undead faeries close to melee range as quickly as possible. The touch of such a creature chills the blood and clouds the mind. For each successful hit, victims suffer 1d8 points of damage and lose 5 points from their perception score. Undead faeries can be hit only with iron or +1 or better weapons. They are vulnerable to holy water, which inflicts 1d6+1 damage points per vial. They can be turned as spectres. </p><p></p><p>Peaceful Encounters</p><p>Evil doesn’t fight fair. Even in what seems to have been a “peaceful” encounter with an unseelie faerie, travelers often walk away victims of a curse.</p><p></p><p>Perception and/or Seeming</p><p>Unseelie faeries are matched only by their seelie counterparts in command of the Seeming and ability to see through it. Against nonfaerie opponents, they use it constantly to bewilder and intimidate their foes. Against the Seelie Court, however, they know such illusions are useless.</p><p></p><p>Originally appeared in Blood Spawn (1992).</p><p></p><p>For those of you joining (or returning to) us recently, these are the evil counterpart to the <a href="http://www.enworld.org/cc/converted/view_c.php?CreatureID=891" target="_blank">seelie faeries</a>, and should follow a similar "template".</p></blockquote><p></p>
[QUOTE="Shade, post: 4822383, member: 287"] [B]Faerie, Unseelie[/B] Unseelie faeries are a macabre host of evil and undead beings, the hideous counterpart of the Seelie Court. The Unseelie Court has its own dark queen and other “nobles” who manipulate the Seeming toward their own sinister ends. [B]Living Evil Faerie [/B] CLIMATE/TERRAIN: Shadow World FREQUENCY: Uncommon ORGANIZATION: Court ACTIVITY CYCLE: Nocturnal DIET: Any food but milk INTELLIGENCE: Very to high (11–14) TREASURE: U (G) ALIGNMENT: Any evil NO. APPEARING: 1–8 (100–400) ARMOR CLASS: 5 MOVEMENT: 12, some Fl 15 (B) HIT DICE: 4+2 THAC0: 17 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1d6+1 or by spell Special Attacks: Spells, Seeming SPECIAL DEFENSES: Invisibility, Seeming, immune to charms/illusions MAGIC RESISTANCE: 25% SIZE: Tiny to large (6" to 12' tall) MORALE: Steady (11–12) BLOODLINE: None BLOOD ABILITIES: None PERCEPTION/SEEMING: Extraordinary/ Extraordinary XP VALUE: 2,000 [B]Undead Faerie[/B] CLIMATE/TERRAIN: Shadow World FREQUENCY: Uncommon ORGANIZATION: Court ACTIVITY CYCLE: Nocturnal DIET: Nil INTELLIGENCE: Average (8–10) TREASURE: Nil ALIGNMENT: Chaotic evil NO. APPEARING: 4–16 (100–600) ARMOR CLASS: 0 MOVEMENT: 15, Fl 24 (B) HIT DICE: 7+2 THAC0: 13 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1d8 Special Attacks: Perception drain, Seeming SPECIAL DEFENSES: Iron or +1 or better weapons to hit MAGIC RESISTANCE: 25% SIZE: Tiny to large (6" to 12' tall) MORALE: Elite (13–14) BLOODLINE: None BLOOD ABILITIES: None PERCEPTION/SEEMING: Extraordinary/ Extraordinary/ XP VALUE: 3,000 Physical Description The Unseelie Court comprises two types of faeries: evil living faeries, and evil undead faeries. Like the seelie faeries, each is unique in size, shape, and form. The evil that the living faeries carry within has corrupted their physical appearances. Their skin bears ashen tones, their eyes are sunken or blaze with the fever of malevolence, their bodies are withered or bloated. If an evil faerie has horns, they are twisted, if it has wings, they are leathery, if it has a tail, the appendage is barbed. Unseelie faeries are far more likely than seelie faeries to sport cloven feet or taloned hands. Undead faeries are incorporeal phantasms of their former selves. Their eyes have no pupils—only blank, white-hot glowing orbs that seethe hatred. Role in the Campaign Unseelie faeries are even more likely than their seelie counterparts to torment travelers just for kicks. Their tricks range from merely mean-spirited to seriously harmful or even deadly—particularly if the unseelie faeries believe their victims to be allies of the Seelie Court or otherwise agents of good. PCs may not even realize the source of the attacks. The Unseelie Court wages an age-old war against the Faerie Queen and the Seelie Court. Characters may find themselves caught in the crossfire, enlisted (willingly or not) to aid one side, or trying to redirect the war efforts toward subduing a larger menace: the Cold Rider (assuming that shadowy presence doesn’t win over the Dark Queen first). Habitat/Society The Unseelie Court is a hideous mockery of the Seelie Court—in a sense, the Faerie Queen’s entourage as seen through a fun-house mirror. The Dark Queen (see below) and her followers reside in the Shadow World’s most haunted, twisted forest. There, they plot against the seelie faeries and others they consider their enemies. Because evil seeks its own reflection and treachery breeds mistrust, the unseelie faeries see an enemy in nearly everyone they encounter. Ecology Undead members of the Unseelie Court come into being when a faerie (of any alignment) dies in a battle between the two courts. The horror of kin slaying kin creates a ripple through the Seeming itself, preventing the deceased faerie from dissipating into it. The creature’s spirit becomes trapped, sentenced to eternally walk the Shadow World but stripped of the magical abilities it once had. It becomes an unthinking being, lashing out in anger and resentment at the living, held in check only by the Dark Queen. Variations Gremlins and imps (see the MONSTROUS MANUAL accessory) have been spotted among the Unseelie Court. Combat and other Encounters Unlike their counterparts in the Seelie Court, unseelie faeries harbor no reservations about engaging in hand-to-hand combat. Peaceful encounters are rare. Combat Unseelie faeries always try to use their ability to turn invisible to gain the advantage of surprise. Once discovered by an opponent, their strategies vary. Living evil faeries use their spells until they reach melee range. They can cast five of the following spells per day: any 1st- or 2nd-level spell from the charm sphere, destt roy (create) water, entangle, faerie fire, protection from good (evil), putrify (purify) food and drink, shillelagh; badberry (goodberry) , barkskin, obscurement, produce flame, speak with animals, warp wood; bestow (remove ) curse, pyrotechnics, spike growth. In addition, they can cast seelie spell of forgettingan unlimited number of times. In melee, they fight with magical (+1) short swords individually scaled to each faerie’s size and carrying an enchantment that works only when borne by a faerie. If fighting nonfaeries, they also use their Seeming abilities, both offensively and defensively (see the “Faerie, Seelie” description). Living unseelie faeries are immune to charms and illusions, but have several weaknesses. Iron weapons inflict an additional 3 points of damage per hit. Salt renders them unable to turn invisible for 1d4 turns. Undead faeries close to melee range as quickly as possible. The touch of such a creature chills the blood and clouds the mind. For each successful hit, victims suffer 1d8 points of damage and lose 5 points from their perception score. Undead faeries can be hit only with iron or +1 or better weapons. They are vulnerable to holy water, which inflicts 1d6+1 damage points per vial. They can be turned as spectres. Peaceful Encounters Evil doesn’t fight fair. Even in what seems to have been a “peaceful” encounter with an unseelie faerie, travelers often walk away victims of a curse. Perception and/or Seeming Unseelie faeries are matched only by their seelie counterparts in command of the Seeming and ability to see through it. Against nonfaerie opponents, they use it constantly to bewilder and intimidate their foes. Against the Seelie Court, however, they know such illusions are useless. Originally appeared in Blood Spawn (1992). For those of you joining (or returning to) us recently, these are the evil counterpart to the [URL="http://www.enworld.org/cc/converted/view_c.php?CreatureID=891"]seelie faeries[/URL], and should follow a similar "template". [/QUOTE]
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