• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

The Fair Folk

Haven't been here in a looong while, but I have returned! With spring now in fill swing I've recently been on a Fey kick. Here are a number for your perusal. Critiques and comments welcome.
 

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Honeydew

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Medium Fey
Hit Dice: 8d6+24 (52 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 12 (+2 dex)
Base Attack/Grapple: +4/+4
Attack: Staff +6 melee (1d6)
Full Attack: Staff +6 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ehlonna's breath, golden cloud, spell-like abilities, spells, wild empathy
Special Qualities: Damage reduction 10/cold iron, immunity to poison and disease, nectar of the mother, low-light vision
Saves: Fort +5, Ref +7, Will +12
Abilities: Str 10, Dex 15, Con 17, Int 11, Wis 23, Cha 17
Skills: Concentration +10, Diplomacy +14, Handle Animal +11, Heal +17, Knowledge (nature) +11, Listen +15, Spot +15
Feats: Diehard, Dodge, Improved Initiative, Weapon Finesse(B)
Environment: Any temperate land
Organization: Solitary or Sisterhood (3-6)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually neutral good
Advancement: 9-16 HD (Medium)
Level Adjustment: +8

This appears as a heart-breakingly beautiful woman seemingly in the mid-stages of pregnancy. Her skin is a lush golden tan with strange markings in blood upon her wide hips. Her dreadlocked hair is long and tangled with bright yellow pollen that drifts as she walks. Bees and butterflies crawl along or alight along the locks, the former often flying into and out of her mouth.

A honeydew, sometimes referred to as a nectar nymph or Ehlonna's Daughters, is often revered by some peoples as a fertility spirit. If properly recieved she will visit frequently, blessing the crops and aiding in the births of a village. Often in payment for her efforts a honeydew will entice a villager to get her with child which becomes another honeydew in time. This child, once old enough to walk, is abandoned beside a honeytree where she calls down a queen bee to inhabit her.

Others though prefer to keep to areas untouched by man, reveling particularly in fields of wildflowers or wild orchards which they protect fiercely.

During the winter months a honeydew hibernates, awakening with the first flowers to sprout from the frosty ground.

A honeydew speaks Common, Fey, and may speak with pollinating creatures such as bees, butterflies and ants. She is roughly as tall and heavy as an expecting female human.

Combat
Honeydews often try to discourage attackers by filling the air with a choking pollen, and fleeing while they are unable to persue. If forced to fight or guard they fill the area with bees, enlarging a number to great size.

Ehlonna's Breath (Ex): As a full-round action the honeydew can release a bee swarm from within her belly and excite them to attack. She may exhale up to 3 swarms per day. If a honeydew is killed all swarms simultaneously attack the nearest creatures in sight.

Golden Cloud (Ex): As a standard action a nectar nymph can shake out her hair, forming a thick cloud of pollen 20 feet wide and 15 feet high. Those who breathe within it must succeed on a DC 17 fortitude save each round or spend a full round action sneezing and choking (are considered stunned) and take 1d4 constitution damage. This damage can only be taken once while within the cloud, no matter how many times it is breathed within, though stunning can occur each round spent within. Those who leave and re-enter the cloud however must save or take additional damage. This cloud lasts for 1d6+3 rounds.

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the cloud in 4 rounds. A strong wind (21+ mph) disperses cloud in 1 round.

Nectar of the Mother (Ex): A honeydew may dip her hair into water, converting up to 1 cubic foot into pure honey as a standard action. This honey is incredibly healthy, giving those who drink a cup of it the equivalent of a delay poison spell for 1 hour.

Spell-like Abilities:
At will - Plant Growth. 3/day - Charm, Giant Vermin (bees only). 1/week - Control Weather. Caster level 8th. Save DC's are Charisma-based.

Spells: A honeydew casts divine spells as a 10th-level druid.
Typical Druid Spells Prepared (6/5/5/4/3/2, save DC 15 + spell level):

0 - create water, cure minor wounds, guidance, light, purify food and drink, resistance
1st - cure light wounds, goodberry, entangle, longstrider, pass without trace
2nd - barkskin, gust of wind, lesser restoration, summon swarm, tree shape
3rd - cure moderate wounds, daylight, remove disease, speak with plants
4th - cure serious wounds, reincarnate, repel vermin
5th - commune with nature, wall of thorns

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a honeydew has a +6 racial bonus on the check and can also effect vermin. Bees will never harm a honeydew unless under a supernatural directive.
 

Llymha

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Medium Fey
Hit Dice: 4d6+12 (26 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 dex, +4 natural)
Base Attack/Grapple: +2/+2
Attack: Unarmed strike +4 melee (1d3) or improvised weapon +4 (varies)
Full Attack: Unarmed strike +4 melee (1d3) or improvised weapon +4 (varies)
Space/Reach: 5 ft./5 ft.
Special Attacks: Hole in the pocket, impoverishing gaze, improvising master, skill tricks, spells
Special Qualities: Damage reduction 5/cold iron and silver, low-light vision, resistance to cold and fire 5, slum gullet, weaknesses
Saves: Fort +4, Ref +6, Will +5
Abilities: Str 10, Dex 15, Con 17, Int 15, Wis 13, Cha 10
Skills: Appraise +7, Climb +9, Escape Artist +13, Hide +9, Knowledge (local) +9, Sense Motive +8, Sleight of Hand +13, Tumble +7
Feats: Combat Expertise, Improved Disarm, Weapon Finesse(B)
Environment: Any urban
Organization: Solitary
Challenge Rating: 4
Treasure: Half-standard items
Alignment: Usually chaotic evil
Advancement: By character class (favored class: rogue)
Level Adjustment: +3

This creature appear vaguely as starved old men or women, their unclothed condition displaying a body of deathly pallor and seemingly wracked with illness. They are completely hairless and possessed of many deep wrinkles in odd places upon the body. They are disturbingly inhuman, especially with their over-large eye sockets as if from advanced malnutrition.

Llymhas are creatures of poverty and misfortune. They can be found squatting in filthy alleyways or perched along gutters, waiting fo victims to come along. In particular they love to prey upon merchants and the nobility, anyone of status and wealth, cursing them with failure and playing many sadistic tricks upon them. In particular they will often torture or kill their loved ones as they possess value to their victim.

Llymhas stand as high as an average human though only weigh around 80 lbs. They speak Sylvan and any native languages of the area.

Combat
Llymhas tend not to wish to join in on combat, instead attempting to relieve passerbys of their valuables and curse them and their previous owner. The exception to this rule is that the family and friends of the rich or influential the llymhas will attempt to kidnap or kill or both.

Hole In the Pocket (Su): As a standard action a llymhas can spread a curse over any object it can lift and handle. This object, if taken by another, has a cumulative 1% chance every day to disapear from its current owner. It wears a hole in a pocket and disapears, or is handled in the sleep and lost, stolen, or in some way removed from the owner without their knowledge.

If the object is gold, silver or a gem, instead of being cursed as above the metals become copper or iron, respectively, and the gem converts into glass.

Impoverishing Gaze (Su): Just meeting a llymhas is great bad luck. Any that meet his gaze within 30 feet must succeed on a DC 16 will save or become forever cursed with misfortune.

The target takes a -4 penalty to all Craft, Perform and Profession checks, as well as all checks dealing with financial matters. For example a diplomacy check to haggle the price of an object would be done at a -4 penalty. This can all be nulled with a Remove Curse, Limited Wish, or similiar spell, though there is a 20% chance the curse moves on to the caster of the spell unless it's the target doing the casting.

Penalties from multiple curses do not stack. The save DC is Charisma-based, with a +4 racial bonus added to the check.

Improvising Master (Ex): A llymhas may use improvised weapons without penalty and gains a +2 circumstance bonus to disarm checks with such weapons.

Skill Tricks: Slipping Past and Tumbling Crawl.

Slum Gullet (Ex): A llymhas is immune to poison and gains a +6 racial bonus on saves against disease.

Spell-like Abilities:
At will - *Detect Wealth, Invisibility, Locate Object; 3/day Crushing Despair (DC 14), Knock. 1/day Freedom of Movement. Caster level 5th. The save DC's are Charisma-based.

* See new spell below.

Skills: A llymhas gains a +4 racial bonus to Climb, Escape Artist and Sleight of Hand checks, and uses their Dexterity modifier for climb checks.


Weaknesses
Extravagant living and signs of wealth are anethma to the llymha. They recoil from strongly presented gold pieces, gem or jewels. These things don’t harm the llymha - they merely keep it at bay. A recoiling llymha must stay at least 5 feet away from a creature holding the gem or gold piece and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a llymha at bay takes a standard action.

As well, a llymha cannot enter an area specifically symbolizing wealth, such as a mansion, merchant guild building or similiar. Churches and temples, unless devoted to a deity of wealth and gain, do not count towards this.


-=-=-=-=-=-


Detect Wealth
Divination
Level: Brd 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One creature, one object, or a 20-ft. cube
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: Yes

You detect levels of wealth. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of possessions totalling 50 gold pieces or more.

2nd Round: Exact collective value of all objects upon the person.

3rd Round: Percentage of value based on one of the following: Medium of exchange (coins), gems and jewels, weapons, magical items, masterwork items, or any object other object worth more than 10 gp).

4th Round: Exact numbers of each of the above. Example: You would know they have on their person 100 gp worth of coins, a masterwork dagger, and a ruby worth 500 gp.

5th Round: Knowledge of the place in society and subsequent worth of the target themselves and how much they could be ransomed for if anything.
 

Tromluí

Small Fey (extraplanar, psionic)
Hit Dice: 6d6+6 (27 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 16 (+3 dex, +2 natural, +1 size), flat-footed 12, touch 13, 20% miss chance
Base Attack/Grapple: +3/+4
Space/Reach: 5 ft./5 ft.
Attack: Slam +7 melee (1d6+1 plus psionic hole)
Full attack: 2 slams +7 melee (1d6+1 plus psionic hole)
Special Attacks: Aura of impossibilities, lunacy, naturally psionic, power resistance 16, psionic hole, uncarnate bridge
Special Qualities: Born of dream, low-light vision, phantasm, sleepless
Saves: Fort +3, Ref +8, Will +10
Abilities: Str 13, Dex 16, Con 12, Int 19, Wis 20, Cha 17
Skills: Autohypnosis +14, Gather Information +12, Hide +16, Intimidate +16, Jump +18, Knowledge (psionics) +13, Listen +14, Psicraft +13, Sense Motive +14, Spot +14
Feats: Ability Focus (aura of possibilities), Improved Grapple, Up the Walls, Weapon Finesse(B)
Environment: Region of Dreams or Any
Organization: Solitary
Challenge Rating: 6
Alignment: Any chaotic
Treasure: None
Advancement: By character class
Level Adjustment: -

A tromluí appears almost golinoid with its lack of height, however, this is the limit to the resemblance. Their skin is grey and leathery and glistens even in the dark like fish scales in moonlight. Its physique, though of short stature, is robust, with overly large, powerful looking hands. Their face, in its natural form, is a blurred surface of nothingness that can take on whatever features it desires. Reguardless of the features taken, its eyes appear as holes of endless depth, with bits of light floating about and chasing one another within.

The tromluí are creatures of dream, beings whom roam between the world of the waking and that of the sleeping as other fey roam their forests. Most tromluí leave dreaming beings alone, content to explore the scenes their moral minds form, only rarely interacting. However, some tromluí are horribly sadistic, terrifying others for extended periods with their powers, returning to their homes repeatedly. Many of these particular tromluí have become termed 'boogymen'.

Tromluí stand at about three and a half feet tall and weigh 85 lbs. They communicate via telepathy.

Combat
A tromlui prefers not to engage in fair combat, hiding if possible until night where it has the advantage. If forced to fight however it likes to get in close and pull their minds into a dreamstate if possible. If unable to do this it finally releases its devasting lunacy.

Aura of Impossibilities (Ps):
A tromluí's mere presence destabilizes the boundaries between dream and reality. Within this aura near anything can seem to happen. It extends some 10 feet from the being and those within must succeed on a will save (DC 18) to disbelieve every minute. Otherwise anything experienced within this aura seems completely real as if under the Microcosm power and the victim is rendered Dazed. Every minute a new check can be made to disbelieve, and if the tromluí moves out of range the effect ends. The save DC is Charisma-based.

Born of Dream (Ex): A tromluí appears hazy and out of focus, such that all melee and ranged attacks against it are assessed a 20 percent miss chance. This 20-percent miss chance is not the same as concealment and does not preclude the possibility of effective sneak attacks.

Dreamwalk (Ps): While incorporeal (see Phantasm below), a tromluí can dive into the mind of an unconscious being or one affected by its aura. It follows the path the mind has made to enter into the region of dreams as if using the dream travel power. It can also enter into reality using the same means.

Lunacy (Su): Once per round a tromlui can release a 60-foot cone of what appears as silvery moonbeams that deal 3d10 damage, half of which is fire (DC 16 reflex halves), and the other half psionic energy alike to Mindthrust (DC 16 will negates). Those that fail their will save are also rendered Confused for 1 round. Creatures immune to mind affects still take the fire damage, and vice versa. The save DC's are Charisma-based.

Naturally Psionic: A tromluí gains 1 bonus power point.

Psionic Hole (Ps): Those hit by a tromluí lose their psionic focus, if any, as do those who successfully strike the tromluí themselves.

If the tromluí is the target of a power, the manifester of the power must spend an additional three power points, or the power fails (all the power points spent on the power are lost). This extra cost does not count toward the maximum power points a manifester can spend on a single power.

Phantasm (Ex):
After dusk, in any area of dim illumination, a tromluí may fade farther into dream and gains the incorporeal subtype. While incorporeal it gains a fly speed of 60 ft. with perfect maneuverability and gains a +1 bonus on all save DCs for powers it manifests. Its miss-chance from its born of dream ability increases to 40%.

Sleepless (Ex): A tromluí has immunity to all dream and sleep effects.

Uncarnate Bridge (Ps): A tromluí can transport itself via the minds of living creatures. As a touch attack while incorporeal, it can seamlessly enter any living creature with an Intelligence score and pass to another living creature with an Intelligence score that is within line of sight of the first creature. It literally appears to dive within the head of the creature and pull itself out of the head of the second.
If it desires, a tromluí can destructively exit the destination creature by becoming corporeal as it emerges, dealing 2d6 points of damage.

Skills: A tromluí gains a +8 racial bonus on jump checks and a +4 bonus to intimidate checks.
 


Well, now, I wouldn't say that...

OK, so it's pretty dry here. I need to get back into the commenting mind-set!

Of the three fey (always need more fey), the llymhas is my personal favorite. Evil fey are far too rare, and urban fey are far too rare, so combining them is a tactic after my own twisted heart. Are they based on anything folkloric, or are they original?

Demiurge out.
 

demiurge1138 said:
Of the three fey (always need more fey), the llymhas is my personal favorite. Evil fey are far too rare, and urban fey are far too rare, so combining them is a tactic after my own twisted heart. Are they based on anything folkloric, or are they original?

Demiurge out.
They are actually based on what can only be described as a creature that folks that work at my sister's place have seen by the dumpster in the alley behind the building.

One of them actually went so far as to poke it with a stick and it just faded away he said. Alot of strange sightings have been seen about that place, including by my sister and most of the managers.
 

Shadow Rift, Über Alles!

The Vorpal Tribble said:
This portion of the forums is as dead as a lich's comedy routine.
Don't let that discourage you. I applaud your work (esp. the Llymha) ... and can't wait to see more of it.

-Samir Asad
 

The Vorpal Tribble said:
They are actually based on what can only be described as a creature that folks that work at my sister's place have seen by the dumpster in the alley behind the building.

One of them actually went so far as to poke it with a stick and it just faded away he said. Alot of strange sightings have been seen about that place, including by my sister and most of the managers.
Creepy... I've seen a lot of strange things in my day, but that takes it.

Demiurge out.
 

The Vorpal Tribble said:
...and now I recall why I stopped posting here. This portion of the forums is as dead as a lich's comedy routine :\

I think a lot of people have been busy posting in other forums for a couple of days for some reason or another. ;)
 

Into the Woods

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