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ALP-FFP02:

Fey Folio Clans of the Fey Realm

Role Playing Game Supplement A Creature Supplement for use with the PATHFINDER ROLEPLAYING GAME Written by Matthew Cicci

Credits Author Matthew Cicci Interior Illustrator Vasilis Zikos Cover Artists Emily Kubisz Vasilis Zikos

Editors Paul Klein Emily Kubisz Stephanie D. Kubisz Rules Consultant Peter Killian Layout & Design Tim Adams

Special Thanks to: Special Thanks to: Ofelia J. Kubisz Ofelia J. Kubisz Jim Clunie Jim Clunie Team Draconis

Fey Folio: Clans of the Fey Realm © 2010 Matthew Cicci and Alluria Publishing. All rights reserved. Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009 Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder RPG Bestiary, Copyright 2009 Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Remarkable Races: Compendium of Unusual PC Races, Pathway to Adventure Edition. Copyright 2009, 2010 Alluria Publishing; Author: J. Matthew Kubisz The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Alluria Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.

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Contents Clans of the Fey: Introduction & Creature Glyph Key Section 1— A Gallery of Fey Dullahan Erlking Fachen Jack-in-Irons Kapre Nightshade Wisp Rarog Sidhe Spriggan Spring-Heel Jack Sylph Vodnik Yallery Section 2— GM’s Reference Section 3— Magic Items

4 5 5 7 8 10 12 13 14 15 17 18 19 20 21 22 24

Fey by Challenge Rating CR 1/3 2 2 3 3 4 5 6 6 6 7 7 9 9 10 13 21

Name Spriggan Erlking Sylph Nightshade Wisp Vodnik Kapre Spring-Heel Jack Dark Mare Fachen Yallery Dullahan Lean Sidhe Dullahan Dreadknight Fachen Storm Sorcerer Bean Sidhe Rarog Jack-in-Irons

Terrain any forest cold forests & marshes any forest any forest any swamp any forest any urban any any hills & mountains any urban any any any any hills & mountains any any any hills & mountains

Page 17 7 19 13 20 12 18 6 8 21 5 15 6 8 15 14 10

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More than just stories . . . Dragons roar, scour their enemies with elemental blasts, and crush bones beneath their muscled, reptilian heels. The undead drain the very life from the living, either by touch, by bite, or by arcane means. Goblins constantly harass the good folks of the world; they spring forth from caves and dark forests, their poorly kept and rusted weapons thirsting for chaos, blood, and war. Aberrant beings, alien in shape and thought, inspire madness with their mere presence. Giants stalk the land in defiance of the gods and angels that look down upon it. And yet for all the rage and horror of these monstrosities there is an equally ominous, yet infinitely more subtle, threat to mankind – the fey. Creatures of story and legend, fey monsters are meant to terrorize children into eating their beets and going to sleep, but every village elder, every elf, every druid, and huntsman knows the truth. These stories, tales of vicious spriggans and alluring sidhe, spring from a well of truth. Fey are embodiments of emotion, and wicked fey are cruelty, lust, anger, and mischief given form. From the frightening dullahan dreadknights to the malicious vodnik bog troll, these pages offer forth the most dangerous the Fey Realm has to offer – not the mindless beasts or wild spirits, but the cunning and cruel twisted fey races, the clans of the Fey Realm.

CREATURE GLYPHS Creature Type

Outsider

Plant

Undead

Swamp or Marsh

Underground

Urban

Water or Coastal

Sky

Ruins or Dungeon

Plains

Mountains

Hills

Forest or Jungle

Desert

Climate

Tropical

Temperate

Extraplanar

Cold

4

Vermin

Ooze

Monstrous Humanoid

Magical Beast

Humanoid

Fey

Dragon

Construct

Animal

Aberration Terrain

SECTION 1 – A GALLERY OF FEY * Referenced powers and spells not described here can be found in the Pathfinder SRD or appropriate core rulebooks of the Pathfinder Roleplaying Game.

Dullahan This headless warrior lashes about with a barbed whip while the leering face etched upon its dark shield cackles and growls. DULLAHAN

CR 7

XP 3,200 NE Medium fey Init +5; Senses low-light vision; Perception +18 DEFENSE AC 22, touch 15, flat-footed 17 (+5 Dex, +4 armor, +3 shield) hp 66 (12d6+24) Fort +6, Ref +13, Will +11 DR 10/cold iron Immune fear OFFENSE Speed 30 ft. Melee mwk bone-barbed whip +13/+7 (1d6+2 plus grab) Space 5 ft.; Reach 5 ft. (whip 15 ft.) Special Attacks fear (1/day 50 ft. cone, DC 18), frenzied lashing, nightmare lash (3d6+4) STATISTICS Str 15, Dex 20, Con 14, Int 13, Wis 16, Cha 14 Base Atk +6; CMB +8 (+12 grapple and trip w/ whip); CMD 23 (25 vs. trip) Feats Combat Expertise, Dazzling Display, Improved Trip, Shatter Defenses, Weapon Finesse, Weapon Focus (whip) Skills Acrobatics +20, Climb +17, Intimidate +18, Knowledge (nature) +16, Perception +18, Stealth +20, Use Magic Device +17; Racial Modifier +4 Intimidate Languages Aklo, Common SQ bone-barbed whip ECOLOGY Environment cold or temperate forests Organization solitary, gang (2-4) or squad (11-20, also consisting of dullahan dreadknights and dark mares) Treasure Standard (mwk whip, +1 heavy steel shield, mwk hide armor, additional treasure) SPECIAL ABILITIES Bone-barbed Whip (Ex) Dullahans proudly wield whips adorned with sharp, skeletal remains of their previous foes. These whips lose the disarm weapon trait, but gain the trip weapon trait. In addition, dullahan are adept at using these whips to hold foes in place. They do not suffer the -20 CMB check to use the whip to maintain or initiate grapple checks. Frenzied Lashing (Ex) As a standard action, a dullahan may make a trip attack against all enemies within a 15-foot radius spread. Enemies hit by this maneuver also take the whip damage.

Nightmare Lash (Su) Every time the dullahan makes a successful grapple check against an opponent grabbed by its whip, that opponent takes damage and must make DC 18 Will save or become shaken. If it is already shaken, it becomes frightened; if it is frightened, it becomes panicked. Each condition lasts for 2d4 rounds. These bloodthirsty fey have inspired many tales of headless horsemen and undying knights. One glimpse at their midnight black armor and the sneering visage of their shield, and it is easy to see why. Dark armor and cruel weapons, a leering face etched into a thick shield, a tall, imposing figure with no head galloping madly forward on a mare as black as pitch — this frightful combination is the dullahan. Dullahan are fearsome knights of the Fey Realm who, through twisted rituals have placed their souls in armor and weapons. Dullahan are mercenary in the extreme. They will sell their services to the highest bidder without fail. Money is not what they seek in recompense, however. Free reign to slaughter and incite fear in the enemy ranks is incentive enough. Often times different clans of Dullahan will line up on opposite sides of any given battle. Despite this mercenary streak, dullahan do have a deep-seated fear . . . Jack-in-Irons. They once served the chained king, but realized he favored the fachen and spriggans. Refusing to take a secondary seat to anyone else, the dullahan betrayed their master. During a raging battle between the sylvan races and the fachen, the dullahans turned on their allies brutally. Calling upon the cruel and twisted rituals they use to imbue their weapons with their souls, they warped the mighty fachen into mutated horrors. The suffering broke the will of the fachen, which proved key; without his dedicated soldiers, Jack-in-Irons was soon banished. Regardless of that ancient success, and in truth, because of it, all dullahan fear the even the slightest rumbling of distant thunder . . . for even that low roll may herald the return of Jack-in-Irons.

DULLAHAN DREADKNIGHTS Most dullahan take to the whip and shield as it poses an intimidating figure. However, a special rank of dullahan is trained to ride the vicious fey mount, the dark mare. These warriors often serve as clan leaders and generals in battle. They opt for a slicing power of a strong blade over the versatility of a whip. Years of training have caused these warriors, these dreadknights, to mold the dullahan’s supernatural abilities to better suit their needs. There are few more horrifying aspects than facing a dullahan dreadknight mounted atop a dark mare.

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DULLAHAN DREADKNIGHT

CR 9

XP 6,400 Dullahan Fighter 2 NE Medium fey Init +10; Senses low-light vision; Perception +18 DEFENSE AC 24, touch 16, flat-footed 18 (+6 Dex, +5 armor, +3 shield) hp 109 (12d6+2d10+56) Fort +11, Ref +14, Will +11 Defensive Abilities bravery +1, DR 10/cold iron; Immune fear OFFENSE Speed 30 ft. Melee mwk longsword +14/+9 (1d8+5/19-20) Space 5 ft.; Reach 5 ft. Special Attacks fear (1/day, 50 ft. cone, DC 19), gnashing shield STATISTICS Str 19, Dex 22, Con 18, Int 11, Wis 16, Cha 16 Base Atk +8; CMB +12; CMD 28 Feats Combat Reflexes, Improved Initiative, Improved Shield Bash, Mounted Combat, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Trample, Weapon Focus (long sword) Skills Acrobatics +21, Climb +19, Intimidate +22, Knowledge (nature) +15, Perception +18, Ride +24, Stealth +13; Racial Modifier +4 Intimidate Languages Aklo, Common SQ charge the craven ECOLOGY Environment any Organization solitary, gang (2-4) or squad (11-20, also consisting of dullahan and dark mares) Treasure NPC Gear (+1 longsword, +1 heavy steel shield, +1 hide armor, additional treasure) SPECIAL ABILITIES Charge the Craven (Ex) Dullahans dreadknights revel in the fear they sow amongst their foes. A dullahan dreadknight scores a critical hit against any enemy suffering from the shakened, frightened, or panicked condition on a roll of 17-20 Gnashing Shield (Ex) Etched upon the dullahan’s shield is its leering face. Whenever a dullahan dreadknight is missed by a melee attack, it may, as an immediate action, bite the attacker: bite +7 (1d4+4 bleed)

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DARK MARE

CR 6

XP 2,400 NE Large fey Init +7; Senses low-light vision; Perception +14 DEFENSE AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, -1 size) hp 65 (10d6+30) Fort +6, Ref +10, Will +8 DR 5/cold iron OFFENSE Speed 40 ft. Melee bite + 9 (2d6+7) Space 10 ft.; Reach 5 ft. Special Attacks trample (1d8+7, DC 20) Spell-Like Abilities (CL 10th) 3/day – dimension door STATISTICS Str 20, Dex 17, Con 17, Int 6, Wis 12, Cha 15 Base Atk +5; CMB +11; CMD 24 (28 vs. trip) Feats Improved Initiative, Improved Natural Attack 2 (bite & trample), Power Attack, Run Skills Acrobatics +16, Perception +14, Swim +18, Stealth +16 Languages Aklo SQ twilight charger ECOLOGY Environment any Organization solitary or with rider Treasure None SPECIAL ABILITIES Twilight Charger (Su) A dark mare may use its dimension door spell-like ability as a part of a charge action, even though it is normally a standard action. Any attacks as part of this charge deal an additional +4 damage, and there is no penalty to AC. A dark mare’s rider benefits from this as well.

Erlking Large black eyes, a hooked nose, and ash-grey skin lend this spindly humanoid a shadowy, sinister aura. ERLKING

CR 2

XP 600 CE Medium fey Init +2; Senses darkvision 60 ft., low-light vision; Perception +8 Aura darkness (20 ft.) DEFENSE AC 13, touch 13 flat-footed 10 (+2 Dex, +1 dodge) hp 18 (4d6+4) Fort +2, Ref +6, Will +5 Defensive Abilities shrouded step; DR 5/cold iron Weaknesses light blindness OFFENSE Speed 30 ft. Melee 2 claws +4 (1d4+2) Space 5 ft.; Reach 5 ft. Special Attacks sneak attack +1d6 STATISTICS Str 14, Dex 15, Con 12, Int 11, Wis 13, Cha 9 Base Atk +2; CMB +4 (+6 to grapple); CMD 16 (18 vs. grapple) Feats Dodge, Improved GrappleB, Skill Focus (Stealth) Skills Acrobatics +9, Climb +9, Escape Artist +9, Perception +8, Stealth +12, Swim +9 Languages Aklo, Common SQ kidnapper’s clutch ECOLOGY Environment cold forests and marshes Organization solitary, pair, or gang (3-6) Treasure standard SPECIAL ABILITIES Darkness (Su) Erlkings cast a dimming effect everywhere they creep. This aura operates as a permanent version of the spell darkness. Kidnapper’s Clutch (Ex) Stronger than they appear to be, erlkings can move their full speed during a grapple and carry their opponent as well. Additionally, an erlking that aids another erlking engaged in a grapple grants a +4 bonus instead of the normal +2. Shrouded Step (Su) When in at least dim illumination, an erlking can cause the shadows to swirl about itself. This effect operates as the spell blur (CL 4th).

Erlkings are unrepentant kidnappers. These vile rogues prowl the night guided only by the bright malice burning in their fey hearts. They slip like mist through the forests on the edge of town and patiently watch for the last candle to dim. In the darkness that follows the erlkings strike, attempting to abscond with a bratty child they can mold into one of their own. Erlkings rely on mortals as a means to reproduce their race. Once an unfortunate soul is caught, he is hauled off through the darkness to the erlking’s dim dwellings. Here, deep enough within the marsh or wood so that the victim’s screams reach no ears, the erlkings chant the dark magics that slowly twist the mind and rend the body of their hostage. The end result is another pale-skinned, hollowhearted erlking.

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Fachen Muscular and thick, this creature seems to be a half-being. Its legs connect to a torso with a single strong arm jutting forward from it; a grotesque face with beady eyes and a mouth occupy not a head, but the upper portion of the torso. A thick mane of black raven feathers serves as unkempt hair. FACHEN

CR 6

XP 2,400 CN Medium fey Init +2; Senses low-light vision; Perception +12 DEFENSE AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural) hp 65 (10d6+30) Fort +8, Ref +9, Will +6 DR 5/cold iron; Weaknesses vulnerable to flanking OFFENSE Speed 30 ft. Melee mwk greataxe +11 (1d12+5), bite +5 (1d6+2) or bite +10 (1d6+5) Space 5 ft.; Reach 10 ft. Special Attacks ravenous maw STATISTICS Str 20, Dex 14, Con 17, Int 6, Wis 8, Cha 13 Base Atk +5; CMB +10; CMD 22 Feats Cleave, Endurance, Great Cleave, Great Fortitude, Power Attack Skills Climb +18, Handle Animal +11, Intimidate +11, Perception +12 Languages Aklo SQ strong arm ECOLOGY Environment any hills and mountains Organization gang (2-4), squad (11-20, plus 1 fachen storm sorcerer), or clan (30-50 plus 1 fachen storm sorcerer per 10 fachen) Treasure Standard (mwk greataxe, additional treasure) SPECIAL ABILITIES Ravenous Maw (Ex) Whenever a fachen uses a standard action to make a bite attack, if successful, the attack also causes the target to become sickened for 1d4 rounds. Strong Arm (Ex) A fachen’s single arm is exceptionally muscular. It may wield any two-handed weapon with this single arm and suffer no penalties. In addition, due to its forward facing, any weapon held gains reach out to 10 ft. Vulnerable to Flanking (Ex) The fachen’s lack of a neck makes it less guarded against flanking attacks. Instead of a +2 flanking bonus, enemies gain a +4 flanking bonus when flanking a fachen.

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Fachen are perverse mockeries of the natural form. Though not inherently evil, they possess a savage streak born of their deformities; they actively seek to crush anything more whole than they are -- a long list indeed. Fachen once stood tall and proud, a race of strong, handsome fey crafted by their liege, Jack-in-Irons. However, the duplicitous actions of the dullahan left their god chained to the center of the fey realm and forgotten. The fachen’s loyalty to the fallen First Fey was repaid with dark dullahan magic that twisted them into their aberrant form. While these once proud fey have devolved, they’ve not given up their faith in Jack-in-Irons. Every day in a fachen’s life is a series of rituals designed to pay respect to their long-departed master. Many fachen leaders still cling to storm magic as a means of worship. A sample fachen storm sorcerer is listed below: FACHEN STORM SORCERER

CR 9

XP 2,400 Fachen sorcerer (elemental, air) 6 CN Medium fey Init +4; Senses low-light vision; Perception +18 DEFENSE AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural) hp 120 (10d6+6d6+64) Fort +12, Ref +13, Will +12 DR 5/cold iron; Resist electricity 10 Weaknesses vulnerable to flanking OFFENSE Speed 30 ft. Melee mwk greataxe +13/+8 (1d12+4), bite +7 (1d6+2) or bite +12 (1d6+4) Space 5 ft.; Reach 10 ft. Special Attacks electricity ray (30 ft., 6/day, 1d6+3), ravenous maw Spells Known (CL 6th) 3rd (4/day) – lightning bolt (DC 16) 2nd (6/day) – bull’s strength, scorching ray*, shatter (DC 15) 1st (7/day) – burning hands* (DC 14), mage armor, obscuring mist, shocking grasp, true strike 0 – acid splash, dancing lights, daze (DC 13), detect magic, detect poison, flare (DC 13), light * These spells gain the electricity type and deal electricity damage.

STATISTICS Str 18, Dex 18, Con 19, Int 6, Wis 10, Cha 17 Base Atk +8; CMB +12; CMD 26 Feats Cleave, Combat Casting, Endurance, Great Cleave, Great Fortitude, Power Attack, Skill Focus (Intimidate), Skill Focus (Perception)

Skills Climb +17, Handle Animal +13, Intimidate +23, Perception +18 Languages Aklo SQ bloodline arcana, strong arm ECOLOGY Environment any hills and mountains Organization solitary, or with gangs and squads of fachen Treasure NPC Gear (wand of burning hands {4th level}, amulet of natural armor +1, potion of displacement, potion of haste, additional treasure)

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Jack-in-Irons

SPECIAL ABILITIES

This titan seems to be weather given flesh. His eyes flash like lightning and his muscles ripple like thunder. Each move the towering bare-chested giant makes causes the thick iron chains looping about him to tear at the ground. JACK-IN-IRONS

CR 21

XP 409,600 N Huge fey Init +9; Senses low-light vision; Perception +40 Aura king’s court (90 ft.) DEFENSE AC 37, touch 13, flat-footed 32 (-2 size, +5 Dex, +23 natural, +1 shield bonus) hp 402 (35d6+280) Fort +21, Ref +24, Will +21 Defensive Abilities cold iron crown; DR 20/cold iron; Immune electricity, mind-affecting effects; Resist cold 15, fire 15; SR 33 OFFENSE Speed 50 ft. Melee +2 iron-studded club +30/+25/+20/+15 (2d8+17 plus push), +2 spiked chain +30/+25/+20 (2d6+17 plus grab) or +2 iron-studded club +32 (2d8+17 plus push), slam +25 (1d8+15 plus push) Space 15 ft.; Reach 15 ft. Special Attacks push 15 ft., toss (4d6+13, 30 ft.) Spell-like Abilities (CL 35th) 1/day – haste 3/day – meteor swarm* (DC 27) * This spell does not deal bludgeoning damage or fire damage. All damage, and the spell type, changes to electricity. The damage is still split in two parts as per the spell, however. STATISTICS Str 41, Dex 20, Con 27, Int 14, Wis 15, Cha 27 Base Atk +17; CMB +34 (+38 to grapple and overrun); CMD 49 (51 vs. grapple and overrun) Feats Bleeding Critical, Cleave, Critical Focus, Critical Mastery, Double-Slice, Greater Cleave, Greater Fortitude, Greater Overrun, Greater Two-Weapon Fighting, Improved Initiative, Improved Overrun, Improved TwoWeapon Fighting, Intimidating Prowess , Power Attack, Staggering Critical, Two-Weapon Defense, Two-Weapon Fighting, Two-Weapon Rend Skills Acrobatics +43, Climb +53, Handle Animal +43, Intimidate +58, Knowledge (Nature) +40, Knowledge (Planes) +37, Perception +40, Swim +53 Languages Aklo, Common, Sylvan SQ chained king, cold iron crown

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Chained King (Ex) Jack-in-Irons is literally bound in thick chains. So long have these links of iron encased his skin, he treats them as appendages. For the purposes of attacking, these chains are treated as light weapons in the off-hand, yet deal damage as a Large-sized weapon. Additionally, he has enough chains wrapped about him that grabbing a foe with a chain does not deprive him of his additional attacks. Cold Iron Crown (Su) The metal crown driven into Jack-inIrons’ skull not only tortures him, but safeguards him against any attacks that seek to influence his mind. Not only is Jack-in-Irons immune to these assaults, but any mind-affecting attack cast his way is immediately reflected back upon the caster. King’s Court (Su) The ground writhes about madly in Jackin-Iron’s otherworldly presence. All terrain within 90 feet of the fey is considered to be difficult terrain. If in a forested area, or area of other tall vegetation, these difficult terrain squares may also affect flying creatures. Toss (Ex) Once a foe has been grabbed by a chain, if Jack-inIrons chooses, the next successful CMB check to grapple sends the target flying. This releases the grapple but also pushes the target 30 ft., knocks it prone, and deals 4d6+13 damage. ECOLOGY Environment any hills and mountains Organization unique Treasure Standard (+2 iron-studded club, +2 spiked chain, additional treasure) Jack-in-Irons claims to be the First Fey; it was his blood that gave rise to spriggans, dullahans, gnomes, and all fey. The world warps around his feet like a loyal pet awaiting his word. His eyes are as blue as weather, his skin as sturdy as the mountain from which it was born, and his voice is the wind that sweeps across the fey realm. Or so the epic tales of the past paint the now fallen First Fey. Jack-in-Irons, the Chained King, is stooped, yet still imposing. His arms, thick as great steelwood trees, are bound by chains of cold iron. A jagged crown embedded into his forehead is made of similar material, and his eyes now rage a roiling grey, like a storm waiting to be unleashed. The ground beneath him still shakes and trembles but not with the control, the grace, it once did. And so Jack-in-Irons, a god amongst fey, wanders the fey realm bound in shackles, rarely seen and rarely thought of. But rumors persist that the chains that hold him are weakening, that his cloudy eyes dance with flashes of lightning, and that the old king now walks with a purpose, his back straighter, his stride driven. . .

Supporting these rumors of late are the smoking ruins found in remote areas of the fey realm. Small forts once occupied by dullahan have been found crushed and smoldering devoid of any survivors. These findings have caused a stir in the realm not seen since the first breaching of the prime material.

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Kapre What at first appears to be a small tree is in fact a humanoid with skin made of bark and hair of green moss. KAPRE

CR 4

XP 1,200 N Medium fey Init +0; Senses low-light vision; Perception +13 DEFENSE AC 16, touch 10 flat-footed 16 (+0 Dex, +6 natural) hp 39 (6d6+18) Fort +7, Ref +5, Will +7 DR 5/bludgeoning, cold iron, and piercing; Immune poison, sleep Weaknesses vulnerability to fire OFFENSE Speed 20 ft. Melee 2 claws +7 (1d4+4) Space 5 ft.; Reach 5 ft. Special Attacks tree strike Spell-like Abilities (CL 6th) 3/day – tree shape, tree stride STATISTICS Str 18, Dex 10, Con 16, Int 11, Wis 14, Cha 13 Base Atk +3; CMB +7; CMD 17 (21 vs. bull rush, overrun, and trip) Feats Alertness, Great Fortitude, Skill Focus (Knowledge [nature]) Skills Knowledge (Geography) +9, Knowledge (Local) +9, Knowledge (Nature) +12, Perception +13, Sense Motive +13, Stealth +9 Languages Sylvan SQ Rooted, Tree Meld ECOLOGY Environment any forest Organization solitary, pair, or grove (3-6) Treasure standard SPECIAL ABILITIES Rooted (Ex) Kapre spread roots into the ground with each step. Though this makes them slow and ponderous, it provides a +4 bonus to CMD against bull rushes, overruns, and trips. Tree Meld (Su) A kapre can meld with any tree. This functions as the spell meld into stone. The kapre can remain melded with a tree as long as it wishes. Tree Strike (Su) When in tree shape or tree meld form, a kapre may strike out with its limbs as a standard action: tree strike +7 (3d4+4).

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When trekking through the woods of the fey realm, a traveler must not only be wary of the beasts and sprites, but the trees themselves. Kapre are malicious nature spirits that inhabit the trees and use their oaken strength to harass any trespassers. Since most kapre spend their time in tree shape or tree melding many travelers are unaware they’ve entered the gruff spirit’s domain. Kapre quickly make themselves known, however. Groups of kapre take great joy in rushing from tree to tree in an effort to frighten and bewilder mortal races. Kapre do have a serious side though; they revere nature, sentient plants, and the wilderness as holy. Some explorers report kapre gathering at dawn to soak in the first rays of sun in some form of religious ritual.

Nightshade Wisp

DEFENSE

Tall, lithe, and graceful, this elf-like warrior carries a perfectly carved oaken spear and is adorned in armor of interwoven dark leaves.

AC 17, touch 15 flat-footed 12 (+4 Dex, +2 natural, +1 dodge) hp 22 (5d6+5) Fort +2, Ref +10, Will +5 DR 5/cold iron; Immune poison, sleep OFFENSE

NIGHTSHADE WISP

CR 3

XP 800 N Medium fey Init +8; Senses low-light vision; Perception +9 Aura toxic bloom (5 ft., distraction, DC 13)

Speed 30 ft. Melee mwk longspear +5 (1d8+2/x3 plus poison ) Ranged javelin +6 (1d6+2 plus poison) Space 5 ft.; Reach 5 ft. Spell-like Abilities (CL 5th) 1/day – blink STATISTICS Str 14, Dex 19, Con 13, Int 10, Wis 13, Cha 11 Base Atk +2; CMB +4; CMD 18 Feats Dodge, Improved Initiative, Lightning Reflexes Skills Acrobatics +12, Climb +10, Escape Artist +12, Knowledge (nature) +8, Perception +9, Stealth +12 Languages Aklo, Sylvan ECOLOGY Environment any forest Organization pair or squad (4-9) Treasure standard (mwk longspear, additional treasure) SPECIAL ABILITIES Poison (Ex) Weapon – injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d3 Dex damage; cure 1 save. The save DC is Constitution-based. The fey realm is a reflection of the natural world. Therefore, for every city raised, every forest cleared, every animal hunted down, there is an equal reaction in the fey realm. Hence the nightshade wisp. Nightshades serve as nature’s vengeance-seekers. These cold, efficient beings are single-minded in their assault on those they deem defilers. To this end, Nightshades are horribly calculating foes. They do not surrender, nor do they seem to comprehend the notion of mercy. Lumberjacks, hunters, and miners often share hushed stories of sudden, savage nightshade raids around the campfire. Nightshade wisps derive more than their name from the poisonous flower, they share many plant-like physiological traits as well. For example, Nightshades are genderless, with all members appearing androgynous. Additionally, they produce the poison that coats their weapons. Sages conjecture that these beings must operate at the whim of some higher power, for it is not known how they assign targets or plan attacks.

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Rarog Fiery winds whip about the thickly muscled and tan humanoid at the center of this burning tornado. RAROG

CR 13

XP 25,600 CN Large outsider (fire) Init +11; Senses darkvision 60 ft.; Perception +9 Aura Burning Breeze (20 ft., 2d8 fire plus push 10 ft., DC 24) DEFENSE AC 26, touch 15 flat-footed 19 (+7 Dex, +11 natural, -2 size) hp 175 (14d10+98) Fort +16, Ref +16, Will +10 DR 10/magic; Immune fire; SR 24 Weakness vulnerability to cold OFFENSE Speed 40 ft.; fly 80 ft. (good) Melee 2 slams +21 (1d8+7 plus burn ) Space 10 ft.; Reach 10 ft. Special Attacks blazing dervish (3/day, 10-40 ft. high, 1d8+7 damage, 2d8 fire damage, DC 24), burn (2d8, DC 24) STATISTICS Str 27, Dex 25, Con 24, Int 13, Wis 18, Cha 18 Base Atk +14; CMB +23 (+27 to overrun); CMD 40 (42 vs. overrun) Feats Cleave, Greater Overrun, Hover B, Improved Initiative, Improved Natural Attack, Improved Overrun, Iron Will, Power Attack Skills Acrobatics +24, Fly +28, Intimidate +21, Knowledge (planes) +18, Perception +21, Sense Motive +21, Use Magic Device +21 Languages Ignan SQ scorched earth ECOLOGY Environment any Organization pair or flock (3-6) Treasure standard SPECIAL ABILITIES Blazing Dervish (Su) In many ways similar to the whirlwind power, this ability allows the rarog to spin its way across the battlefield at its ground speed. As a standard action the rarog may assume this fiery whirlwind form and move. When in this form the rarog takes up a space of only 5 ft.

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Any creature who occupies a space the rarog enters when in this form must make a Reflex save or be hit by the rarog’s slam attack. A second Reflex save must be made, regardless of the first outcome, to avoid being lifted into the inferno and carried along. All creatures who fail this secondary save take 2d8 fire damage and are deposited in a square, prone, adjacent to the rarog when it finishes this move. Throughout this move the rarog does not provoke attacks of opportunity. At the end of this movement the rarog returns to normal. The save DC is Constitution-based. Burning Breeze (Su) Scorching winds roll off of the rarog. All creatures within 20 feet of the rarog must make a DC 24 Reflex save at the start of the rarog’s turn or take 2d8 fire damage and be pushed 10 ft. The save DC is Constitution-based. Scorched Earth (Ex) When in blazing dervish form, any square the rarog moves through alights. Burning squares deal 1d6 points of fire damage to those who enter them and 1 point of fire damage to those who start their turn adjacent. These squares can be extinguished with a standard action. From afar, a rarog appears like a smoldering comet arcing its way across the sky. Trails of smoke and fire plume outwards in a brilliant explosion of colored heat. Up close the rarog is no less impressive. Its body seems alive with flame and its skin shines with a magnificent sheen. Rarogs are elemental in nature. However, they’ve only one desire: to feel the rush of exhilaration from constant flight and travel. Their violent home plane was too fraught with danger to fully indulge this joy. Millennia ago most rarogs immigrated to the fey realm through old portals. This realization has many fey races on end; do portals to the combustible elemental planes still exist? Rarogs never slow down long enough to answer these questions, and the fey are left worrying about the possible threat.

Sidhe This spellbinding woman possesses angelic features. Sharp bright eyes, long luxurious hair and pale, nearly translucent skin paint an alluring and vivacious portrait of femininity. LEAN SIDHE

CR 7

XP 3,200 CN Medium fey (incorporeal) Init +8; Senses low-light vision.; Perception +13 Aura Fey Beauty DEFENSE AC 19, touch 19, flat-footed 14 (+4 deflection, +4 Dex, +1 dodge) hp 52 (8d6+24) Fort +5, Ref +10, Will +10 Defensive Abilities incorporeal; DR 10/cold iron OFFENSE Speed fly 40 ft. (perfect) Melee incorporeal touch +9 (1d10 damage plus muse’s whim) Space 5 ft.; Reach 5 ft. Special Attacks luring lyrics, shrieking cacophony Spell-Like Abilities (CL 8th) 3/day – charm monster (DC 18), suggestion (DC 17), shatter (DC 16) 1/day – shout (DC 19) STATISTICS Str -, Dex 18, Con 16, Int 13, Wis 15, Cha 19 Base Atk +4; CMB +8; CMD 22 Feats Dodge, Improved Initiative, Iron Will, Weapon Focus (incorporeal touch) Skills Bluff +15, Diplomacy +15, Fly +23, Knowledge (nature) +12, Perception +13, Perform +15, Sense Motive +13 Languages Common, Sylvan ECOLOGY Environment any forest Organization solitary Treasure standard SPECIAL ABILITIES Fey Beauty (Ex) The grace, charm, and appeal of the lean sidhe is so overpowering that it saps an enemy’s will to fight. All creatures within 30 feet of a lean sidhe suffer a 2 penalty to any Will saves against her attacks. Luring Lyrics (Su) The dulcet tones of the lean sidhe are a sweet poison. Once per round as a standard action, a lean sidhe may sing a hypnotic song to one creature within 30 feet.. If that creature fails a DC 18 Will save it becomes fascinated, as the condition, by the lean sidhe for 2d4 rounds. Each round after the initial failed save the target suffers 1 point of Wisdom damage. For purposes of the fascination anything the lean sidhe does,

short of actually damaging the target with another power, is considered non-threatening. This is a sonic mind-affecting charm effect. The save DC is Charismabased. Muse’s Whim (Su) The touch of the beautiful lean sidhe can sap men of their strength and creativity. Anyone touched by the lean sidhe’s incorporeal touch attack must make a DC 18 Will save or become fatigued. If the target is already fatigued, they instead become exhausted. The save DC is Charisma-based. Shrieking Cacophony (Su) When a lean sidhe is brought to or below 0 hit points it unleashes this horrible death wail as an immediate action. All creatures within 300 feet of the lean sidhe must make a DC 17 Fortitude save or suffer 5d6 damage and become permanently deafened. Creatures already deaf are immune. The save DC is Constitution-based. BEAN SIDHE

CR 10

XP 9,600 NE Medium fey (incorporeal) Init +10; Senses low-light vision.; Perception +18 DEFENSE AC 21, touch 21 flat-footed 14 (+4 deflection, +6 Dex, +1 dodge) hp 90 (12d6+48) Fort +8, Ref +14, Will +13 Defensive Abilities incorporeal; DR 10/cold iron OFFENSE Speed fly 40 ft. (perfect) Melee incorporeal touch +13 (3d6 damage plus 1d6 Charisma drain) Space 5 ft.; Reach 5 ft. Special Attacks grieving song, keening note Spell-Like Abilities (CL 12th) 3/day – crushing despair (DC 17) STATISTICS Str -, Dex 22, Con 18, Int 14, Wis 17, Cha 18 Base Atk +6; CMB +12; CMD 28 Feats Dodge, Improved Initiative, Iron Will, Skill Focus (Intimidate), Skill Focus (Perform), Weapon Focus (incorporeal touch) Skills Fly +29, Intimidate +19, Knowledge (Nature) +17, Knowledge (Religion) +14, Perception +18, Perform +22, Sense Motive +18, Stealth +21 Languages Aklo, Common, Sylvan SQ tempo of death ECOLOGY Environment any ruins or dungeon Organization solitary Treasure standard

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SPECIAL ABILITIES Charisma Drain (Su) A creature hit by a bean sidhe’s touch attack must make a DC 20 Will save or suffer 1d6 points of Charisma drain. On each successful attack, the bean sidhe touch attack gets stronger. For each point of Charisma drained, give an equal bonus to all damage done by the bean sidhe. The save DC is Charisma-based. Grieving Song (Su) A bean sidhe can unleash a devastatingly sad dirge of mourning as a standard action. Every creature within a 300-foot spread must make a DC 20 Will save or become overwhelmed with grief. Characters who fail their saves gain the staggered condition for 5d4 rounds. A creature that makes its save is immune to the effects of the same bean sidhe’s song for 24 hours. This is a sonic mind-affecting charm effect. The save DC is Charisma-based. Keening Note (Su) Three times per day, as a standard action, a bean sidhe can sing a shrill damaging note that affects all creatures within a 300-foot spread. Creatures within the area of effect who fail a DC 20 Fortitude save take 6d10 sonic damage. However, creatures under the effects of the grieving song take double damage. This is a sonic effect. The save DC is Constitution-based. Tempo of Death (Su) When a creature reaches 0 hit points or lower within sight of the bean sidhe, she may, as an immediate action, sing her grieving song or keening note. A use of grieving song in this manner may affect creatures that have already saved against the effect; if instead the bean sidhe sings her keening note, it does not count against the normal three per day limit.

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Sidhe are as capricious and cruel as they are graceful and enchanting. These predatory fey spirits drain mortal men of their soul and energy. They embody cathartic moments. Lean sidhe feast on creative energy, and often serve as muses to artists and bards before driving them to frailty and poor health. Their dark sisters, bean sidhe, are born of intense grief and despair; their misery seeks constant company.

Spriggan This short, strong humanoid looks like a savage gnome. Greasy strands of straggly hair cover the brutish figure’s face in an unkempt mask. Its skin is cracked and rough, as if it were hewn from the earth a millennia ago. SPRIGGAN

CR 1/3

XP 135 (Spriggan warrior 1) CE Small fey Init +0; Senses low-light vision; Perception -2 DEFENSE AC 16, touch 11, flat-footed 15 (+5 armor, +1 size) hp 6 (1d8+2) Fort +4, Ref +0, Will -2 DR 1/cold iron OFFENSE Speed 20 ft. Melee greatclub +3 (1d8+1) Ranged javelin +2 (1d4+1) Space 5 ft.; Reach 5 ft. Spell-like Abilities (CL 1st) 1/day – enlarge person STATISTICS Str 13, Dex 10, Con 14, Int 6, Wis 7, Cha 11 Base Atk +1; CMB +1; CMD 11 Feats Power Attack Skills Climb +5, Stealth +4; Languages Aklo, Common

all other fey, whom they see as betrayers. Even the fachen are subject to this enmity, as each race believes themselves to be the First Fey’s true children. Spriggans’ ability to grow in size when enraged lends a large degree of credence to the theory giant blood courses in their veins. Many spriggan tribal leaders are barbarians or sorcerers who seek to channel the strength of Jack-in-Irons in a similar manner as the fachen.

SPRIGGAN CHARACTERS Spriggans are defined by their class levels – they do not possess racial Hit Dice. All spriggans have the following racial traits. +2 Constitution, -2 Intelligence, -2 Wisdom: Spriggans are surprisingly stout for their small size and fey nature, but they are primitive and uncouth in the extreme. Small: Spriggans are Small creatures and gain a +1 size bonus to their AC and attack rolls. They also receive a +4 bonus on Stealth checks. However, they receive a -1 penalty to their CMB and CMD.

ECOLOGY Environment any mountain Organization pair, group (3-6), or hunting party (6-17) Treasure NPC Gear (greatclub, javelin, scale mail, additional treasure)

Spriggans are amongst the nastiest, most brutish of all fey. They reek of earth and grime, they speak in a wild, slavering cadence, and they attack most anything that is not a spriggan, including most other fey. Truth be told, some of the spriggans’ greatest enemies are fey; gnomes and faeries chief amongst those. Much of this savagery springs from spriggans’ fervent belief that Jack-in-Irons is a deity. They worship him, pray to him, and seek any means by which to free him from his prison. They firmly believe their entire race was birthed from his blood and that the strength of giants flows through them. Buying into such dogma, spriggans are savage foes to

Low-light Vision: Spriggans can see twice as far as humans in dim light. Fey Defenses: As fey creatures, spriggans gain DR of (level-5) /cold iron. This damage reduction has a minimum of 1. Spell-Like Abilities: A spriggan can cast enlarge person once per day, using his total character level as his caster level. Languages Spriggans begin play speaking Aklo and Common. Those with high Intelligence can choose bonus languages from Elven, Gnome, Goblin, or Sylvan.

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Spring-Heel Jack Athletic and graceful, this handsomely-dressed man’s sky blue eyes twinkle with mischief . . . and his rapier glints with danger. SPRING-HEEL JACK

CR 5

XP 1,600 CN Medium fey Init +4; Senses low-light vision; Perception +0 DEFENSE AC 15, touch 12 flat-footed 13 (+3 armor, +4 Dex, +1 dodge) hp 45 (7d6+21) Fort +5, Ref +9, Will +5 DR 5/cold iron; Immune fear effects OFFENSE Speed 30 ft. Melee mwk rapier +9 (1d6+2/18-20) Ranged mwk dagger +9 (1d4+2) Space 5 ft.; Reach 5 ft. Special Attacks breath of blue flame, sneak attack +1d6 Spell-like Abilities (CL 7th) At will – expeditious retreat, feather fall, obscuring mist STATISTICS Str 14, Dex 19, Con 16, Int 13, Wis 11, Cha 18 Base Atk +3; CMB +5; CMD 19 Feats Combat Expertise, Dodge, Weapon Finesse, Weapon Focus (Rapier) Skills Acrobatics +22; Bluff +14, Climb +12, Diplomacy +14, Escape Artist +14, Knowledge (local) +11, Stealth +14; Racial Modifier +8 Acrobatics Languages Aklo, Common SQ bounding stride ECOLOGY Environment any urban Organization solitary Treasure Standard (mwk dagger, mwk rapier, mwk studded leather, additional treasure) SPECIAL ABILITIES Bounding Stride (Ex) A spring-heel jack can leap about in stunning fashion. Every jump a spring-heel jack attempts is aided as if they were under the effects of a permanent jump spell (CL 7th). Also, a spring-heel jack may jump as part of a charge action. If the charge attack is successful, it deals an additional 2d6 damage.

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Breath of Blue Flame (Su) Once per day a spring-heel jack may breathe a blast of blue fire. All creatures within a 15foot cone take 4d6 fire damage and are blinded for 1 round. Creatures that make a DC 16 Reflex save take only half damage and avoid the blindness. The save DC is Constitution-based. Spring-heel jacks are odd amongst the fey. They prefer the hustle and anonymity of urban settings as opposed to the fey realm, they care little for carousing or emotive outbursts, and they feel no allegiance to other fey. Truthfully, the only thing that these scoundrels seem to care for is their preening vanity. They love to cut a roguish figure. Spring-heel jacks prefer to wear striking outfits with a rakish flair. They often fight with rapiers or other interesting weapons, and they are universally condescending. Spring-heel jacks are also amongst the most charismatic of the fey; no small feat. They are clever, handsome, and capable of inspiring loyalty within their followers.

However, they are clearly aware of their charm and are also susceptible to flattery, the graces of a beautiful woman, gold and fine clothes, alcohol, gambling, and so on. Some suggest that spring-heel jacks are nature’s embodiment of mortals’ wanton appetites.

Sylph Glittery, sparkling wings make it difficult to fully see the beautiful faerie woman they’re attached to. SYLPH

CR 2

XP 600 CN Small fey Init +3; Senses low-light vision; Perception +6 DEFENSE AC 15, touch 15 flat-footed 11 (+3 Dex, +1 dodge, +1 size) hp 13 (3d6+3) Fort +2, Ref +6, Will +3 DR 5/cold iron OFFENSE Speed 20 ft., fly 40 ft. (perfect) Melee short sword +5 (1d4-1 plus sleepy wounds/x3) Space 5 ft.; Reach 5 ft. Special Attacks glamour, sleepy wounds, sneak attack +1d6 Spell-like Abilities (CL 3rd) 3/day – gust of wind

Glitterwings (Su) A sylph’s incandescent and sparkly wings grant it the benefit of a constant blur spell (CL 3rd). Sleepy Wounds (Su) Any creature struck by the sylph’s sword attack must make a DC 14 Will save or be affected as if by the sleep spell (CL 3rd). Sylphs seek nothing more than to enjoy nature’s beauty and frolic away the hours. Still, they do possess the mischievous streak that seems inherent to all fey. Using their charms and magic, these sprites take great pleasure in frustrating, annoying, and teasing mortals. Sylphs belong to a large family of fey humanoids: pixies, sprites, leprechauns, and brownies. In truth very little distinguishes these creatures apart. Sylphs are the most visible, however; they are quickly enamored with handsome mortals, and often show their interest through oft-times dangerous tricks and pranks.

STATISTICS Str 9, Dex 17, Con 12, Int 11, Wis 11, Cha 17 Base Atk +1; CMB -1; CMD 12 Feats Dodge, Weapon Finesse Skills Acrobatics +9, Bluff +9, Fly +17, Knowledge (nature) +6, Perception +6, Sense Motive +6 Languages Common, Sylvan SQ glitterwings ECOLOGY Environment any forest Organization pair, party (4-9) Treasure Standard SPECIAL ABILITIES Glamour (Su) Once per day, a sylph can call upon her innate fey magics to befuddle and confound her foes. Assaulting opponents with illusory images, sylphs can cause no end of mischief with this power. As a standard action, a sylph may target one creature within 30 feet. If the target fails a DC 14 Will save the target gains the confused condition for 1d4 rounds. Additionally, the sylph is invisible to this creature for the duration. This is a mindaffecting illusion effect. The save DC is Charisma-based.

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Vodnik Bulbous, bloodshot eyes and sickly green skin pockmarked with moles makes this fishy-smelling gremlin almost too ugly to look upon. VODNIK

CR 3

XP 800 CE Small fey (aquatic) Init +6; Senses low-light vision; Perception +1 DEFENSE AC 15, touch 13 flat-footed 13 (+2 Dex, +2 natural, +1 size) hp 27 (5d6+10) Fort +3, Ref +6, Will +5 DR 5/cold iron OFFENSE Speed 20 ft., swim 40 ft. Melee 2 claws +5 (1d3+2) Space 5 ft.; Reach 5 ft. Special Attacks drowning touch, filthy spittle, sneak attack +1d6 STATISTICS Str 15, Dex 14, Con 15, Int 7, Wis 12, Cha 8 Base Atk +2; CMB +3; CMD 15 Feats Ability Focus (drowning touch), Improved Initiative, Power Attack Skills Acrobatics +10, Climb +10, Stealth +10, Swim +10 Languages Aklo SQ amphibious ECOLOGY Environment any swamp Organization pair, group (3-6), or band (5-20) Treasure half SPECIAL ABILITIES Amphibious (Ex) A vodnik can survive on land indefinitely. Drowning Touch (Su) Once per day, a vodnik can drown a creature with a touch. A character hit in such a manner must make a DC 16 Fortitude save or begin immediately drowning. This power starts the drowning process at the point characters must make Constitution checks. If a victim succeeds at two checks, they survive and the sensation passes. Additionally, another creature may make a heal check (DC 15) to forcibly expel the water forming in the creature’s lungs. The save DC is Constitution-based.

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Filthy Spittle (Ex) A vodnik may make a ranged touch attack (+5) to spit a dirty mixture of muck, saliva, and swamp water at its foes. Any creature struck is blinded until they expend a standard action to clean themselves. The range increment is 10 ft. Vodniks, or water gremlins, are scrawny green-blue deformed fey. Arguably they are the ugliest creatures inhabiting the fey realm. Accordingly, vodniks do their best to avoid direct contact with most races, only venturing forth from their swampy homes to kidnap slaves and food. Legend associates vodniks with any number of curses as origin stories, the one that holds the most currency is has it that vodniks are dark-hearted gnomes whose sins and corruptions slowly altered their form. While this is open to debate, its ability to shift between the mortal and the fey realm during a full moon is not. The only question is how? All that is known is that the water gremlins shift en masse, seemingly capable of the movement only when they are gathered with others of their kind at the bottom of the swamp.

VODNIK BOG TROLL Some vodniks actually breed with trolls; most of the times this coupling results in the death of the newborn, but occasionally a vodnik bog troll is conceived. Challenge Rating: As normal vodnik +2 Hit Die: As normal vodnik +3 Armor: A vodnik bog trolls natural armor bonus increases by +3. The vodnik bog troll is also medium size. Abilities: A vodnik bog troll gains a +4 Strength, and a -4 Intelligence and -2 Charisma Attacks: A vodnik bog Troll gains a bite attack. Regeneration: A vodnik bog troll gains regeneration 5 (acid or fire) Weaknesses: A vodnik bog troll gains vulnerability to acid and fire

Yallery

SPECIAL ABILITIES

Ruddy, wrinkled orange skin and long, natty hair give this brighteyed small fey the appearance of a panhandler. YALLERY

CR 6

XP 2,400 CN Small fey Init +7; Senses low-light vision; Perception +6 DEFENSE AC 18, touch 15 flat-footed 14 (+3 armor, +3 Dex, +1 dodge, +1 size) hp 65 (10d6+30) Fort +6, Ref +10, Will +7 Defensive Abilities reeking escape; DR 5/cold iron OFFENSE Speed 20 ft. Melee short sword +10 (1d4/x3) Space 5 ft.; Reach 5 ft. Special Attacks bloody toil +3d6 Spell-like Abilities (CL 10th) 3/day – quickened sleep (DC 15), slow (DC 17) 1/day – deep slumber (DC 17), ray of exhaustion (DC 17) STATISTICS Str 10, Dex 16, Con 16, Int 14, Wis 11, Cha 18 Base Atk +5; CMB +4; CMD 17 Feats Dodge, Improved Initiative, Quicken Spell-Like Ability (sleep), Weapon Finesse, Weapon Focus (short sword) Skills Acrobatics +16, Bluff +17, Diplomacy +17, Disguise +17, Escape Artist +16, Knowledge (local) +15, Sleight of Hand +16, Stealth +20 Languages Aklo, Common, Gnome SQ beggar’s idle ECOLOGY Environment any urban Organization solitary Treasure Standard

Beggar’s Idle (Su) Yallery carry an aura of lethargy about them. When a yallery strikes a target that is under the influence of one of their spell-like abilities they may, as a free action, increase the duration of that effect by 1d6 rounds. Bloody Toil (Su) Yallery thrive in apathy and laziness. Hence their attacks are stronger against those they’ve entranced. Yallery deal an extra 3d6 points of damage against creatures under the influence of one of their spell-like abilities. Reeking Escape (Su) Once per day, as an immediate action, a yallery may teleport up to 50 feet. When it does so, the square it first exits becomes the center of a 10th level stinking cloud (DC 16). Yallerys’ slothful appearance fits them well; they embody laziness and often seek to ‘inspire’ lethargy in mortals. Lecherous and drunk, yallery fancy themselves as beggar kings. Their fey charisma and magic often ensures this as truth. Yallery have had to develop these roles in the mortal world, as they were long ago exiled from the fey realm. Their sloth and apathy was too much for any of their cousin races. In the mortal realms they found many more like minds. Yallery prefer urban settings where they can set themselves up as street kings and revel in the indolence they’ve inspired. These diminutive street urchins are terrified of dwarves. In many ways they are mirror opposites: Dwarves represent toil, yallery represent laziness. However, their physical appearances are not too different. It is believed by some scholars that yallery are yet another fey representation, twisted and perverted, of the mortal realm.

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SECTION 2 – GM’S REFERENCE KEYS TO PLAYING THE FEY: When using fey as villains in your home game, keep these three guidelines in mind. They should help you establish a fun, memorable encounter. 1.

2.

3.

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Fey are mischievous. Fey mischief is not akin to an adolescent human’s mischief. Even the lighthearted sylph takes pleasure from the pain that she inflicts on others. This should come out in roleplaying. Sylphs titter at the characters’ expense, sidhes lure them close, and vodnik gremlins make faces as they spit filthy swamp water into the hero’s eyes. Even the more spiteful fey, like the dullahan, have a mischievous streak – it just exerts itself as more outright cruelty. Fey are clever. Traps, hazards, and infuriating negotiations should all be part of your immediate repertoire when controlling the fey. The fey races have spent lifetimes enjoying their status as smarter than the mortals; their schemes should be appropriately clever. The same goes for their homes. Spriggans and fachen are going to use rudimentary traps, but the spring-heel jack who resides in the clock tower is going to have some devilish fun in store for unexpected visitors. Despite 1 & 2, not all fey are evil. Many of the fey listed in this supplement are a closer to a neutral alignment than good or evil. While most of these races have reasons (grounded or not) to despise and assault mortals, this does not mean all of them will. A lot of rich gaming can be mined from interactions with the lean sidhe who cannot help but to drain the world of its greatest artists – she can be a sympathetic villain. The rarog who only longs for the freedom of travel may become destructive if his way is barred – perhaps there is method other than violence to solve that problem. And so on. If you are going to run a fey-heavy campaign, take the time to figure out the more diplomatic approaches some of these fey may take. Fey NPCs can be some of the livelier and entertaining rogues your players may encounter if you give them the chance to be more than mere stat blocks.

GAMEMASTER HOOKS: In addition to injecting something a little otherworldly into an encounter, a fey-centric campaign can be a lot of fun as well. With a little work, many themes (horror, high adventure, whimsy, etc.) can be shaped into fey antagonists. Below is a loose campaign arc covering 1 st20th level: Low-Levels (1-7): Troublesome Rumblings This campaign is pre-dated a few weeks by a sudden and vicious earthquake. The tremors didn’t damage the cities and villages too badly, but they’ve apparently upset the ecosystem of the nearby forests. Lumberjacks, fishermen, hunters, and the like have all reported nasty encounters in the surrounding lands. Enter your players. The players will spend their lower levels dealing with these travesties to make a name for themselves. Initially, the adventures may be fairly mundane: The earthquake has forced kobolds out of their caves and into raiding, for example. However, many of these exploits will have a more natural bent to them. For the first half of this section this should be done somewhat subtly: pixies harassing lumberjacks, rumors of erlkings kidnapping children from a school, or a pack of satyr suddenly carousing through the city streets. As the PCs begin to progress, drop some hints. Perhaps the pixies are being forced into violence by a gang of vodniks who themselves are prodded on by a trio of spriggan; perhaps the erlkings are offering the children up in a sacrifice to a hastily made idol of a brutish chained figure. . . Regardless of how you get the message across, things should come to head. The fey should begin organizing aggressive raids on the mortal lands. All clues will point to these normally more reclusive creatures being spurred on by some dark master . . . let the idol, terrified tales of surrendered pixies, and crude erlking drawings all point to some huge and chained giant. This level-range should culminate with the PCs realizing that the forest earthquake instigated some upheaval. Upon investigating the fault line, they see a spriggan clan guarding a rift to the fey realm.

Mid-Level (7-13): Into the Wild After defeating the spriggans, the PCs run into a variety of friendlier fey within the rift’s confines. They have tales of misshapen fey hordes striding across their beautiful world in the name of a being known as Jack-in-Irons. They plead, bargain, and ultimately warn the PCs that if the First Fey were to fully rouse, no planar boundaries could contain his ire. Properly motivated the PCs make their way into the fey realm. After a few surreal experiences to get their bearings in this fantastical world, the evidence of pending doom should weigh heavy. Fachen clans wage war in wide swathes, destroying gnome and faerie communities in their wake. Capitalizing on this chaos, dullahan and spriggan hordes are pouring forth from their homes across the realm. They are taking over the ruined fey cities left in the rampaging fachens' path. The mix of evil fey and fachen should provide quite a bit of physical fodder for your PCs, whereas the intrigue and politicking between the good races as they attempt to quell this violence should also prove fertile grounds for roleplay. Research and legend eventually provides the PCs with some clues. Three times in the past the fachen have been frenzied, and each rampage was triggered by an earthquake. Each tremor is thought to be the reverberations of Jack-in-Irons breaking one of his bonds. If this is true, this last earthquake, the fourth, would have been the last. The PCs are forced to get aid from those who put down the First Fey all those millennia ago. Through negotiations or force the PCs must get the material from the three dullahan princes necessary to cast the binding ritual again. This process should take up the higher stages of the this level group and should be balanced between the fact the PCs may have to fight their way into dark fey strongholds and possibly negotiate and cut deals with these sinister fey to acquire the proper arcane reagents needed to chain Jackin-Irons again.

travelling for a week and instead turn their great fires towards the creation of hardened steel links. Next, the PCs must climb the fey realm’s Mountain of Ice so that the steel can be hardened against the breath of the enormous white dragon that lives there. Lastly, shackles must be carved from the steelwood trees that lay in the fey realm’s dark jungles, a place so wild and savage, even the fey know not what resides there. Once the PCs are done with all the side quests, they are ready for an epic battle against the Chained King, Jackin-Irons. If you are looking for a way to emulate how the heroes can bond Jack-in-Irons during that final battle, consider the following example:

Make use of the Knowledge (arcana) and Spellcraft skills at key intervals of the fight. Perhaps for every 100 hit points Jack-inIrons loses, the ritual needs to be energized in order to bind him. Don’t shy away from getting the more martially-inclined characters in on these checks too. Climb checks may be used to clamber up the beastly fey and bind him with chains, Acrobatics could be used to throw the chains up and around him, and so forth. Think outside of the box – this battle should feel epic.

High Level (13+): Jack-in-the-Box The march towards epic level play should start with a bang. Namely some firsthand account of what the woken Jack-in-Irons can do. Have him level a city of dullahan (where the PCs are, of course), his most hated enemy, in a matter of seconds. If you want, the PCs can tangle with him for a few rounds before he brushes them aside and bounds off into the distance ready to wreak more havoc. By now the PCs should have the materials to bind Jack-in-Irons again . . . or at least most of them. These upper levels are a great place to throw in some additional side quests to really get the scope this quest entails. To deal with Jack-in-Irons, the PCs must convince the rarogs to stop

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SECTION 3 – MAGIC ITEMS The fey realm is a world steeped in magic. Aside from the fantastic landscape and its inhabitants, this fey magic can be used to empower a wide range of magical items. A few such examples are below:

BOOTS OF THE BLAZING DERVISH Aura moderate evocation; CL 10th Slot feet; Price 14,400 gp; Weight 1lb. DESCRIPTION As a free action, once per day, the wearer may command these boots to alight in flame. For the next 200 feet of movement the character makes, each square exited is affected by a wall of fire spell. The wearer of these boots is immune to all fire from this effect, but not any other sources. CONSTRUCTION

SPRIGGANBLOOD CUDGEL Aura faint transmutation; CL 1st Slot none; Price 3,380; Weight 3 lbs. DESCRIPTION This gnarly looking +1 club is etched with a leering spriggan face. Three times per day, you may cause the weapon to enlarge; this grants the weapon the reach quality. The weapon may stay in this state until commanded back or up to one continuous minute. CONSTRUCTION Requirements Craft Magic Arms and Armor, enlarge person; Cost 1,690 gp

SYLPH’S SWORD

Requirements Craft Wondrous Item, haste Cost 7,200 gp

Aura faint enchantment; CL 5th Slot none; Price 7,710 gp; Weight 2 lbs.

DULLAHAN HIDE ARMOR

DESCRIPTION

Aura moderate necromancy; CL 7th Slot armor; Price 25,925 gp; Weight 25 lbs. DESCRIPTION This wicked-looking hide armor, crafted from fey beasts, grants a wearer a +2 competence bonus to Intimidate checks and a + 2 resistance bonus to saving throws against fear. Additionally, the wearer may cast fear twice per day on command (Will DC 14 partial). CONSTRUCTION Requirements Craft Magic Arms and Armor, fear, resistance; Cost 12,962 gp.

SIDHE LOCKET Aura moderate abjuration; CL 10th Slot neck; Price 19,200 gp; Weight – DESCRIPTION Hanging from this silver necklace is a thin strand of golden blond hair. The locket bestows a +4 competence bonus to Bluff and Diplomacy checks. Additionally, once per day, as an immediate action, if the wearer comes under the effect of an involuntary enchantment, curse, or transmutation effect he is immediately subject to the break enchantment spell. CONSTRUCTION Requirements Craft Wondrous Item, break enchantment, eagle’s splendor; Cost 9,600 gp

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This thin silver-hilted blade stores one of the fey’s favorite spells. Once per day, upon command as a free action, a target struck by this weapon must make DC 13 Will save or be affected by the deep slumber spell. CONSTRUCTION Requirements Craft Magic Arms and Armor, deep slumber; Cost 3,855 gp

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COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, 2010 Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder RPG Bestiary, Copyright 2009, 2010 Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 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More than just stories . . . Fey are embodiments of emotion, and wicked fey are cruelty, lust, anger, and mischief given form. From the frightening dullahan dreadknights to the malicious vodnik bog troll, these pages offer forth the most dangerous the Fey Realm has to offer – not the mindless beasts or wild spirits, but the cunning and cruel twisted fey, the members of the Clans of the Fey Realm. Look for more great products from Alluria Publishing: On our website at www.alluriapublishing.com Or at www.rpgnow.com