Fey Creatures


Homebrew and House Rules


Looking through the bestiaries, it has become apparent to me that there is a distinct lack of high-level Fey creatures. You have your high CR demons, devils, and all other sorts of baddies-- but no Fey.

I'd like to start a thread which compiles a good deal of the buggers, so feel free to add all you like (they don't necessarily have to be high level).

Here we go:

Detect Magic wrote:

“PAN” – The Forest God, Lord of the Arch, and Keeper of Secrets

Male Advanced Satyr
LN Large Fey (Extraplanar, Outsider)
Init +16; Senses Darkvision 60 ft., Low-Light Vision; Perception +32
Aura Fear (20 ft., DC 24)

DEFENSE
AC 41, touch 21, flat-footed 29 (+10 Dexterity, +2 Dodge, +20 Natural, -1 Size)
HP 363 (20d8+240 plus 20); Regeneration 10 (cold iron)
Fort +24, Ref +16, Will +24
Special Defenses Evasion, Light Fortification, Rooted, Uncanny Dodge
Immune Death Effects, Disease, Paralysis, Petrification, Poison, Sleep
Resist Cold 10, Electricity 10, Fire 10; DR 15/cold iron; SR 31

OFFENSE
Speed 40 ft. (8 squares)
Space 10 ft.; Reach 10 ft.
Melee 2 Slams +24 (1d8+9 plus curse) and Head Butt +24 (2d6+9)
Special Attacks Accursed Touch (DC 30)
Spell-Like Abilities (CL 20th; Concentration +30)
Constant — arcane sight (greater), detect alignment (chaos, evil, good, law), detect thoughts, endure elements, mind blank, tongues, true seeing
At will — charm person (DC 21), dancing lights, deep slumber (DC 23), entangle (DC 21), ghost sound, invisibility, suggestion (DC 23), wall of thorns
3/day — flesh to stone (DC 26), quickened horrid wilting (DC 28)
1/day — geas (DC 26)
Druid Spells (CL 20th; DC 20 + spell level; Concentration +30)
9th — clashing rocks, elemental swarm (x2), foresight, regenerate
8th — earthquake, finger of death (x3), whirlwind
7th — animate plants (x2), heal (x2), control weather
6th — dispel magic (greater) (x3), liveoak (x2), wall of stone
5th — contagion (greater), cure serious wounds (x2), insect plague(x2), stoneskin
4th — cape of wasps (x2), freedom of movement, river of wind, thorn body, trueform
3rd — magic fang (greater), neutralize poison, poison, protection from energy, remove disease, wind wall
2nd— animal messenger, barkskin (x2), frigid touch, restoration (lesser) (x2), spider climb
1st — alter winds (x2), bristle (x2), frostbite, longstrider, speak with animals
Orisons (at will) — create water, detect poison, light, stabilize

STATISTICS
Str 28, Dex 30, Con 34, Int 26, Wis 30, Cha 30
Base Attack +15; CMD 39
Feats Toughness, Improved Initiative, Dodge, Greater Dodge, Iron Will, Improved Iron Will, Improved Natural Weapon (Head Butt), Deceitful, Voice of Sibyl, Quicken Spell-like Ability (Horrid Wilting)
Skills Acrobatics +18, Bluff +42, Diplomacy +30, Escape Artist +30, Intimidate +24, Knowledge (Arcana) +28 , Knowledge (Geography) +30
Knowledge (History) +28, Knowledge (Nature) +30, Knowledge (Planes) +28, Knowledge (Religion) +28, Perform (Acting) +22, Perform (Oratory) +30, Sense Motive +30, Spellcraft +20, Stealth +32, Use Magic Device +12
Traits Fast Talker, Reactionary
Special Qualities Keeper of the Labyrinth, No Breath, Telepathy 100 ft., Trackless Step, Wild Empathy
Languages Common, Sylvan, Aklo, Giant, Draconic, Abyssal

Accursed Touch (Su)
Pan can lay a curse upon those he touches, the effect of which is identical to bestow curse. Pan chooses what affliction to impose on his target, which remains indefinitely, or until remove curse is cast upon them.

Light Fortification (Ex)
Pan has stony flesh, covered in plant growth. When a critical hit or sneak attack is scored against him, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Keeper of the Labyrinth (Su)
Pan is the guardian of the Arch, an ancient portal connecting the Material Realm and the Feywild. The Arch sits upon one of the most potent leylines in existence, which is why a portal between the two realms first formed there so long ago. The lands surrounding the Arch have taken on many of the properties of the Feywild, and a demiplane has long ago begun to form there. Known simply as “the Hedge,” this demiplane consists of a vast network of hedge mazes, which seem to twist and turn, and fold into one another. The labyrinth is endless, stretching for untold miles in each direction. Those who have stumbled into the Hedge and have been lucky enough to make it out again can tell you, the Hedge is maddening: time has no value there, you may only step within for a moment to find days, weeks, or even years have passed on the outside. While wandering its corridors, hours flow into day, and days into years.

Within the Hedge, teleportation is impossible. All creatures entering are affected by dimension lock (no saving throw).

Pan is a god within the Hedge. He can see and hear everything within the Hedge all at once, and can alter its shape at will. He can never become lost and is unaffected by the dimensional lock in the Hedge. Pan can teleport to any location within the Hedge at will, as the spell of the same name.

If Pan is slain within the Hedge, he will reform within 1d6+1 days.

Hedge Traits
Gravity Normal; Time Flowing; Shape Self-Contained; Morphic Divine (Pan); Energy None; Aligned Chaos; Magic Enhanced Transmutation

No Breath (Ex)
Pan does not breathe, and is immune to effects that require breathing. This does not give immunity to cloud or gas attacks that do not require breathing.

Rooted (Ex)
Pan becomes like stone, nearly impossible to move when he stands his ground. If he starts and ends his turn in the same space, he cannot be knocked prone or forcibly moved until the start of his next turn, even by mind-affecting or teleportation effects.

Supernatural Speed (Su)
Pan moves with incredible speed. Whenever he moves, Pan’s shape blurs and shimmers with unearthly grace, granting him concealment (20% miss chance). In addition, this ability grants Pan evasion and uncanny dodge (as the rogue abilities of the same names).

Trackless Step (Ex)
Pan leaves no trail in natural surroundings and cannot be tracked, unless he chooses (as the druid ability of the same name).

Wild Empathy (Su)
This works like the druid's wild empathy class feature, except that Pan has a +10 racial bonus on the check.

Might have made him a little powerful... and not sure my math is perfect, but hey, that's never been my strong suit ;)


Awesome!

I have your same feeling. I am a big fan of fey creatures, i think more high level should exist.

Oberon and Titania. Or their ripoffs Kournos and Ariel in Warhammer fantasy. The theme of Kournos is cool and very strong, as shown by the MMV in 3.5 with the awesome monster Wild Hunt.

Monsters built upon them would be cool.

Moreover, I think that several monsters shown as Outsiders should be fey instead. The Wendigo is an example.


Oberon and Titania would be fun to stat up. I've considered it, along with Morgan LeFay, but haven't had the time.

I could have sworn the Wendigo was a Fey (haha, he is in my world)!

Oh, another good one would be the Beldam, as portrayed in Neil Gaiman's Coraline.


The Iron Kingdoms had some fantastic Fey creatures (called Grymkin), namely Gristle & Flay (skinwalker-types), the Gentleman Stranger (a shapechanger which assumes the identity of a nobleman, causing all sorts of mischief), the Glimmer Imp (appears in mirrors, stealing peoples' eyes), and the Twilight Sisters (a pair of witches which appear before the wounded/dying, promising salvation at a cost).


The Aos sì in wikipedia can bring in more inspiration. Once again, a lot of fey already exist in the game with another type, like the undead Dullahan (wich makes sense since is is without the head O_o).

I suppose one caould borrow from myths from several parts of the world...


Another thing coming in my mind: the Morrigan could be statted as a sort of evil fey queen. The triple aspect would be of great inspiration for creating it (thank you Pat O'Shea).

The Bean Nighe could be the fey version of a "banshee-ish" monster.

Greek myths is another thing one could borrow from. There are a lot of other Nymphs other than the ones already statted (again, the Oread is gone for good :P).


Another idea are Japanese animal spirits.

Single tail foxes could be trivial, 2-3 HD monsters, but ancient nine tails ones could be scary monsters able to worry a pit fiend. See for a "modern" version of this, see Ushio&Tora, or the videogame Okami.

Perhaps could be built, mechanichally, around the same disguise-based spell likes of the low HD ones, with more physical strenght, aggressive powers and greater action economy due to tails.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Fey Creatures All Messageboards

Want to post a reply? Sign in.