Homebrew: Nasty fey


3.5/d20/OGL


I needed a gang of fey without damage reduction, and instead of just dropping it from an existing breed in the SRD (which is all I had access to) I decided to come up with something new.

I wanted something I could drop on a small party of 3rd lvl characters for a fun encounter. Now I'm concerned I overdid the little buggers. Should I drop the pipes, or the poison?

I'd appreciate any input...

TUILÍ
Small Fey
Hit Dice: 2d6+3 (9 hp)
Initiative: +4
Speed: 20 ft. (4 squares)
Armor Class: 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12
BAB/Grapple: +1/-5
Attack: Head butt -1 melee (1d4-2), Quarterstaff -1 melee (1d4-2/19-20) or Blowgun +5 ranged (1 pt plus Poison)
Full: Head butt -1 melee (1d4-2), Quarterstaff -1 melee (1d4-2/19-20) or Blowgun +5 ranged (1 pt plus Poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pipes, Poison, Spell-like abilities
Special Qualities: Forest-born, low-light vision, wild empathy
Saves: Fort +0, Ref +7, Will +5
Abilities: Str 7, Dex 18, Con 16, Int 11, Wis 15, Cha 16
Skills: Bluff +8, Climb +12, Hide +10, Jump +9, Listen +4, Move Silently +10, Ride +4, Sense Motive +4, Spot +8
Feats: Track
Environment: Temperate forests
Organization: Gang (2-4), band (6-11), or tribe (20-80)
Challenge Rating: 4 ? 5 with pipes??
Treasure: standard
Alignment: Always neutral evil
Advancement: 2-3 HD (Small)

Detail

Spoiler:

Tuilí
Tuilí are cruel race of forest-dwelling, nocturnal fey. Their appearance is that of small half-satyr elves, possessed of an otherworldly beauty. Tuilí are wholly corrupt, using the occasional captured traveler as food for their crop of witch trees, after 'playing' with him to their satisfaction. Tuilí spend their days sleeping and their evenings cultivating their crop, hunting for food and holding moonlight revels. Tuilí are unable to procreate, and propagate their kind by forcing ‘favored’ captives to eat the fruit of the witch tree, and undergoing transformation in to new Tuilí.

Forest-born (Ex): In a forested environment the tuilí can use their Dexterity modifier instead of their Strength modifier for the purposes of climb and jump checks, and suffer no penalties for their speed while doing so.

Pipes (Su): Tuilí can play a variety of magical tunes on their pan pipes. Usually, only one tuilí in a group carries pipes. The effects of the tuilí’s pipes continue only while the pipes are played. Playing the pipes is a standard action that requires concentration to maintain a tune, which means the tuilí playing the pipes must take a standard action each round to maintain a particular tune. A creature that successfully saves against any of the pipe’s effects cannot be affected by the same set of pipes for 24 hours.

Haunting Tune: When it plays, all creatures within a 60-foot spread (except tuilí) must succeed on a DC 12 Will save or become shaken, taking -2 penalty on attack rolls, saving throws, skill checks, and ability checks while the tune is played.
Baffling Tune: When it plays, all creatures within a 60-foot spread (except tuilí) must succeed on a DC 13 Will save or become confused, as per the confusion spell while the tune is played.
Battle Tune: When it plays, all tuilí (and only tuilí) within a 60-foot spread gain a +2 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 2d4 while the tune is played.

Poison (Ex): An opponent hit by a tuilí’s poisoned blowgun needle must succeed on a DC 13 Fortitude save or be sickened for 1 round. After 1 minute, the subject must succeed on another DC 13 Fortitude save or become nauseated for 1d4 rounds. A typical tuilí carries 1d4 specially prepared poisoned needles. Note that tuilí have no special ability to apply poison without risking being poisoned themselves. Since this poison is not a magical effect, tuilí are susceptible to it.

Spell-Like Abilities: - 1/day Longstrider, Pass without Trace, or Shillelagh

Wild Empathy (Ex): This ability works like the druid’s wild empathy class feature, except that tuilí have a +4 racial bonus on the check.

Skills: Tuilí have a +2 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks; as well as a +4 racial bonus on climb and jump checks made within a forest environment.

Witchtree Fruit
Any creature who takes a bite of a Witchtree Fruit must make a fortitude save against DC 15 or begin a slow transformation in to a tuilí.
(note: possibly modifying the rules for lycantropy for this...)


Maybe drop the poison. Other than that, great job!


Kobold Cleaver wrote:
Maybe drop the poison. Other than that, great job!

Thanks! The poison was an afterthought...no problems putting it back in the toolbox.

Liberty's Edge

I wouldn't call those CR 4 even with the pipes. For a third level group, you could expect about a 50% chance of a one-shot kill, even with the temporary hit points. The saving throws are low enough on the pipes and the effects are limited enough that those wouldn't be problematic for a lower CR. And the same is true of the poison (since it doesn't have a chance of a permanent effect and since the significant damage doesn't happen for 10 rounds).

With the poison, I'd put them at CR 2 or CR 3.

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