Sidhe Phage


Homebrew and House Rules


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Okay, here's a monster I came up with. Feedback, please? In particular, I'm not sure if CR 5 is right for this monster. His HP, attack, and damage are all low, but the save DCs on his abilities are high, and the abilities themselves are a tad scary, especially if the PCs don't make their Knowledge checks to figure out what he can do.

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This attractive male elf smiles at you, revealing sharp canines.

Sidhe Phage CR 5
XP 1,600
CE medium fey
Init +7; Senses low-light vision; Perception +13
Aura zz (## ft., DC ##)

----- Defense -----
AC 18, touch 10, flat-footed 15 (+3 DEX, +5 natural)
hp 44 (8d6+16)
Fort +4, Ref +9, Will +8
Defensive Abilities DR 5/cold iron

----- Offense -----
Speed 30 ft.
Melee mwk scimitar +8 (1d6+3, 18-20/x3), bite +7 (1d6-1 plus poison)
Ranged light crossbox +7 (1d8)
Space 5 ft.; Reach 5 ft.

----- Statistics -----
Str 8, Dex 16, Con 14, Int 15, Wis 15, Cha 17
Base Atk +4; CMB +7 CMD +16
Feats Weapon Finesse, Dervish Dance, Improved Initiative, Agile Maneuvers
Skills Acrobatics +10, Bluff +14, Diplomacy +12, Disguise +8, Escape Artist +14, Knowledge (local) +6, Knowledge (nature) +6, Perception +13, Perform (Dance) +10, Sense Motive +13, Stealth +14, Swim +6
Languages Common, Sylvan, Aklo, Draconic

----- Ecology -----
Environment any (First World)
Treasure NPC gear (mwk scimitar, light crossbow, other treasure)

----- Special Abilities -----
First World Native (Ex) Creatures of the fey type take a -5 penalty to saving throws against the Sidhe Phage's Friendly Demeanor and Poison abilities.

Friendly Demeanor (Su) Sidhe Phages emit an aura of wholesome friendliness. Humanoid or fey creatures approaching within 10 feet must make a DC 18 Will save, or fall under the effects of a <i>charm person</i> spell (CL 8th). A creature who successfully saves against this ability is immune to its effects for 24 hours (for this particular Sidhe Phage only). The Sidhe Phage can suppress this aura at will as a free action. The save DC is Charisma based.

Poison (Ex) Bite--injury; save Fort DC 16; frequency 1/round for 3 rounds; effect 1d2 Con; cure 2 saves; special Creatures of the fey type who fail a save against this poison experience an intense hallucinogenic euphoria, rendering them staggered for 1d3 minutes. In addition, fey creatures must succeed on a second Fort save (DC 16) or become addicted to the Sidhe Phage's poison. The save DCs are Constitution-based.

Physically similar to elves, these First World predators feed on other fey, using their potent mix of charm and poison to close on and incapacitate a target. Often, the unfortunate victim is eaten alive, and perfectly happy about it thanks to the effects of their poison.

Those Sidhe Phages who slip through to the material plane find that the flesh of mortals is both sweeter and more plentiful than that of their fey kin. Being languid in temperament and not generally inclined to combat, they often prefer to use the addictive nature of their poison to build up a group of enslaved fey minions. One Sidhe Phage can rapidly turn a friendly enclave of generally benevolent fey into a ravening horde of junkies desperate to get their next fix, and willing to do anything to get it, including kidnapping humans for their cruel master's supper.

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