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The Vorpal Tribble
2009-04-30, 07:36 PM
Faerie Tales

http://www.fileden.com/files/2006/7/30/148015/spirit_forest.jpg
Up the airy mountain
Down the rushy glen,
We daren't go a-hunting,
For fear of little men...

Hidden outside the realms of the civilized, strange creatures of oak and yew dance beneath the pale moon's gaze. They are the fair folk and the little people whose haunts are not of man and his ilk. Wild and perilous, beautiful and eerie, these are the traits to spot a child of Faerie. Leave out a bowl of milk, whistle a tune and turn out your cloak, or venture, if you dare, to the sylvan glades and maybe you will return to tell their tale.

_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

The contest begins with the posting of this thread and will continue until Midnight of May 20th (EST).

Soon after a poll will be opened for everyone to vote for their favorite that will last until the last day of the month.



Rules

1. You will be creating an original D&D creature. A being of faerie or with ties to fey kind.

Example
Blue Heifer (http://www.giantitp.com/forums/showthread.php?t=10872)
Guible (http://www.giantitp.com/forums/showthread.php?t=35219)
Hidden Stream (http://www.giantitp.com/forums/showthread.php?t=11093)
Honeydew (http://www.giantitp.com/forums/showthread.php?t=38894)

2. The entry must include name, complete stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or similar in addition is optional but encouraged. Incomplete entries will be disqualified upon the deadline.

3. Entries must be 3.5 edition, using the standard format listed below (not that new one seen in the Monster Manual IV, except for a lore section which is encouraged).

4. Post all entries on this thread. Do not post conversation here. Any and All Comments and discussions will take place on a separate thread here (this is a link) (http://www.giantitp.com/forums/showthread.php?p=5578957#post5578957).

5. One entry per participant. No double-teaming.

6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Merely adding class levels or templates to an already published or posted creature does not count as a new monster.

7. No reserving posts. Feel free to post a creature and tweak it, but you have to have the basic beast already done.

The Vorpal Tribble
2009-04-30, 08:33 PM
Vorpal Tribble's Guide To Making Monsters (http://www.giantitp.com/forums/showthread.php?t=43009)

As well, here is the standard 3.5 monster format. Only complete entries will be accepted. If there are any questions feel free to ask me or post queries in the GITP Contest Chat Thread (http://www.giantitp.com/forums/showthread.php?p=5578957#post5578957).

-=-=-=-

Name

<Size> <Type>
Hit Dice:
Initiative:
Speed: (# squares)
Armor Class: (), touch, flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Description/background/characteristics

Combat

Ability descriptions

-=-=-=-=-=-=-

- Optional -

Lore

Plot Hook/Story if any

Stormthorn
2009-05-03, 12:02 AM
“Let me tell you, son, that the forest over yonder isn’t one you go into lightly. The Spider Witch lives in that place, and she’ll suck the life right outa ya if your not careful. I saw here one, myself. Pale and nekked she was like a dead woman. I tell you I ran as fast as I could. Some folks they don’t think she’ll hurt ya, but I wont take my chances with the likes of one like her.”

Chelissadhu (aka Spider Witch) appear as slim female humanoid figures resembling a naked elvin adolescent. They have pale almost translucent skin and plates of black chitin on their shoulders, stomach, back, hips, and calves. Chelissadhu also have eight black spider leg-like appendages emerging from their backs. These limbs are articulated so that they can face backwards (out of the way) or forewords, in which case they can be used to manipulate objects, although they lack fingers and thus cannot grab or pick up. They also have an extra pair of eyes just above the first set. All the eyes of a Chelissadhu are pure black without any irises or cornea. Surprisingly, they have narrow human-like eyes rather than the round lenses of spiders. The mouths of these fey beings are full of sharp slim teeth and a pair of hollow fangs. The fingers of Spider Witch are long and delicate and capable of producing thicker than normal spider webs.

Artists Concept

http://i70.photobucket.com/albums/i83/Muphin_Mann/SpiderWitch.jpg


Chelissadhu
Medium Fey
HP 8d6 (28)
Speed 30 ft. (6 squares)
Init: +4
AC 16; touch 14; flat-footed 12
(10+ 4 dex + 2 natural)
BAB +4; Grp +4
Attack Bite +7 (1d4+3 + Poison)
(damage, critical range/critical multiplier + additional damage)
Full-Attack Bite +7 (1d3+3+ Poison) and 8x Claw Attack +5 (1d3+3 19/20)
Space 5 ft.; Reach 5 ft.
Special Attacks Poison, Frightful Presence
Special Qualities Low Light Vision, Webwalker, Spider Climb, Spider Traits, Wildheart Kiss, Swarm Burst
Saves Fort +3 Ref +10 Will +6
Abilities Str 16, Dex 19, Con 10, Int 14, Wis 10, Cha 18
Skills Intimidate +4, Knowledge (Nature) +8, Sense Motive +6, Balance +8, Spot +4, Search +2, Listen +6, Survival +8, Handle Animal +6, Heal +6, Diplomacy +2, Hide +10, Jump +14, Move Silently +16, Climb +12, Use Rope +4
Feats Multiattack, Combat Expertise, Stealthy, Improved Critical: Claw (bonus), Ability Focus: Poison (Bonus)
Environment Temperate to Warm Forests, Swamps, Underground
Organization Solitary, Web (1 plus 12HD of arachnids and/or one Wildheart thrall), Nest (2-4 plus 24 HD of arachnids)
Challenge Rating 5
Treasure ½ Standard
Alignment Chaotic Good, Neutral, Chaotic Neutral, or Chaotic Evil
Advancement by Class or 12d6 HD; Favored Class Druid, Ranger, Rogue
Level Adjustment +3
Chelissadhu tend to live in webby nests strung across one or more trees but will also take up residence in caves. In areas with a high concentration of Fey they will sometimes adopt a nomadic lifestyle within the region because they feel more secure. Spider Witches are aggressive and will not hesitate to defend themselves but they are known to let their victims live if possible. This of course does not hold true for evil Spider Witches, which are those raised to consider humanoids acceptable prey.

In combat a Chelissadhu fighting defensively will use its Combat Expertise to protect itself while trying to Poison or Web all attackers into submission. It will Wildheart Kiss the party member least capable of causing harm with its AoO. One fighting offensively will use Swarm Burst and then surround herself with the Spider Swarm to make it difficult to encircle and flank her. She will then advance on the most melee oriented party member and make use of her Full Round Attack.
Often times an evil Spider Witch will attempt to drop down behind the part from above and sneak attack whoever is in the rear and then Wildheart Kiss whoever is next closest. She will then fight defensively until the party is unconscious or entangled and then Coup De Grace them and eat them.

Chelissadhu are capable of speaking and understanding Common, Sylvan, and Elven although they rarely speak and often have poor grammar when they do so. They can write in Sylvan.

Spider Witches eat both meat and fruit and prefer thinks with a lot of liquid or juice because their teeth are not made for chewing. The enzymes in their mouth will rapidly dissolve flesh and other tissues so they have evolved to have only variants of fangs for tearing and ripping pieces off their prey. The poison fangs of a Chelissadhu strike sideways like a pair of pincers and are set into the cheeks.

Chelissadhu weigh about as much as the average human male, with the extra weight being due to the limbs on their backs. They have slim short bodies and elven features. Their fingers are very long and delicate and are more sensitive than human hands. Stroking a spider Witches palm and fingers would be considered a sexual action. It is with these delicate hands that they weave their webs.

Combat
Poison (Ex) – The bite attack of a Spider Witch is poisonous. Fort save DC is 16. The initial damage is 1d6/1d4+1 Con/Strength damage and the secondary damage is 1d3 hours of Unconsciousness.

Webwalker (Ex) —The Chelissadhu is capable of moving like a spider. It gains a +8 bonus to Jump, Climb, and Move Silently checks and may pass through any form of webbing without hindering itself or harming the web.

Monstrous Spider Traits (Ex)- Spider Witches have the Tremosense and Web abilities the same as Medium size monstrous spiders.

Spider Climb (Su) – A Spider Witch is always under the effects of a Spider Climb spell.

Control Arachnids (Su) – A Chelissadhu can, if she wishes, as a free action once per turn, bend the minds of arachnids to her will. This ability functions as the Dominate spells but only applies to spiders, scorpions, mites, and other arachnids. The Will save DC is 16 and true spiders receive a –4 penalty to the save. A single check is all that is required to control a single swarm.

Wildheart Kiss (Su) – The most Fey ability of the Chelissadhu. This ability manifests as a kiss which, on an unwilling target, is a Touch Attack that provokes and attack of opportunity. If the attack is successful the target is placed under a Geas to bring pleasure to and protect the Spider Witch. While acting to fulfill this Geas the target is also effected as though by a Heroism spell. A Chelissadhu may only have one person under her thrall at any given time and may release them as a free action.

Swarm Burst (Ex) – A Chelissadhu can, if threatened, summon forth 1d4 Spider Swarms as a full round action to protect her. This summoning does not cause the spiders to simply appear. Rather, the things crawl out of every orifice and wound on the Spider Witch at an alarming rate. This process is as painful and disturbing as it sounds and using a Swarm Burst leaves the Spider Witch Sickened for 2d4 rounds. These swarms are under the complete control of the summoning Chelissadhu.
-----------Frightful Presence (Ex) Beings who witness a Swarm Burst and who are within 30ft must make a will save (DC18) or be Shaken for 4d6 rounds. A successful will save grants immunity to this ability for 24 hours.

Lore- It is admissable, depending upon where the Chelissadhu is found and how common they are, for Local, Nature, or Dungeoneering knowledge checks to be used.
DC15= This is a Chelissadhu or Spider Witch, a stealthy spider-like fey. They often exhibit seductive behavior. Checks are cumulative. A result of 34 would get you information from all three options.
DC25= They Spider Witch can summon and control spiders and only a small percentage are automaticly hostile, although all are agressive.
DC30= The legendary seductive pwoers of the Spider Witch are actualy a kiss-based supernatural power to both strengthen a person and turn them into a sex slave/bodyguard.

Plot Options

The party encounters a Spider Witch with enough levels in druid to be more than a match for them should they attack first and ask questions later. After the party has (most likely) been subdued she will ask them to carry out some service for the Fey people in exchange for the location of an abandoned, but not tapped out, gemstone mine.
A single Chelissadhu, advanced to be a threat to the party if need be, has fled into a city after the recent burning of the forest she called home. Out of place and frightened her presence is driving the populaiton of giant spiders in the city sewers into madness. She has become a threat and is fast on her way to being an urban legend as she slinks about the city at night.


It is also appropriate for an evil Spider Witch to stalk and ambush the party as they travel as part of a larger quest or a random encounter.

Disclaimer: If your group is uncomfortable with the sexual aspects of the Wildheart Kiss geas then simply exclude them from the list of actions enforced/prohibited. Spider Witches will use this ability on women although they will not take one as a long term mate (they can reproduce with elves and fey).

Lappy9000
2009-05-04, 03:18 AM
Taco Faerie
http://www.tjsvariety.com/images/_products/iwds/20-4007650.jpg
Taco Faerie
Size/Type: Small Fey
Hit Dice: 1d6 (3 hp)
Initiative: +0
Speed: 15 ft. and fly 20 ft. (good)
Armor Class: 11, touch 11, flat-footed 12 (+1 size)
Base Attack/Grapple: 1/-4
Attack: Rapier +2 melee (1d4-1/18-20x2)
Full Attack: Rapier +2 melee (1d4-1/18-20x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage Reduction 1/cold iron, low-light vision
Saves: Fort +1, Ref +0, Will +1
Abilities: Str 9, Dex 11, Con 10, Int 10, Wis 9, Cha 12
Skills: Hide +4, Listen +4, Profession (Chef) +4, Search +4, Spot +4
Feats: Weapon Finess
Enviroment: Any
Organization: Solitary, el par (2-3), or casa grande (4-10)
Challange Rating: ½
Treasure: Standard
Alignment: Often chaotic good
Advancement: By character class Favored Class: Sorcerer
Level Adjustment: +0

This tiny creature looks like a young girl dressed in a kitchen smock. Sporting tiny, glimmering wings, she smells faintly of peppers and other spices.

Taco faeries belong to a family of fey known as the kitchen nymphs. These creatures are found throughout the land, not in quiet forest groves, but stealthily hidden in the kitchens of humans. Taking their form and jobs after a utensil or type of food, kitchen nymphs can greatly benefit chefs, or torment them with their endless mischief.

Combat
In combat, taco faerie prefer to strike quickly with burning hands before fleeing from their opponent's hungry grasp. However, if harassed enough, a casa grande of taco faerie can whip up some fearsomely spicy magic.

Spell-Like Abilities: 3/day—burning hands (http://www.d20srd.org/srd/spells/burningHands.htm), create food and water (http://www.d20srd.org/srd/spells/createFoodAndWater.htm) (to create a taco). Effective caster levels equal the taco faerie's level. The save DCs are Charisma based.

-=-=-=-=-=-=-

Taco Faerie as Player Characters
Taco faerie outside of the casa grande are often experts who hone in on their cooking professions or sorcerers who focus on all varieties of magic.

Taco faerie characters possess the following traits.
-4 Strength, -2 Constitution, +4 Charisma.
Fey: Taco faerie are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Small: As a Small creature, a taco faerie gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Taco faerie base land speed is 15 feet. Taco faerie also have a fly speed of 20 feet (good)
Low-light vision: Taco faerie can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
+2 racial bonus on Listen, Search, and Spot checks.
+2 racial bonus on saving throws against spells and spell-like effects.
+2 racial bonus on saving throws against extreme heat.
+2 racial bonus on Profession (Chef) checks made to prepare tacos, tostadas, taco salads, or similar dishes.
Fey Spirit: A taco faerie has Damage Reduction 1/cold iron which increases by 1 every 5 levels (DR 2 at 5th level, DR 3 at 10th level, DR 4 at 15th level, DR 5 at 20th level).
Spell-Like Abilities: 3/day—burning hands (http://www.d20srd.org/srd/spells/burningHands.htm), create food and water (http://www.d20srd.org/srd/spells/createFoodAndWater.htm) (to create a taco). A taco faerie with a Charisma score of at least 10 also has the following spell-like abilities: at will—prestidigitation (http://www.d20srd.org/srd/spells/prestidigitation.htm). In addition, taco faeries of 6th level or higher can cast minor creation (http://www.d20srd.org/srd/spells/minorCreation.htm) 3/day (to create 1 cu. ft./level of tacos) and a taco faerie of 9th level or higher can cast baleful polymorph (http://www.d20srd.org/srd/spells/BalefulPolymorph.htm) 1/day (to turn the target into an inanimate, and effectively unconscious taco for a number of rounds equal to the taco faerie's Cha modifier). Effective caster levels equal the taco faerie's level. The save DCs are Charisma based.
Automatic Languages: Slyvan. Bonus Languages: Auran, Common, Elven, Gnome, and Ingan.
Favored Class: Sorcerer. A multiclass taco faerie’s sorcerer class does not count when determining whether she takes an experience point penalty for multiclassing.

Bisected8
2009-05-04, 08:34 AM
"You'de betta be watchin' ya step around 'ere sur. Ya wouldn't want to fall now, would ya?" - A Dringwr on being asked about climbing conditions.

Dringwr (AKA "Mountain Fairies")
Size/Type: Fine Fey (Earth, Cold)
Hit Dice: 1d6+1 (4 hp)
Initiative: +2
Speed: 5ft. (1 square); Burrow 15ft.
Armor Class: 22, touch 20, flat-footed 20 (+8 size, +2 dex, +2 natural)
Base Attack/Grapple: 0/-16
Attack: Fae Climbing Pick +8 melee (1d6+8)
Full Attack: 2 Fae Climbing Pick +6/+8 melee (1d6+8)
Space/Reach: ½ ft./0 ft.
Special Attacks: Unbalence, Chill
Special Qualities: Fae, Earth and Cold traits, Guide, Extra Limbs
Saves: Fort +1, Ref +4, Will +2
Abilities: Str 10, Dex 14, Con 12, Int 10, Wis 10, Cha 12
Skills: Climb (Str) 4, Concentration (Con) 4, Balance (Dex) 4, Jump (Str) 4, Survival (Wis) 4, Search (Wis) 4
Feats: Endurance
Enviroment: Rugged mountains
Organization: Solitory, Gathering Team (2-5), Burrow (10-20)
Challange Rating: 3
Treasure: Standard
Alignment: Usually Neutral

Dringwr are a species of Fey which has adapted to living in mountainous terrain. They largly resemble small humans, but with blue-grey skin, dark hair and four prehencile "arms" where one would expect wings. These extra limbs aid in climbing. They typically reside near the top of the mountain, making their living scavanging what plants they can or else providing services for (or in some cases, extorting) help travellers in exchange for food and other resources. A mountain fairy's services can include providing a map of the mountain the reside on, helping humanoids climb or "Lettin' ya ged off tha' mountin slow, like". They live in "burrows"; small caves cut out of the rock. A group of Dringwr burrows is called a "nest".

Unbalence (Su) 3/day. A Dringwr may make a touch attack on an opponent making a climb check. If successful the target must make a DC 12 reflex save or immediatly fail their next climb check. If they make no climb check in the next 3 rounds then the effect is negated.

Chill (Su) 1/day a Dringwr may spay ice from it's hand. This counts as a ranged touch attack with a range of 20ft. If it hit's its target they take 1d6 cold damage. In addition they must make a DC 11 Fortitude save or take 1 point of dex damage.

TraitsFey
A fey is a creature with supernatural abilities and connections to nature or to some other force or place. Fey are usually human-shaped.
Traits
A fey possesses the following traits (unless otherwise noted in a creature’s entry).

Low-light vision.
Proficient with all simple weapons and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Fey not indicated as wearing armor are not proficient with armor. Fey are proficient with shields if they are proficient with any form of armor.
Fey eat, sleep, and breathe.



Subtype Info
Cold
A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Earth
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.

Guide (Su) Once a day a Dringwr may help another humanoid creature of any size climb a surface. They must touch a willing creature, the creature then gains the fay's knowledge of mountain climbing (and thus a +4 bonus to all climb checks) for one hour.

Extra Limbs (Ex) The four extra limbs on the Dringwr's back grant it a +4 bonus to climb checks (which stacks with any skill points it has in the climb skill) and grapple checks. In addition it need not use a move action to climb a surface, only needing a swift action instead.

Combat

When they fight, Dringwr typically use their knowledge of the mountains to ambush their foes. They attack using climbing picks (treat them as daggers made for a person of fine size). On the first round they will attempt to cause any climbing characters to fall. After that they will gang up on the most dangerous looking opponent. They do not consider magic users dangerous as the conditions on mountains make spellcasting difficult, so they rarely come under much risk from them.

Lore

{TABLE=head]DC|Lore

10|These are Dringwr or "mountain fairies". Fae which live on mountains. They are good climbers and resistant to the cold.
15|They have the ability to help or hinder travellers climbing a mountain (reveals all abilities).
20|They are nutoriously mercenary. Some even extort or threaten travellers to get what they want.[/TABLE]

Plot Hooks


The PCs are searching a mountain for a lost artifact. A mountain fairy approaches them and offers to guide them to it, but can he be trusted?
There has been a significant increase in the numbers of climbing related accidents in a mountain based village. Rumours place responsability on a nearby nest of Mountain Fairies. The PCs are asked to investigate.
A group of Dringwr offers the PCs safe passage over their mountain for life if they help them defend their nest from a hostile village.

sidhe3141
2009-05-04, 12:33 PM
Tuatha de Danaan

Medium fey (Extraplanar)
Hit Dice: 1d6 (3 hp)
Initiative: +1
Speed: 30 ft.[/B](6 squares)
Armor Class: 12 (+1 Dex, +1 hide armor), 11 touch, 11 flat-footed
Base Attack/Grapple: +1/+1
Attack: Masterwork spear +2 (1d8/x3) or masterwork longbow +2 ranged (1d8/x3)
Full Attack: Masterwork spear +2 (1d8/x3) or masterwork longbow +2 ranged (1d8/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Damage reduction 5/cold iron, fey traits, into the hills
Saves: Fort -2, Ref +1, Will +0
Abilities: Str 10, Dex 12, Con 8, Int 10, Wis 8, Cha 12
Skills:Bluff +2, Concentration +0, Diplomacy +2, Heal +0, Spellcraft +3, Use Magic Device +4
Feats: Weapon Finesse, Combat Reflexes
Environment: Faerie, temperate forests
Organization: Solitary, squad (2-4), company (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains), or city (50-100 plus 200% noncombatants)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Often chaotic neutral
Advancement: By character level
Level Adjustment: +0

Tuatha de Danaan average 6 feet tall and typically weigh about 140 pounds. They are fully omnivorous, although they prefer fruits and vegetables. Their clothing serves as a kind of uniform that shows their social caste in Tuatha society.

Tuatha de Danaan speak their own language, and most know Common and Sylvan.

Most Tuatha de Danaan encountered outside their homes are exiles; the information presented is for a member of normal society.

The Tuatha de Danaan are said to be the precursors to all of the humanoid races. They are a race of pseudo-demigods that were sent to the Material Plane from the Abyss. In order to avoid conflict with their descendants, they used powerful magic to create a new plane, called Faerie, and travel to it.

Combat

Tuatha de Danaan try to avoid combat when possible. If given no other option, they will analyze their opponents and make whatever preparations are nessecary.

Fey Traits (Ex):
*Low-light vision
*Proficient with all simple weapons, longspear, and longbow.
*Proficient with hide armor

Into the Hills (Sp):
Once per day, a Tuatha de Danaan may cross between the Material Plane, the Abyss, and Faerie as per the plane shift spell (caster level 10th). The Tuatha de Danaan may not elect to transport others with this ability.

Tuatha de Danaan as Characters
A Tuatha de Danaan character exchanges 1 HD of fey for its first class level.
Tuatha de Danaan characters possess the following racial traits:
*+2 Dexterity,-2 Constitution, -2 Wisdom, +2 Charisma.
*Fort -1, Will +1.
*Medium size.
*A Tuatha de Danaan's base land speed is 30 feet.
*Low-light vision.
*Skills: Tuatha de Danaan have a +2 racial bonus on Spellcraft and Use Magic Device checks. A Tuatha de Danaan with 5 or more ranks in a Craft skill has a +2 racial bonus to that skill.
*Racial Feat: A Tuatha de Danaan recieves Weapon Finesse as a bonus feat.
*Special Qualities (see above): Damage reduction 5/cold iron, into the hills.
*Automatic Languages: Common, Tuatha de Danaan. Bonus language: Sylvan.
*Favored Class: Druid.
*Level Audjustment: +0

-=-=-=-=-=-=-

Lore
{TABLE=head]DC|Lore
20 | This is a Tuatha de Danaan. These creatures are from another plane, called Faerie.
25 | Some theorize that the Tuatha de Danaan are a common ancestor of all humanoids.
30 | The Tuatha de Danaan were formerly a hybrid of demons and demigods. They were exiled from the Abyss.
35 | To this day, the Tuatha de Danaan must sacrifice three of their own to the Abyss each year. This is called the tiend.[/table]

The Gilded Duke
2009-05-05, 10:26 PM
Woodsman

"Do I find you here, you old sinner!" said he "I have long sought you!"
-The Woodsman
Brother's Grimm Little Red Riding Hood

There are monsters in the wood. Horrible beasts, wolves that can swallow humans whole, gentry whose names are best left unspoken, demons and goblin and child eating hag. They prey upon the weak or the foolish, but are often undone by a sharp axe held by a bold man. Not all damsels are rescued by fair princes.

The Woodsman is the Hunter, the Lumberjack, the working man who toils in the dangerous woods of magic and beast. Although he may on occasion save the day, it is always with bloodshed and selfish cruelty. The wolf's belly gets filled with stones. And he always skins the beast. Or maybe he is the Huntsman, doing the foul work of wicked nobility, using monstrous woods to hide monstrous deeds.

Woodsman
Medium Monstrous Humanoid
Hit Dice 7d8 HD (45 hp)
Speed 30 ft. (6 squares)
Initiative: +7
Armor Class 20; (+3 Armor, +3 Dex +4 Natural) touch 13; flat-footed 17
Base Attack/Grapple +7/+13
Attack Handaxe +13 (1d6+4, 20x3, plus Hunter's Tools) or Composite Longbow +12 (1d8+4 20x3 plus Hunter's Tools)
Full-Attack Full attack Handaxe +14/+9 (1d6+4, 20x3) or Composite Longbow +12/+7 (1d8+4 20x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Hunter's Tools
Special Qualities Darkvision 60 ft, Regeneration 5
Saves Fort +4 Ref +8 Will +8
Abilities Str 18, Dex 16, Con 14, Int 10, Wis 16, Cha 14
Skills Survival 7 Spot 7 Listen 7 Hide 7 Move Silently 7
Feats Track, Weapon Focus Handaxe, Improved Initiative, Darkstalker(BF)
Environment Temperate or Cold Forests
Organization Solitary
Challenge Rating 6
Treasure Half Standard
Alignment Usually Neutral (Any)
Advancement by character class; Ranger
Level Adjustment -

Combat

If a Woodsman notices its chosen prey it will track the target until the target sets up camp. If no watches are set up, or if one of the watches falls asleep the Woodsman will approach and try to remove one of the targets through a coup de grace. If this is not possible the Woodsman will start combat at range with his longbow before drawing his hand axe and entering melee when the targets get close. When facing multiple opponents a woodsman will usually target the most inhuman looking, with a special preference towards obvious Fey and Lycanthropes.

If opposition looks powerful the Woodsman may harass his prey before going in for the kill. Making loud noises when enemy spell casters are trying to rest, or using sniping rules to shoot whomever is on watch are particular favorites.

Hunter's Tools (Su):
Any manufactured weapon wielded by The Woodsman counts as both Silver and Cold Iron.
The Woodsman deals an extra 1d6 damage to any creature with damage reduction Silver or Cold Iron.

Regeneration (Su):
Non magical weapon damage deals normal damage to the Woodsman.
A Woodsman that loses a limb or body part can reattach it by holding the severed member to the stump.
Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached
within 10 minutes or the creature dies. A Woodsman cannot regrow body parts.

Skills: Woodsmen receive a +5 racial modifier to Survival, Hide and Move Silently. A woodsman can move up to his normal speed while tracking without penalty.

Equipment:
A Woodsman normally wears studded leather armor and carries a composite longbow, a handaxe, and a quiver of 20 arrows.

strawberryman
2009-05-07, 08:12 AM
(Yeah, I didn't stick 100% to the mythology, but it's close enough without making a "lolWotClamia" class-blunder. :P)

Ajatarra
http://library.thinkquest.org/C003239/data/art/judyschmidt/assortedflyingcreatures/wingedsnake.jpg

Large Fey
Hit Dice: 12d6+12 (54 hp)
Initiative: +7
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft., fly 40 ft. (good)
Armor Class: 16 (-1 size, +3 Dex, +4 Natural), touch 12, flat-footed 13
Base Attack/Grapple: +6/+12
Attack: Bite +9 melee (1d6+3 plus poison)
Full Attack: Bite +9 melee (1d6+3 plus poison) plus 2 wings +4 melee (1d8+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, sickening gaze, constrict 1d8+10, improved grab, summon snakes
Special Qualities: Damage Reduction 10/cold iron, low-light vision
Saves: Fort +4, Ref +11, Will +9
Abilities: Str 17, Dex 17, Con 13, Int 10, Wis 12, Cha 17
Skills: Balance +13, Climb +21, Handle Animal +18, Hide +13, Listen +13, Move Silently +13, Spot +18, Swim +21
Feats: Ability Focus(sickening gaze), Alertness, Improved Initiative, Weapon Focus(bite)
Environment: Warm Forests
Organization: Solitary, or nest (one ajatarra plus 4-10 constrictor snakes and/or vipers)
Challenge Rating: 8
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement:13-16 HD (Large); 17-36 HD (Huge)
Level Adjustment: -

The snake before you sports an undeniable air of malevolence, and its very glare seems to make you feel sick. Many other snakes are piled around it, and as the winged creature hisses, they seem to rise up in arms to defend her.

Ajattara, evil female spirits that manifest as draconic or winged snakes, are sometimes known as Devils of the Woods. They are mother to serpents, and are said to be able to be able to spread plagues by simply being looked at. They are consistently surrounded by any number of serpents, and can often call upon them when attacked, or when they spot suitable prey for their children.

Ajatarras look like large winged snakes (some have feathered wings, some are leathery and batlike), with some draconic features. They can range in length from 10 to 20 feet, and weigh from 200 to 400 pounds.

Combat
In combat, Ajatarra prefer to stay back and subject its opponents to its sickening gaze while their snake minions (summoned or otherwise) attack them on the frontlines. When forced to, though, they will often try to grapple and constrict physically weaker opponents.

Poison (Ex)
Injury, Fortitude DC 17, initial and secondary damage 1d6 Con. The save DC is Constitution based.

Sickening Gaze (Su)
The gaze of an Ajatarra inflicts disease upon the weak of body; anyone caught looking at an Ajatarra is affected by a Contagion spell (chosen randomly), except the Fortitude DC for any of them is 21 instead of the listed value. The (modified) save DC is Charisma-based. Snakes are immune to this gaze attack.

Constrict (Ex)
On a successful grapple check, an Ajatarra deals 1d8+10 points of damage.

Improved Grab (Ex)
To use this ability, an Ajatarra must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Summon Snakes (Su)
Ajatarra can control snakes, and can call upon them for aid; as a standard action once per day, they can summon 1d8 medium vipers, 1d4 constrictor snakes, or one giant constrictor snake. They arrive immediately.

Skills
An Ajatarra has an +8 racial bonus to Handle Animal checks when dealing with snakes.

Bhu
2009-05-17, 06:33 AM
Bloody Handed Jack
Medium Fey (Chaos, Evil)
Hit Dice: 20d6+140 (210 hp)
Initiative: +7
Speed: 50 ft (10 squares), Climb 50 ft.
Armor Class: 30 (+7 Dex, +5 Deflection, +8 natural), touch 22, flat-footed 23
Base Attack/Grapple: +10/+17
Attack: Claw +17 melee (1d6+7) or Knife +22 melee (3d6+12/19-20, Vorpal)
Full Attack: 2 Claws +17 melee (1d6+7) or Knife +22/+17 melee (3d6+12/19-20, Vorpal)
Space/Reach: 5 ft./5 ft.
Special Attacks: Jack’s Knife, Frightening Presence, Control City, +5d6 Sneak Attack
Special Qualities: Low Light Vision, Traveler, Immunities, Forbidden Knowledge, Unearthly Grace, Immortal, Enhanced Senses, Evasion, Uncanny Dodge, Improved Uncanny Dodge, Regeneration 5, Spell Resistance 25
Saves: Fort +13, Ref +19, Will +17
Abilities: Str 25, Dex 25, Con 25, Int 18, Wis 20, Cha 20
Skills: Balance +20, Bluff +21, Climb +20, Concentration +120, Hide +20, Intimidate +21, Jump +20, Knowledge (Local) +17, Listen +18, Move Silently +20, Search +17, Sense Motive +21, Sleight of Hand +20, Spot +18, Survival +18, Swim +20, and Tumble +20
Feats: Blind-Fight, Combat Reflexes, Eyes in the Back of Your Head, Flick of the Wrist, Improved Feint, Improved Initiative, Quick Draw
Environment: Any City
Organization: Unique
Challenge Rating: 18
Treasure: None
Alignment: Chaotic Evil
Advancement: 21+ HD (Medium)
Level Adjustment: -----

”I saw him last night in the rain. Everyone else was inside because of the storm. I was out walking my beat like usual. Staying out of the squall as much as I could. While I was hiding under a patio roof at the Rumhouse, I saw a woman running down the street. She fell, and I started to go help her, when something just sort of glided down from the rooftops to stand next to her. Something dark. I’d heard the stories about Jack. And they’re all true. I can still hear her screaming. I made a bargain with him to escape my fate. He…he’ll be coming for you soon son. And he’ll ask you to go with him. Do what he says, and try to be strong.”

“Because we’re all dead or worse if you don’t…”

Not all Fey are put off by construction. There are those who help with household chores, or with mining or other industries. But even these fairies are found in rural communities. Even they avoid the larger cities, the sprawling, stinking metropolis’ that humans seem to create in their wake.

It’s always been thought that they simply prefer the natural world. But one at least, does not. He is called by many names, in many places. He can be found in every large city in the world. The origin of Bloody Handed Jack is unknown, and he first appeared after cities large enough to be lost in were made. Cities so large people only knew the residents of their own neighborhood and workplace, and the rest of the city was no man's land to them. To some he is considered the patron saint of slaughter. Others say he appears to personify the random acts of violence and crime that occur in urban areas. He certainly commits enough of them himself.

Jack appears to be a male humanoid of undetermined race. He is tall, thin, and very pale. He has long sharp nails and teeth, and his eyes are like a sharks, blank and reflecting. Jacks clothing is always of a style unacceptable to the higher class, and always torn and stained with blood. His hands are also permanently stained with dried blood. Jack is never seen without his knife, a large fairly ordinary looking blade meant for butchering meat that nevertheless makes people who look at it uneasy.

Roofwalker (Ex): Jack permanently seems to have a Spider Climb spell in effect on his person, but only so long as he is in a manmade village or city.

Traveler (Su): As a Standard Action Jack may travel from one village/town/city to another, regardless of the amount of distance between them. It makes him very hard to track, and keeps people from figuring out who’s really behind the murders he commits. He can move through any difficult terrain that would slow movement as if it didn’t exist, so long as it’s inside a city (stairs, piles of garbage, crowds, etc). This also means he can effectively teleport anywhere within a city as a Standard Action.

Jack’s Knife (Su): Jack's Knife is a large butcher's knife, doing 3d6 damage. It is a +5 Unholy Vorpal weapon, threatens a critical on a 19-20, and if it is taken from Jack he can teleport it back into his hand as a move equivalent action regardless of the distance it is from him, or even across other Planes of existence. His Knife may inflict damage from critical hits on targets that are normally immune to them, such as undead or Oozes. On occasion he will let someone steal his knife and pretend to be chasing them in order to get it back, but in reality the knife is cursed. Anyone who actually uses it in combat must make a DC 25 Willpower Save (Save DC is 10 plus half Jack's Hit Dice plus Jack's Charisma Modifier unlike most items), or permanently become a Chaotic Evil Psychopath as if they had accepted Jack's Bargain (see below). If they commit an act of murder or torture with it, they receive no save and are cursed immediately. As with accepting the Bargain, they do not realize anymore that they are different, and have no sense of right or wrong. Nor do they wish to be cured. Jack's Knife is considered a Major Artifact.

Frightening Presence (Ex): Any living creature who sees Jack must make a DC 25 Willpower Check or be Frightened for 2d6 rounds. If the Save is successful they are immune to Jack’s Frightening Presence for 24 hours.

Sneak Attack (Ex) Identical to the class ability listed on page 50 of the PHB.

Immunities (Ex): Jack is immune to poison, paralysis, polymorph, disease, sleep effects, and mind-affecting effects.

Bargain (Su): Jack is occasionally willing to let an opponent go when he wants some amusement. He tells them that he will let them live as long as they (or optionally whoever is closest to them) returns to the point he met them at within 7 days. If the victim agrees, he knows their location (or the location of whoever is supposed to meet him) at all times until the 7 days is over. During the 7 days Jack will secretly be keeping watch on his victim, and he will murder everyone close to them if he fails to keep the Bargain. Should his victim show up, Jack will tell them that he will let them go so long as they perform a task for him. Sometimes the victim gets "lucky", and he is made to perform something that Jack needs done, but doesn't wish to do (or cant do) himself (an example would be "go into the forest, and bring back this person", or "remove this protective talisman from the door of this person"). At other times, he is doomed. Jack rarely lets anyone go unscathed. he will give them his Knife and ask them to perform some horrifying task they might not normally do in exchange for their life and the lives of everyone they know. This act is always extremely horrifying, and it often is enough to drive the victim mad or cause an alignment change under normal circumstances. An example would be "Take your neighbors infant son, carve all the flesh from it's skull, and eat it raw". If the unfortunate victim can't do this, Jack will murder him immediately, and his loved ones will follow. If he can perform the act, he is cursed until a Miracle or Wish spell is cast. If he cannot get a cure he will live his life as a broken shell of a man, driven permanently insane. His alignment changes to Chaotic Evil, and he effectively becomes a psychopath (see here http://en.wikipedia.org/wiki/Psychopathy ), with an especial hatred for his former friends and family. He no longer remembers what it is like to be anything other than what he is (an insane killer), nor does he wish to be cured, and will actively fight anyone attempting to do so. Some are smart enough to hide their condition for a time, but all of them eventually lose patience and kill someone they shouldn't. Jack considers it a great joke to permanently corrupt others into beings like himself.

Forbidden Knowledge (Su): This is in all ways identical to the Bardic Knowledge Ability, except that Jack uses his Hit Dice instead of his Bard level.

Control City (Su): Jack can control the city he is in to some extent. As a Swift Action he can silently open, close, or lock any portal (windows,doors, etc). If locked they remain closed as if by an Arcane Lock spell. If he is in a modern city he can turn any utility (gas, electricity, water, etc) on or off as a Swift Action. If the city is modern enough to have computers he can learn anything in the cities records as a Standard Action (which basically means he can learn anyone's personal information as a standard action). He can also cause short circuits, or redirect water or power in such a way as to cause electrical panels to catch fire or pipes burst as a Standard Action. Range is 120'.

Unearthly Grace (Su): Jack gains a Deflection Bonus to his Saving Throws and Armor Class equal to his Charisma Modifier.

Immortal (Ex):: Jack does not appear to age or be affected by aging effects. So long as he is not killed he appears to be effectively immortal.

Enhanced Senses (Ex): Jack knows the location of all living creatures within 60’ as if he had Blindsight. He also knows the location of all man made traps within 120’. He can see in normal and magical darkness as if it were daylight, and fog or smoke does not provide concealment from him. He may also Detect Good by sight as per the spell.

Uncanny Dodge (Ex): Identical to the class ability listed on page 50 of the PHB.

Improved Uncanny Dodge (Ex): Identical to the class ability listed on page 50 of the PHB.

Evasion: Identical to the class ability listed on page 50 of the PHB.

Regeneration (Ex): Jack regenerates 5 points of damage per round, unless that damage comes from natural sources. For example a man made trap would not kill him, but he could not regenerate damage from an avalanche, or if hit by lightning in a storm. Likewise he cannot regenerate damage from weapons made without manufacturing (i.e. using a tree branch as a club). Natural weapons and unarmed strikes bypass his regeneration if they are not enhanced by spells or supernatural effects. If in doubt, assume any spell, spell like ability, or supernatural ability is affected by his regeneration, and extraordinary abilities are not. Druid spells are a manipulation of nature, but are still an unnatural enough creation that they cannot bypass Jack's regeneration.

Skills (Su): Jack has a +6 Racial Bonus to all skills he has at least one rank in while within the limits of a village, town, or city. He also appears capable of speaking almost any language flawlessly and with a native accent.

Combat: Combat generally depends on Jack's mood. If he wants to go slow, he'll merely chip away at his opponent and use fear to drive them to flee for their lives, slowly torturing them to death once he has waited long enough. He seems to crave acts of cruelty almost like a drug, so whatever would be worst for his victims mental state is usually the path he pursues. On the odd chance he's simply irritable and impatient he just walks up to someone random and slaughters them on the spot. Usually he's scouted a target days in advance, so he knows what they're capable of.


-=-=-=-=-=-=-

Lore
Characters with ranks in Knowledge (Local) or the Bardic Knowledge ability may have heard the stories about Bloody Handed Jack. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

{table]DC|Lore
30| Bloody Handed Jack is a legendary murderer that people claim haunts every city in the known world. A personification of humanities greed, violence, and sadistic desires made manifest.
35| Jack is actually one of the Faerie, and can be bargained with to escape death at his hands. But if you doublecross him, or don’t come through on your end of the deal, he’ll slaughter everyone you know.
40| Jack is actually vulnerable to forces that are natural such as storms, drowning in water (as long as it isn’t summoned by magic), or using dead tree limbs as clubs. The Bargain he offers is a lie in an effort to cause more misery and anguish than simply killing his victim would.
45| Jack's Knife is a cursed artifact and may be the cause of him being what he is. It cannot be taken from him, and it is unknown if it can be destroyed. it is certainly older than he is.
50| Jack's origin is tied to Asmodeus in an unknown way. The Lord of Hell refuses to discuss him, and speculation is rife among the few beings with any knowledge of this.[/table]

Plot Hook
One of the PC's has spent years trying to find a murderer in her home city, only to find that while traveling that similar murders seem to have occurred in many places around the world, most of them heavily populated. Then she begins to hear stories about a knife wielding madman who seems unkillable, and is somehow able to appear just about anywhere he wants to. While meeting with a group of fellow travelers (i.e. the party) at a local Inn they find the owners and their son murdered. Standing over them is a tall man in a black coat who smiles at them, and promises to see them soon before fading away.
The PC's city is being assaulted by an army of Hobgoblins. The walls have fallen and there is now fighting in the streets. During the melee the PC's see a strange black figure killing the invaders, and stringing their bodies up from the lap posts. At first they take no notice, but as the night wears on, they notice not all the bodies are hobgoblins, and some of them very obviously weren't killed by the Hobgoblins longswords.
The PC's are recalled home when the local Kings daughter has suddenly become a brutal, murdering psychotic. Endlessly raving about "the dark man", she is confined to a cell while the group is charged with finding out what exactly happened.
The PC's have been tasked with finding out the origin of Bloody Handed Jack with an eye towards destroying him, or, as is rumored, changing him back to 'normal'. Casting a Commune or Miracle the party Cleric asks his deity for Jack's origin, and what can be done about him. After a very long pause his God responds by saying "He was Asmodeus' mistake, not ours. If you must know the truth, seek out the Lord of the Nine and ask him, if he will admit what he has done. Please do not press me further on this."

Sir Shadow
2009-05-17, 10:52 AM
http://fc02.deviantart.com/fs23/f/2007/323/2/2/Winter_time_by_manudwarf.jpg

Fyumyad, Winter's Fruit
(Pronounced: fee-OOM-me-ad)

Medium Fey (Cold)
Hit Dice: 13d6+65 (123 hp)
Initiative: +11
Speed: 20 ft. (4 squares)
Armor Class: 21 (+7 Dex, +4 Natural), touch 17, flat-footed 14
Base Attack/Grapple: +9/+9
Attack: Slam +9 (1d6+4)
Full Attack: 2 Slams +9 (1d6+4)
Space/Reach: 5 ft/ 5 ft
Special Attacks: Baleful Glare, Chilling Touch, Song of Despair, Song of Joy, Song of Lamentation
Special Qualities: Changeling Child, Evade Winter's Grasp, Eye For Beauty, Dance for Winter's Queen, Low-Light Vision, Spells, Shattered Heart, Snow Stride, Soul Mates, Wild Empathy, Woodland Stride
Saves: Fort +6, Ref +15, Will +14
Abilities: Str 16, Dex 24, Con 20, Int 16, Wis 8, Cha 22
Skills: Balance +17, Concentrate +21, Diplomacy +16, Handle Animal +16, Jump +13, Knowledge (Nature) +13, Listen +14, Perform (Dance) +26, Perform (Sing) +26, Spot +14, Survival +15
Feats: Improved Initiative, Improved Toughness, Force of Personality, Skill Focus (Perform[Dance]), Skill Focus (Perform[Sing])
Environment: Polar Forests
Organization: Single, Double Date (2)
Challenge Rating: 19
Treasure: Standard; no coins, triple gems.
Alignment: Neutral on at least one Axis.
Advancement: By Character Class
Level Adjustment: +10

Fyumyads appear as beautiful, young women with pale skin, dark eyes, and silky red hair. Their skin is cold and firm like white marble, and their hair flows freely down their back with holly braches full of berries woven into their locks.

They are usually dressed in simple white dresses, but Fyumyads with character classes may wear armor or other types of cltohing.

They move with grace, poise, and firm determination. They are the embodiment of winter's beauty, fury, and the passion frozen beneath the ice. They are the fulfillment of the season's promise to melt into a blooming spring as even in winter's death doors are opened for life to enter.

Most Fyumyads live in migratory patterns, retreating north (or south as the case may be) at the onset of true spring as the frost recedes and traveling south with the first snowfall in Fall or Winter. Other Fyumyads that live in permanently polar areas stake out territories for themselves.

Their alignments can vary wildly, going from benevolent to maleficent. Good Fyumyads will use the power of nature to heal and act as guides for weary travelers. While evil ones with use the forces of winter to annihilate trespassers

Fyumyads usually stand about 5'8" and are slim. They speak Common as well as Sylvan and Druidic. They are also able to communicate with all Fey and residents of the Plane of Faerie. They will often pick up languages of the lands they inhabit.

Combat

Fyumyads are reluctant to enter battle, but will do so to protect their children or the ones they love. They will usually distract and disable the enemy to either allow their allies to get the edge they need or give them time to retreat.

However, there are some vindictive Fyumyads that use the power of nature to bring the full force of winter's fury against their prey. These Unseelie Fey are often fond of using fog-like spells to disorient their enemies before finishing them off one by one. Or they will barrel in blasting their unforunate targets with the full force of the elements, calling down fierce lightning or freezing missiles.

Baleful Glare (Su):
Their cold nature belies their fiery passion, something that those who scorn a Fyumyad should not take lightly.
As a full-round action, a Fyumyad may send a powerful glare at a target. The target must take a DC 22 Will save or be stunned for 1d4+1 rounds. The DC is Charisma-based.

Changeling Child (Ex):
Oftentimes, a Fyumyad will have -ahem- relations with men she falls in love with. A Fyumyad may only mate with a Humanoid or Monstrous Humanoid creature, and these children are imbued with special properties upon conception.
A male child will be the same type and race as the father, but with the Half-Fey template and the Cold subtype.
A female child will be another Fyumyad with no discernible markings to betray the race of her father.
In either case, the child will stay with the mother Fyumyad until it is able to fend for itself, which is also one year. At the end of the year, the creature is considered the minimum "adult" age for the character class it chooses to take at that time, and at that time it will have the physical and mental attributes and maturity of an adult creature of its race.

Chilling Touch (Su):
As often as their touch brings pleasure, so too can the touch of Fyumyad be a bane to their enemies.
As a standard action, a Fyumyad may siphon the power of winter itself into their touch and make a melee touch attack. The target must make a DC 22 Fort save or take 1d4+1 points of cold damage and be stunned for one round. A successful save still deals half damage (minimum one) but saves the target from the stun.
Chilling touches from different Fyumyads may stack when counting how many round the target is stunned.
A Fyumyad may only use this ability once per round.

Evade Winter's Grasp (Su):
As a scion of the power of winter, a Fyumyad is capable of fortifying her more vulnerable allies from the harsh cold.
All creatures in a 30' radius around a Fyumyad, including the Fyumyad herself, are considered to be under the constant effect of an Endure Elements spell for avoiding harm from extreme cold temperatures.

Eye For Beauty (Ex):
Above all, the children of winter love beauty. The delicate snowflake, a frost-covered tree, a delicate sculpture of ice, or perhaps chiseled muscles and rugged good looks.
When a Fyumyad meets a living, Humanoid or Monstrous Humanoid creature with a Charisma of 20 or higher or that possesses a Masterwork Instrument, the Fyumyad is considered of friendly disposition, so long as the creature is within one step of the Fyumyad's alignment.
If the creature has both a Charisma of 20 or higher and a Masterwork Instrument, the Fyumyad is considered Helpful, so long as the creature is within one step of the Fyumyad's alignment.

Dance for Winter's Queen (Ex):
Despite the death associate with winter, there is a joy born from the promise of new life, the beginning of a new cycle. In this joy, a faerie revels in purest ecstasy.
A Fyumyad may take a full-round action to make a DC 35 Perform (Dance) check. If the Fyumyad makes the check, all creatures within 50' and in line of sight of the Fyumyad must make a DC 22 Will save or be Fascinated for 1d4-1 round(s) after the Fyumyad stops dancing. For every five points that the Fyumyad's roll exceeds the Perform DC, the subjects are Fascinated for an addition round.
Creatures that are Blind are unaffected by this skill. This is a Mind-Affecting ability.
The save DC for this Ability is Charisma-based.

Spells
A Fyumyad casts divine spells as a 13th-level druid, using Charisma as her primary Ability.
Typical Druid Spells Prepared (6/7/7/5/5/4/3/1, save DC 16 + spell level)

0—Cure minor wounds, Detect magic, Flare, Guidance, Light, Resistance; 1st—Conjure Ice Beast I (Frost), Cure Lesser Wounds, Goodberry, Ice Skate (Frost), Ivory Flesh (Frost), Snowsight (Frost), Speak With Animals; 2nd—Blood Snow (Frost), Chill Metal, Flash-Freeze (Frost), Lesser Restoration, Numbing Sphere (Frost), Obscuring Snow (Frost), Zone of Glacial Cold (Frost); 3rd—Arctic Haze (Frost), Binding Snow (Frost), Column of Ice (Frost), Meld Into Ice (Frost), Protection From Energy; 4th—Conjure Ice Beast IV (Frost), Cure Serious Wounds, Freeze Armor (Frost), Hibernal Healing (Frost), Ice Storm; 5th—Blizzard (Frost), Call Avalanche (Frost), Pass Through Ice (Frost), Wall of Coldfire (Frost); 6th—Animate Snow (Frost), Move Snow and Ice (Frost), Snow Wave (Frost); 7th—Control Weather.

Snow Stride (Ex):
A Fyumyad can walk on top of snow rather than through it, avoiding the usual movement penalties and leaving neither footprints nor scent. Tracking the creature is impossible by nonmagical means, and the gliding along the surface of the snow adds 10 feet to the Fyumyad’s land speed.

Song of Despair (Su):
Sorrow is not unknown to the Fyumyad as death surrounds their very existence. By lifting their voices, they are capable of helping others to understand the pain within their hearts.
As a full-round action, a Fyumyad may make a DC 35 Perform(Sing) check to sing a sorrowful song filled with the magic of the Fey. All listeners must make a DC 22 Will save or become drowned in sorrow as if under the effect of a Crushing Despair spell cast by a caster equal to the Fyumyad's HD. For every five points which the Fyumyad's roll exceeds the Perform DC, the penalty increases by an addition point.
Deaf targets are unaffected. This is a mind-affecting ability. The range of this ability is only limited by the distance a potential target is capable of hearing. A target who succeeds the save cannot be affected by the same Fyumyad again until a day has passed.
The save DC is Charisma based.

Song of Joy (Su):
The promise of rebirth hides beneath the snowdrifts, but it is still there. Consumed with the joy of life and love that resides beneath their icy exterior, Fyumyads belt out with strong voices to declare their joy.
As a full-round action, a Fyumyad may make a DC 35 Perform(Sing) check to sing a joyous chorus with the magic of the Fey. All allies become heartened and filled with hope, giving them a +2 moral bonus on all rolls. For every five points which the Fyumyad's roll exceeds the Perform DC, the bonus increases by an addition point. This ability also dispels and prevents all fear-affects to ally listeners.
Deaf targets are unaffected. This is a mind-affecting ability. The range of this ability is only limited by the distance a potential target is capable of hearing.
The save DC is Charisma based.

Song of Lamentation (Su):
The bleakness of winter is at times, simply too much for the Fyumyad to bear. With nothing by the empty loneliness around her to comfort her barrenness, a Fyumyad will wail vindictively for all those around her to hear.
As a full-round action, a Fyumyad may make a DC 35 Perform(Sing) check to sing a harsh, heart-wrenching song filled with the magic of the Fey. All listeners must make a DC 22 Will save or become filled with fear and apprehension as if under the effect of a Fear spell cast by a caster equal to the Fyumyad's HD. For every five points which the Fyumyad's roll exceeds the Perform DC, the duration of the effect increases by one round.
Deaf targets are unaffected. This is a mind-affecting ability. The range of this ability is only limited by the distance a potential target is capable of hearing. A target who succeeds the save cannot be affected by the same Fyumyad again until a day has passed.
The save DC is Charisma based.

Soul Mates (Ex):
At any time a Fyumyad encounters a Humanoid or Monstrous Humanoid creature with a Charisma of 22 or higher, there is a 5% chance that she falls desperately in love. The creature must be within one step of the Fyumyad's alignment.
A Fyumyad immediately makes her love known and becomes Helpful to creature, even to the point of death. A Fyumyad will not, however, leave polar regions to follow her soulmate.
If a Fyumyad's Soulmate ever causes her harm in any way, the Fyumyad will feel utterly betrayed and leave him, becoming Indifferent in the process. Also, if a Fyumyad's Soulmate is parted from her for more than one year, she will feel betrayed and become indifferent to him.
Any Fyumyad that has become indifferent to a creature in this way will do anything within her power to leave his presence (her line of sight).
No creature may be any one Fyumyad's Soulmate more than once. No creature may be the Soulmate of a more than one Fyumyad at a time. A Fyumyad may only have one Soulmate at a time.


Shattered Heart (Ex):
Beneath the marble exterior, a Fyumyad's heart beats with a fiery passion. However, with each emotional wound she receives, the closer she resembles the season she portrays.
After a Fyumyad has been betrayed by three different soulmates, she immediately becomes ice, as by the Flesh to Ice spell (found in Frostburn), except that the Fyumyad may not be returned to 'normal' by any means other than a Wish/Miracle spell or similar spells, powers, and abilities. When a Fyumyad is returned to life in this manner, she is considered to have never been betrayed by a soulmate. A Wish/Miracle spell may be used on a Fyumyad that has not been turned to Ice to return the number of Soulmates that have betrayed her to zero.
A Fyumyad's possessions and clothing do not turn to ice along with her body.

Wild Empathy (Ex):
As a Druid of a level equal to the Fyumyad's HD.

Woodland Stride (Ex):
As the Druid Ability.

-=-=-=-=-=-=-

--- Lore and Plot Hooks are optional... so they're going to remain optional for the time being... I have serious Jet-lag and just can't focus at all...

TheLogman
2009-05-19, 09:37 PM
"Of all the creatures that pose a threat to space-time as we know it, the Idle Chill (pictured above) is one of the smallest threats. A group of misguided and lazy fey, they seek to achieve complete time stop across the entire multiverse, so they never have to work again. They are however, exceptionally stupid, and will never achieve the means nor learn the methods to accomplish their goal. In fact, the very idea of such a creature being a threat to such a mastery of arcane power such as myself is laughable." - From "An Essay on Threats to the Multiverse" by Dr. Thaddeus Goreflex, who after the publication of his essay went missing, never to be seen again.

Idle Chill

Tiny Fey
Hit Dice: 9d6+9 (36 HP)
Initiative: +8
Speed: Fly 40 ft. (perfect) (8 squares)
Armor Class: 18 (+4 Dex, +2 Size, +2 Natural), 16 touch, 16 flat-footed
Base Attack/Grapple: +4/-6
Attack: Frost Longbow +12 ( 1d3+5 plus 2d6 cold)
Full Attack: Frost Longbow +12 ( 1d3+5 plus 2d6 cold)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Immunity to Cold, Lowlight Vision, Quickened Rest, Relative Time-Step, Vulnerability to Fire
Saves: Fort +4, Ref +10, Will +7
Abilities: 6 Str, 18 Dex, 12 Con, 16 Int, 12 Wis, 10 Cha
Skills: +20 Hide, +20 Move Silently, +13 Spellcraft, +16 Balance, +12 Diplomacy, +12 Bluff, +13 Listen, +13 Spot, +13 Search
Feats: Improved Initiative, Point Blank Shot, Precise Shot, Weapon Focus (Longbow)
Environment: Any
Organization: Single
Challenge Rating: 9
Treasure: +1 Tiny Frost Longbow plus Standard
Alignment: CN
Advancement: None
Level Adjustment: N/A

The Idle Chill, at first glance, seems like most fey, a tiny winged man or woman, in this case clothed in what seems to be solid ice and frost. What sets the Idle Chill apart from other fey is its hyperactiviy and inability to rest. Even while standing perfectly still, an Idle Chill appears to vibrate in place.

The cruel irony of the Idle Chills is that despite their name, they are hardly ever idle. Cursed by whoever or whatever created them, the Idle Chills can never rest and can never truly sleep. For this reason, Idle Chills as a species seek the only thing that can truly ever bring them rest, a complete halt of time. Because of their selfish and chaotic nature however, one will rarely see two or more Idle Chills working on the same path to full time stop of the multiverse, or as they call it, "The Great and Final Rest".

Combat

Because Idle Chills rarely work in groups, they have learned to use as many advantages as they can in combat, especially against multiple enemies. An Idle Chill will start combat by casting Haste on itself, and Slow on its enemies, followed by its various cold-based spells. If it learns its prey has immunity to cold damage, or access to fire damage, it will retreat and use Quickened Rest to regain Hit Points.

Quickened Rest (Ex): If an Idle Chill rests for more than 1 hour without moving or taking any action, it gains Fast Healing 10 for as long as it stays immobile. An Idle Chill that stays in one place for more than 3 hours, however, dies instantly. An Idle Chill cannot and does not need to sleep.

Relative Time Step (Su): If an Idle Chill is affected by a spell that slows or quickens its speed or timeflow (Such as Slow, Haste, or Expeditious Retreat), that effect lasts twice as long.

Spell-Like Abilities: At Will: Chill Metal, Ray of Frost 1/day: Haste, Ice Storm, Slow, Wall of Ice

-=-=-=-=-=-=-

Lore

{table] Information gained from Bardic Knowledge or Knowledge (Planes) Check | DC
This is an Idle Chill, a fey with cold powers | 10
The Idle Chills are affected by spells such as Slow and Haste more so than other creatures | 15
The Idle Chills are on a quest to stop all time | 20 [/table]


Story Hooks

- An Idle Chill has been tracking the party in hopes of stealing a recent acquisition that it has reason to believe could aid in stopping time.

- One of the party's enemies has acquired an Idle Chill companion and has agreed to help it achieve complete time stop.

- In a rare twist of fate, a massive army of Idle Chills have joined under an epic level wizard. In a concert of arcane effort, they managed to stop time on half of the planet. This caused a rift in the space time plane and ripped the planet into two. The Party must repair the damage to space time, fix the planet, and stop the wizard before he causes any more grave damage.

Djinn_in_Tonic
2009-05-20, 01:56 PM
Whimsycap Toadstool

http://fc00.deviantart.com/fs43/f/2009/069/e/e/Toadstool_on_a_Wiggly_Stick_by_nataliesmillie.jpg

Fine Plant
Hit Dice: 1/2d8 (2 HP)
Initiative: -5
Speed: 0 ft.
Armor Class: 13 (-5 Dex, +8 Size), 13 touch, 13 flat-footed
Base Attack/Grapple: +0/-21
Attack: —
Full Attack: —
Space/Reach: 1/2 ft./0 ft.
Special Attacks: Entrancing Scent, Fey Slumber
Special Qualities: Fairy Ring, Whimsy
Saves: Fort +2, Ref -, Will -5
Abilities: Str -, Dex -, Con 11, Int -, Wis 2, Cha 16
Skills: —
Feats: —
Environment: Any
Organization: Single, Pair, Cluster (2-4), Ring (5+)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: None
Level Adjustment: N/A

Small, innocuous looking mushrooms, Whimsycap Toadstools are far more dangerous then their benign appearance would imply. They possess an intimate connection to the fey and the natural magic of the world, as well as an intoxicating scent that drive men into feverish dreams of otherworldly fancy. What’s worse, Whimsycap Toadstools are a result of ambient fey magic in the world, making them impossible to distinguish from normal mushrooms with mundane sight, for they can appear as any sort of toadstool, regardless of color or shape.

Combat

Whimsycap Toadstools are mindless, motionless plants, and, as such, have no combat tactics. Their abilities are passive, and they are harmless unless approached.

Entrancing Scent (Ex): The scent of a Whimsycap instills visions of strange, otherworldly events, captivating those mortals who fall victim to the fairy perfume. Any non-fey creature within 15ft of a Whimsycap Toadstool must succeed on a Will save (DC 13) or be unable to take any actions apart from a single move action per turn, which must be spent approaching the Whimsycap. It is allowed a new saving throw each round to end the effect.

Fey Slumber (Su): Any non-fey creature who begins its turn adjacent to a Whimsycap Toadstool must make a Will save (DC 13) or take 1d2 points of Wisdom damage and fall into a deep, maddening sleep. Each hour the creature is entitled to a new saving throw to awaken. If this saving throw fails, the victim takes 1d2 points of Wisdom damage. Creatures reduced to 0 Wisdom in this manner disappear at the next dawn, stolen away forever by the creatures of the fey. If this saving throw succeeds or the creature is forcibly awoken, the creature wakes up and is confused for 1d4 rounds. If a creature successfully awakens from Fey Slumber through a successful saving throw (being awoken does not qualify), it is immune to the effects of the ability for 24 hours, even if it is exposed to the slumber of a different Whimsycap.

If a Whimsycap Toadstool is harvested and fermented, it makes a deliciously smooth wine that steals the minds of those who drink it. If the beverage or the toadstool is ingested, the victim must make a Will save as if exposed to the Fey Slumber effect of the toadstool.

Fairy Ring (Su): Whenever five or more Whimsycap Toadstools are within a 30 foot radius of each other, they are immune to all non-targeted spells and effects. A fireball spell, for example, will not harm the Whimsycaps, although a direct attack with a sword or a magic missile will. Additionally, whenever five or more Whimsycap Toadstools are within a 30 foot radius of each other, each one gains Regeneration 1 overcome by magic damage or elemental damage. This Regeneration increases by a further 1 for each additional 5 Whimsycap Toadstools within range, up to a maximum of Regeneration 5.

Whimsy (Su): A group of Whimsycap Toadstools has a strange effect on natural magic. When at least five Whimsycap Toadstools are within a 30 foot radius of each other, the save DCs of spells, spell-like abilities, and supernatural abilities of Whimsycap Toadstools and all Fey creatures within the radius increases by +1. The DCs increase by a further +1 for each additional 5 Whimsycap Toadstools within range, up to a maximum of +5.


-=-=-=-=-=-=-

Lore

{table] Information gained from Bardic Knowledge or Knowledge (Nature) Check | DC
This is an Whimsycap, a toadstool rumored to have magical powers | 10
Rumors abound that those who approach a ring of Whimsycaps are often never seen again | 15
Whimsycap Toadstools have a soporific effect on mortals, and have been known to drive them mad | 20
The presence of Whimsycap Toadstools has been known to empower the effects of fey magic | 25[/table]

Story Hooks

- A small village sends children into the woods to gather mushrooms, but none return, nor is there any sign of them. They hire the PCs to investigate.

Elrond
2009-05-21, 03:32 AM
Name: Sapphiren 'Night Fey'
Concept Art
http://www.magnetica.ru/fairies/water_fairy.jpg
Tiny Fey
Hit Dice: 3D10 + 3 (24 HP)
Initiative: +6
Speed: 30 ft Fly (Perfect), 30 ft Walk (6, 6 Squares)
Armor Class: 19; touch: 18, flat-footed: 12 (+2 Tiny Size, +6 Dex, +1 Natural)
Base Attack/Grapple:
Attack: Bite +2 (1 + Level Drain (1 level), Dagger +3 (1/ 19-20)
Full Attack: Bite +2 (1 + Level Drain (1 level), Dagger +3 (1/ 19-20)
Space/Reach: 2½ ft
Special Attacks: Charming Song, Spells, Spell-Like abilities, Level Drain
Special Qualities:
Saves: Fort +7, Ref +18, Will +10
Abilities: Str 13 (+1), Dex23 (+6), Con 14(+2), Int 18(+4), Wis 16(+3), Cha 20(+5)
Skills: Concentration +10, Escape Artist +17, Heal+ 12, Hide +14, Listen +12, Move Silently +12, Sense Motive +12, Spot +12, Disable Device +14, Spellcraft +14
Feats: Combat Casting, Dodge, Nimble Fingers, Magical Aptitude
Environment: Forest (During the Night)
Organization: Solitary
Challenge Rating: +12
Treasure: Standard (gems and magic Items only)
Alignment: Chaotic Good or Chaotic Neutral
Advancement: N/A
Level Adjustment: N/A

Description/background/characteristics

Combat
Sapphiren normally try to avoid combat because of there tiny size but when fired up they have a ferocious streak. They use their deadly bite and small knifes and daggers to fend of their enemy.

Ability descriptions
Charming Song: At will a Sapphiren can sing a special song that functions like a charm person spell (Caster level 2nd; save DC: 14), except that it lasts for 11 hours and effects every creature that hears it.

Spell-Like Abilities: 1/day- Owls Wisdom, Improved invisibility.

Spells: A Sapphiren may cast spells as a 5th Level Wizard/ Sorcerer or a 5th level Cleric.

Level Drain: When bitten by a Sapphiren the person being attacked must take a DC18 Fort check or lose a level for 5 hours.

Lore

Plot Hook/Story if any

Stycotl
2009-05-21, 05:22 PM
The Morrígna

Visual references here (http://fc04.deviantart.com/fs14/f/2007/002/e/5/Raven_by_baranyai.jpg) and here (http://i589.photobucket.com/albums/ss339/HarleyHippie/Morrigan2.jpg).

Medium Outsider (Chaotic, Native)
HD: 50d8+750 (1,000 hit points+20 temporary hit points)
Initiative: +11
Speed: 60 feet
Armor Class: 62 (+11 dex, +20 natural, +12 armor, +7 shield, +2 insight), Touch: 23, Flat-footed: 51 (can't be caught flat-footed
Base Attack/Grapple: +54/+74
Attack: Spear +82 melee (1d8+28/19-20x3), or bastard sword +80 melee (1d10+26/18-20), or composite longbow +65 ranged (1d8+27/x3; shocking and thundering), or shield bash +79 melee (1d8+25)
Full Attack: Spear +82/+78/+73/+68 melee (1d8+28/19-20x3), or bastard sword +80/+75/+70/+65/+80 melee (1d10+26/18-20), plus off hand shield bash +79/+74/+69/+64 melee (1d8+25), or composite longbow +65/+60/+55/+50/+65 ranged (1d8+27/x3; shocking and thundering)
Space/Reach: 5 feet/5 feet
Special Attacks: epic spells, martial maneuvers, raven's crown, song of the bean sí, spells
Special Qualities: Aspects of the morrígna, call the charger, heart of the triune, immortality, immunities, magic of the tuatha dé, peerless warrior, primal rage, queen of the wild, resistance acid 15, cold 15, and fire 15, soul of the changeling, SR 65, stalker of the mounds, storm crow, weaponsmaster
Saves: Fort +46 (+27 base), Ref +42 (+27 base), Will +38 (+27 base)
Abilities: Str 50, Dex 32, Con 41, Int 28, Wis 25, Cha 31
Skills:Balance +36, Bluff +39, Climb +29, Concentrate +72, Craft (armorsmithing) +39, Craft (stonemasonry) +54, Craft (weaponsmithing) +49, Diplomacy +35, Handle Animal +55, Heal +16, Hide +40, Intimidate +70, Jump +64, Knowledge (arcana) +66, Knowledge (history) +33, Knowledge (local) +30, Knowledge (nature) +44, Knowledge (nobility & royalty) +30, Listen +39, Move Silently +35, Performance +35, Ride +51, Search +61, Sense Motive +29, Spellcraft +66, Spot +33, Survival +24, Swim +26
Feats: (B) Track, (B) Power Attack, Cleave, Combat Expertise, Combat Reflexes, Improved Shield Bash, Lockdown, Quick Draw, Improved Trip, Defensive Sweep, Epic Spellcasting, Two-weapon Fighting, Improved Two-weapon Fighting, Greater Two-weapon Fighting, Two-weapon Rend, Perfect Two-weapon Fighting, Iron Heart Aura, Stormguard Warrior, Improved Disarm
Environment: Any
Organization: Solitary, pair, or all three sisters together
Challenge Rating: 30
Treasure: See below, and standard (magical items only)
Alignment: Chaotic neutral
Advancement: by character class
Level Adjustment: –

A beautifully featured woman of regal countenance approaches on horseback. Her mere presence causes a mixture of panic and awed reverence, like the coming of a surging tempest. Long, glossy ribbons of hair as black as pitch frame a fair-skinned face of perfect proportions. Though youthful in limb and feature, her eyes have an air of antiquity, and shimmer silver and black with the reflection of experience and divine insight. She wears black armor made of the finest leather, a large gray shield and an unstrung bow at her back, and carries a bronze-headed spear in her left hand. A sword hangs at her right hip, and in her right hand she holds the bridles to a magnificent warhorse of immense size and the deepest charcoal color. The horse prances and stamps, flaring its nostrils and tossing its mane, never holding still. Its fierce demeanor and restless anticipation seem to be a mirror to the soul of the otherwise calm woman. Somewhere in the distance, a crow caws...

The Morrígna is a trio of war spirits of the fey. The Morrígan, Macha, and Badhbh are sisters, triplet daughters of Ernmas, royalty of the Tuatha Dé Danann. They are of the first generation of Danu's people, and have the majesty and might of true gods, though they do not consider themselves to be divinity.

The sisters are so alike in both appearance and personality that they have often been thought to be the same fey spirit. Only when all three sisters are together is it clear that the Morrígna is a group of three.

With great power over war and death, the Morrígna has been rightfully awarded a place of respect–even worship–among the haughty Tuatha Dé Danann and other fey.

The Morrígna is not solely confined to the spheres of warfare and combat, however.

Each sister has a specialty with which she is concerned; Anann is the Morrígan, the Great Queen, the Mistress of Prophecy, Sovereignty, and Phantasm, and she manipulates fate, rules nations, and sees the death of any creature that she looks upon; Badhbh is the Battle Crow, the bean-sidhe, and personifies the frenzied havoc and violence of battle; and Macha is the Rider, the Lady of the Fortress and the High Places, and a master of horses, wolves, and ravens.

Though they each have their particular realm of focus to which they have devoted their service, all three sisters share the same power over those forces. Macha is as much of a queen as Anann, and as much of a feral killer as Badhbh. They are three separate, but identical entities, and together, they stand as the single greatest reason for the success of the Tuatha Dé Danann. In fact, it was the craftiness of the Morrígna that kept the Tuatha Dé from being completely obliterated by their enemies in their latest defeat, some three thousand years ago now.

The Morrígna speaks any language, and can communicate telepathically with any intelligent creature up to a mile away. They can also communicate telepathically amongst themselves at any distance, on any plane.

In fact, communication would be the wrong term to use between them, since they are of the same mind; once one of the sisters is aware of something, they all are. They all share the same insights at the same time, no matter how far or how specific the situation.

Combat

The Morrígna is a terrifying foe. Terrible magic flies effortlessly from her fingertips even as she wields her sword, spear, and bow with a mastery that rivals that of the gods.

Because they are identical, the stats of the Morrígna presented here apply to Anann, Macha, and Badhbh equally.

The Morrígna wields powerful magical items of epic quality. Its spear is of cold iron and never reflects light even on the brightest of days. It is called black badhbh's spear, and it is treated as a +8 keen, returning spear of distance that can be wielded one-handed without penalty. The Morrígna wears supple leather armor with adamantine studs called danu's embrace, functioning as +10 magic-eating leather armor, that continually enchants her with foresight, freedom of movement, and greater heroism, and does not hinder her in any way (no max Dex, armor check penalty, etc). The Morrígna's bastard sword, fury of the stars, is a mithril +6 keen bastard sword of speed that counts as any material and any alignment in order to overcome damage reduction, and casts heal upon its wielder every time it threatens a critical hit. The large wooden shield of the Morrígna is called castle on the mound, and is a +5 bashing shield of arrow deflection that does not hinder her in any way (no max Dex, armor check penalty, etc), and is enchanted as a weapon. Lastly, her +7 shocking burst, thundering composite longbow of speed is made of elk horn and sinew, and is made for a creature with a 50 strength, creates the arrows as it puts her fingers to the bowstring, and is known as squall crow.

Aspects of the Morrígna: The Morrígna shares a powerful bond that allows the sisters to share in each others' expertise. All three sisters enjoy the following abilities.

Aspect of Anann: A diviner, a master of destiny, and a queen of shadow, the Morrigan commands the ancient magic of the planes, spinning enchantments and curses as a spider spins a web, foretelling the future of individuals and nations alike. She is the Phantom Queen, and she bends the multiverse to her whims.


–Raven's Crown (Su): With a standard act, the Morrígna can use mass charm monster and hold monster as supernatural effects at will.

–Magic of the Tuatha Dé (Su): The Morrígna casts any sorcerer spell from the enchantment and illusion schools as if they were supernatural effects and at a +2 bonus to both caster level and DC. Further, the Morrígna can add spells from the druid spell list and the Darkness and Domination domains to her known sorcerer spells.

–Storm Crow (Ex): The Morrígna gains a +16 competence bonus to Intimidate checks, and gains the frightful presence special ability as detailed in the Monstrous Manual. This ability affects any sentient creature, even those immune to fear effects, unless they would otherwise be immune to epic fear effects.

Aspect of Macha: Strategy and martial skill are the hallmark of Macha, the defender of the hills and mounds, and the Morrígna is therefore without equal where combat, fortification, and riding are concerned.


–Call the Charger (Su): The Morrígna can summon and dismiss a great warhorse with a standard action. These soot-black steeds are treated as cauchemar nightmares; each cauchemar is chaotic neutral, and tied to the Plane of Shadow rather than Hades. Even if her mount is killed or banished back to its home plane, with a standard action, the Morrígna can call it back to her.

–Peerless Warrior (Ex): The Morrígna gains a +16 insight bonus to any Craft skill, Handle Animal, and Ride check.

–Weaponsmaster (Ex): The Morrígna can receive the benefits of two martial stances at the same time. Further, the first martial boost or counter used in a round does not count toward the limit of one immediate or swift action per round. Thus, the Morrígna could also cast a quickened spell on the same round as initiating a boost or counter, or could initiate both a boost and a counter in the same round, or two of each.

Aspect of Badhbh: Wild energy pulses in the veins of the Morrígna, owing to Badhbh's ties to the natural world. The instincts of a predator and the otherworldly fury of the fey is her legacy.


–Queen of the Wild (Ex): The Morrígna can command and rebuke any animal or magical beast as a cleric whose level is equal to its hit dice, except that this is an extraordinary ability. Further, the Morrígna gains a +16 insight bonus to Knowledge (nature).

–Primal Rage (Ex): The Morrígna can rage once per encounter. The rage lasts for as long as wanted, gives a +8 bonus to Strength and Constitution, a +4 bonus to Will saves, and -2 penalty to Armor Class. The Morrígna does not become fatigued after a rage, and has no limitation as to what kinds of actions, spells, or items are usable during a rage.

–Song of the Bean Sí (Su): The Morrígna can utilize the wail of the banshee as a swift action once per round.

–Soul of the Changeling (Su): The Morrígna can wild shape at will into the forms of any animal, elemental, fey, or magical beast, of 50 hit dice or less, of any size. The forms of wild horses, wolves, and crows tend to be favorites, though the Morrígna has been known to take the shape of old hags, sylphs, and pillars of fire.

–Stalker of the Mounds (Ex): The Morrígna leaves no trail and cannot be tracked. It may choose to leave a trail if so desired. Further, the Morrígna can move through any kind of terrain at its normal movement speed without suffering damage or any other impairment, magical or otherwise; no terrain is treated as difficult terrain for the Morrígna to traverse.

Epic Spells: The Morrígna can develop and cast epic spells as an arcane caster of 50th level, capable of casting 5 epic spells every day. The Morrígna currently knows a large number of epic spells, as all three sisters have been creating and finding them in their multiple millennia of existence.

Martial Maneuvers: The Morrígna initiates martial maneuvers as a 50th level warblade. This means that the Morrígna has the maneuvers and stances known of a 20th level warblade, but initiates as a 50th level warblade. The Morrígna can learn Shadow Hand maneuvers along with the rest of the disciplines available to a warblade. The Morrígna recovers maneuvers every time a foe fails its Will save against its frightful presence (storm crow) ability.

The Morrígna's martial maneuvers list has been known to change from time to time, and somehow seems to fit whatever situation the sisters are dancing wildly into.

Spells: The Morrígna casts spells as a sorceress of 50th level. It can choose spells from the sorcerer list, the druid list, and the Darkness and Domination domains to her spells known. The saving throw DC of any of her spells is 20 +spell level, unless they are of the enchantment and illusion schools, in which case they are DC 22 +spell level, and count as supernatural effects, not spells.

The Morrígna's spell list has been known to change from time to time, and, like Morrígna's martial maneuvers, somehow seems to be just what was needed in any given situation–almost as if Anann was reading the stars in order to determine the Morrígna's needs.

Convocation of Sisters (Su): As a swift act, the one of the Morrígna can summon any or both of the other two sisters to an adjacent square or pair of squares, crossing planar boundaries when necessary. Any summoned sister acts on the same initiative as the first, and takes her turn immediately after arriving. There is never any conflict of interest in summonings; if one sister thought it important enough to bring one or both of the others, then all three of them thought it important enough. Because of this, it is possible for one of the sisters to in effect, summon herself to the side of one of her other sisters.

Heart of the Triune (Ex): The Morrígna shares the same life force, and one of deific power. Any beneficial effect (enchantments, healing, etc) that targets one of them affects all three of them, even across planar boundaries. In order for the Morrígna to be destroyed, all three must be killed on the same plane. If even one of them survives, the slain sister or sisters will return, fully regenerated, within 1d4 hours.

Immortality (Ex): Though not immortal in the strictest sense of the word, the Morrígna is ageless, and if left in peace, will never die of natural causes.

Immunities (Ex): The Morrígna is immune to any electricity, sonic, fear, disease, or poison effect, and all enchantment or illusion effects of a caster level lower than her own.

Mind of the Triple Goddess (Su): The Morrígna acts in perfect unison; all three of the sisters

Skills: The Morrígna gains a +8 racial bonus to Listen, Search, Sense Motive, and Spot checks.

Special: If the divine ranks in Deities and Demigods are in use, treat the Morrígna as a rank 5 demigoddess.

Treasure: black badhbh's spear, castle on the mounds, danu's embrace, fury of the stars, and squall crow; further, the Morrígna carries a shifting array of other magical items that changes with the current state of affairs.

Lore

The Morrígna is a well known spirit of the fey, and many mortals are even aware of the name, though what they knows is usually suspect. Characters with ranks in Knowledge (history), Knowledge (nature), Knowledge (local), or Knowledge (religion) can roll to see if they know of the Morrígna. The DCs are 5 higher for any Knowledge other than Knowledge (nature).

DC 20 The Morrígna is a fierce goddess of the fey, with power over warfare and death. The Morrígna has been known by many names at different times, such as Anann, Badhbh, and Macha.

DC 35 The Morrígna is actually a name of reference given to three sister goddesses, Anann, Badhbh, and Macha, who have been instrumental in saving the Tuatha Dé Danann–their race of fey creatures–from destruction throughout the millenia.

DC 50 The three sisters share a special bond; they work in perfect harmony, share the same thoughts and inspirations at the same time, and can communicate over long distances with hardly a thought.

DC 65 The magic that binds the Morrígna together also makes them incredibly hard to destroy. In order to kill one of the sisters, all three of them need to be destroyed on the same plane–if even one of them survives, the others will return.

Jkoshe
2009-05-24, 05:29 PM
The Weeping Children.


http://images.elfwood.com/art/s/a/sand/fairy2_jpg.jpg


Tiny Fey
HD: 2d6-4 (Average: 3 hp)
Initiative: +5
Speed: 10ft land, 80ft Fly (Perfect)
AC: 18 Touch: 18 Flat footed: 13
Attack: Tiny shortbow +6 damage 1d3+poison
Full Attack: Tiny shortbow +6 damage 1d3+poison
Space/reach: 2.5/0
Special attacks: Touch of Life
Special Qualities: DR 5/ Cold Iron, Spell Resistance 20, Glowing
Saves: fort:-2 ref: +8 will: +5
Abilities: Str:3 Dex: 20 Con: 6 Int: 12 Wis: 14 Cha: 16
Skills: Hide:+5, Move silently+9, Diplomacy+5, Spot+8, Listen+8, Search+7
Feats: Pointblank Shot
Environment: Old Forests
Organization: Solitary, Pair, Clan
CR: 1
Treasure: Double goods, Half coin and items
Alignment: NG
Advancment: By HD
LA: -

A small ball of light floats towards you in the epicenter of it appears to be a small humanoid creature.

Combat:
The Weeping Children are a friendly race of fae and only fight when attacked. In combat however they are dangerous foes. Flitting from tree to tree firing arrows. If they appear to be losing they will flee to try and rally more of their kind.

Deaths Eye Poison: Fort save DC 17 initial 1d6 wisdom, secondary 1d4 con.

Touch of life: The touch of a weeping child grants 15 temporary hitpoints. Multiple touches of a weeping child stack with each other. As well after being touched the recipient must make a DC 15 will save of develop and insatiable craving for the touch. As with the plane of positive energy a creature that reaches temporary HP equal to half of it's base hitpoints explodes into pure light. The temporary HP last 3 hours.

Lore;

The Weeping Children are said to desire the touch of others however there touch can lead to death to protect others they live in a perpetual state of loneliness. It's said you can hear their weeping at night it sounds almost like the forest itself is crying. Despite their sadness they are quite friendly and glad to help traveler in their woods.

The Vorpal Tribble
2009-05-24, 10:25 PM
This month's contest has come to a close. A voting thread has been posted here (http://www.giantitp.com/forums/showthread.php?p=6149907#post6149907).

Good luck!