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Mulletmanalive
2010-05-02, 03:31 PM
For anyone who's not noticed before or doesn't know me, I REALLY like Fae creatures and have been dedicating the sneaky-villainy part of my split War/Villainy campaign setting to them and other folklorish stuff.

If you have a legend from your locality or elsewhere you'd like to see in D&D stats, please, let me know! Links to lore are pretty much essential...

Latest: Nain Rouge
Wendigo, Mortal

Done:
Alp Tiny butterfly vampire dream eaters. German.
Am Fear Laith Mor (Mythic Aberdeen) Giant hairy beast: Scotland
Ankou Dark robed agent of death and paranoia: Breton [North France]
Ælfar the original Norse elves. Scandinavia
AElfr Warrior, AElfr Archer
Ballybogs Peat dwelling pests; Irish and similar areas.
Barghest Black dog, seen as omen of death. British
Bean Sidhe - Banshee Irish, Keens over the deaths of nobles
Black Dog [Cu Sith [cooshee], Yeth]
Boabhan Sith Dancing, vampiric fairies from Scotland.
Buggebear creepy bear-like bogey from Yorkshire, England
Bunyip Terrible many formed monster. Australia
Cuco Brazilian bogey creature, eater of sleepless children.
Chenoo Ice hearted giant from the far north. New England Indians.
Draugr/Grassman Possessing plants that create Fae undead...
Dybbuk Attic dwelling Yiddish horrors. Yiddish
Fear Darrig Scottish uber illusionsists
Gancanagh Bigh fairy hunk of man... Irish.
Goblins Introduction and Lore section: British
Border Goblins Dunters, Redcaps and Robin Redcap himself.
Common Goblins Basic brat creatures. No lore for advanced versions.
Hobgoboins Basic up, awaiting advanced versions.
Under Goblins Knockers, Bluecaps and Buccas. Not decided if there are any more specific sub-breeds yet. Grasshopper Powerful enchanter/spirit creature from Penobscot myth. Native American
Gwyllion Ugly hags and old men who lead travellers astray: Welsh
Haints in the Hollers Tennessee Ghost-lights. American
Ibuntei Kaiju from Northern Japan
Kitsune, Huli-jing Animalistic fox yokai. Oriental.
Kitsune, Ninko Humanoid fox yokai. Japan.
Lady Midday Spirit of heatstroke from Ukraine/Poland.
Leannan Sidhe vampiric muse from Gaelic cultures.
Mermaids Rhine Maidens
Sea Witch
Mishibizhiw Underwater Panther, mighty enemy of the Thunderbirds: Obijiwa and others
Nain Rouge Detroit dwarf harbinger of doom. American
Nuckelavee Spirit of Winter seas, storms and disease: Orkney
Patupaiarehe Albino Elves with some nasty habits and odd weaknesses: New Zealand
Questing Beast the hell? Seriously, the most disturbing lore i've ever found. British...
Shyft Horse -Kelpie etc Shapeshifting horse that entraps travellers and drowns them: Scotland and elsewhere
Each Uisge (Greater Shyft Horse)
Caeill MacDee, River Knight Each Uisge with Faerie Knight levels
Sluagh Dead spirits that possess people and cause strokes with their weapons. Scottish
Spriggan Tiny, ugly beings of immense strength. Cornish
The Tarasque French beast, born from earlier great monsters. French
Thunderbird Big old spirit and protector: Native American
Tikbilang horse-man thing that pixie leads it's targets. Philippinnes
Tokoloshe water spirit zombie thing. South African
Tsuchigumo Long limbed ninja spider people. Japan
Unicorn chimeric horned horse/deer. Europe and elsewhere. Specifically Arthurian.
Wendigo, Mortal Mutated cannibal of great speed and stealth: Native American

PC Races:
AElfar I suggest using the Null Levels method of entry...
Ghostlight Made for request, no particular lore.
Kitsune, Ninko Humanoid fox-yokai. Japan
Patupaiarehe Albino Elves with some nasty habits and odd weaknesses: New Zealand
Selkie-folk Descentants of those cursed to live beneath the sea. Seal-shapeshifters. Scotland/Ireland/Orkney
Tsuchigumo Long limbed ninja spider people. Japan

Classes:
Faerie King [Unfinished]
Faerie Knight
Faerie Queen

Feats:
Chaining Breath Metabreath. Attack bounces from one target to the next.
Changeling The ability to mimic the form of another to replace them. Generally taken to resemble a child.
Create Fetch A more advanced artificial replacement for a human.
Create Stock Create an artificial replacement human so that you can get away with stealing babies!
Faerie Fief You have a piece of property on the other side of the hedge that provides resources
Filch Steal stuff as an attack option.
Natural Flurry/Greater Natural Flurry Make natural attacks as different action types.
Pixie Lead Draw people towards a point of your chosing within 30ft.
Sticky Hands Style/Merciless Theft Theft based martial arts
Siren Draw targets towards you with your...well the tricks vary...
Stick in the Mud Gain bonus when grappling opponent while burrowing.
Tectonic Breath Metabreath. Fire based breath weapon becomes lava.


Templates: Bogey

Up Next (in this order):
Wampus Cat
Sphinx: (http://www.pantheon.org/articles/s/sphinx.html)
More Krampus lore (http://en.wikipedia.org/wiki/Krampus).
Curupira (http://en.wikipedia.org/wiki/Curupira)

In the wings: finished but not posted Ogres
Alfar

Coming Soon:

Blue Lady [Ghost?] #23
Bean Nighe [Washer Prophet]
Nakken/Nix/Nixie [freshwater merfolk things with shapeshifting powers and magical music]
Wampus Cat [catwoman thing]
Splintercat [lion type creature that blasts trees to ruined carcasses to get at bees]
Red Dwarf [demonesque dwarf harbinger thing]



If you like Fairies: Songs of the Sidhe (http://dicefreaks.forumz.cc/viewforum.php?f=13) by Mythmage is a similar project, with a more game oriented view and more modern lore used.

The Fae Subtype:
Because the original fey type isn't helpful in designing creatures, I've replaced it with the following subtype. You'll see me using the "Fey" type under the name of "Thing," I'll happily explain why but no here.

A creature with the Fae subtype gains the following qualities:
Liminal Tweening: Each Fae has a limited ability to enter the Hedge, a boundary realm between the real world and the halls of the Fae lords. Doing so requires them to enter a suitable liminal as determined by their HD and spending a Swift action. Returning requires a Swift action and causes them to emerge from the nearest available liminal.
{table]HD:|Liminal|Description:

1-2 |Dusk/Dawn|During these times, Fae are treated as having +5 HD for purposes of Tweening.

3-4 |Doorways/Physical Boundaries|The physical boundaries between rooms, earth and water and the limits of forests and clearings can serve as gateways.

5-7 |Space Beneath|: The fæ can slip into and out of the bits beneath and behind other things, which are neither floor, wall nor object

8-12 |Shadows|The fæ can shift whenever he is in neither direct light nor total darkness

13-17| Abstract Boundaries|By this point the Fæ has gotten immensely tricksy and can Shift through the boundaries between made up things like city limits, the differences between streets and county boundaries.

18+ |Moments|True and Noble Fæ can Shift between the narrowest of conceptions, moments of time itself and can thus Shift at all times, freely and can perceive with almost Omniscient clarity when inside the hedge.[/table]

Sidebar: Wait, the Hedge?
The Hedge is a Fey realm that borders onto our own, nature and reality’s way of coping with the otherworldly strangeness of the fairy realms. Effectively, as the world became less wild and the Ages Unremembered gave way to the Age of Legends, the world began to need the fey less and less and so the edges of their estates, untended as they were, began to grow up, forming great tatty hedges in a manner that only the otherworldly can.

Mortal beings began to lose track of the places where the fey had made their homes and before anyone had truly realised it, the wild estates of the truly powerful spirits of nature had sealed themselves off behind a mythical hedge that had become at once everywhere and nowhere. Now, the lesser fey and some mortals use it for a hiding place. Movement within the Hedge is effectively doubled in distance, though they have to contend with the thick briar of the barrier itself [fey and druids are both unaffected by this, but anyone else will have issues].

Depending on the skill of the fey in question, entering the Hedge can be done at almost any time or possibly far more rarely. There are general limits to the seams in reality that any given fey can use to cross into the Hedge. When within these specific kinds of liminal [the boundary where either of two kinds of classification can be applied] fey may cross into the Hedge as a Swift action. Creatures inside the Hedge can see clipped glimpses of what is going on in the real world through the leaves of the briar and can be seen as slight movements out of the corner of the eye of those in the real world. Shifting back into the real world is also a Swift action.

Creatures in the Hedge cannot attack or use spell like abilities from within the Hedge and are very difficult to find and attack. Within the Hedge, a creature has Improved Cover, a 50% miss chance [like total concealment] and can only be spotted with a Spot check result of 20 + their Hide bonus. Creatures in the Hedge normally make no sound in the mortal world, nor can they hear events in the real world. Spells intended to thwart Invisibility can penetrate the Hedge, revealing the location of creatures but do not negate the Cover or miss chance effects. These are based on the difficulty of interacting through the boundary and the fact that most Fey aren’t skilled enough at negotiating the Hedge to use it to hide properly as they can’t predict when they’ll be visible from the human side...

The actual extent of the Hedge is up to the GM to decide; some worlds may be completely covered in it and may well suffer horribly from fey depredations or the Hedge may extend only through certain areas such as specific islands [a bit like Avalon or the Black Forest in legends]. If the latter is the case, it is easy to add to an existing campaign simply as a result of the player characters having yet to encounter a region into which the Hedge extends.

If you’d prefer that fey didn’t live in a demiplane with a boundary area, creatures with this property strafe part way into the shadow plane; other than the spells needed to follow them changing, nothing else will be different.

Summary:
Cannot attack nor use Spell-like abilities against targets in the Real world.
+8 AC, +4 on Reflex saves [Improved Evasion] and 50% miss chance against all incoming attacks.
Requires a Spot check, DC 20 + Hide modifier to locate from Real world. Counts as having concealment against all others within the Hedge. Spells that penetrate Invisibility can reveal those within.
Cannot be heard by those on the other side of the liminal.
Damage Reduction: All fae benefit from DR/Cold Iron. In MV, they instead have DR/Natural Materials, rendering them highly resistant to conventional weapons.
Spell-Like Abilities: All Fæ have spell like abilities. They gain a number of Druid, Illusion or Enchantment spells with total levels equal to their Hit Dice. Each Quirk spent grants an equal number of spell levels. These powers can be used more or less at will, though limits govern a given Fæ's sphere of influence.
Dissolve: Slain Fæ break down into a pile of leaves, a pool of water or some other natural feature when killed. Fæ are instantly replaced within the natural scheme, though the new entity has no knowledge of its predecessor's demise or even its existence. Fæ items hang around after their destruction but cannot be reproduced by men.

Fæ Glammer:
Illusion comes up a lot in fairytales, so it is necessary to formalise what it can do. This goes completely in defiance of the D&D way of doing things, so strap in:

The basics:
The illusions made by the Fæ are not mere images of light and sound, nor are they purely mental things that are projected into the minds of a target [phantasms are usually applied via eye contact]; instead, they are living artworks of glammer and, for want of a better term, fairydust. These function as pure images, though they have both visual and audible components, along with faint smells; when interacted with directly, the target becomes subject to a powerful Phantasmal aspect, which fills in the tactile and thermal qualities within his mind. It is this that makes the fæ so difficult to deal with on their own terms.

While an glammer created by a fæ is no more able to support the weight of a man than any other delusion or display of twinkling lights, it is sufficiently convincing to be able to harm those who interact with the more dangerous aspects of the image; illusionary fire can still seem to burn you and an illusionary blade can leave an illusionary wound so real that it hurts and cripples a limb.

Aspects:
A glammer is defined by the number of "Aspects" that it contains. Each aspect is a distinct thing that cannot be separated, with a total volume of no more than 100 cubic feet [the maximum volume of a large creature]. Multiple aspects can be combined to create a larger whole to allow for movement. For instance, if you wished to create a room, you would have to create the environment with one aspect and if you wanted to make it possible to move and thumb through the books inside, they would have to be composed of a second aspect.

A fairy's abilities as an illusionist are measured in the number of aspects the can create: some can only create one or two, while the most powerful, such as the Fear Derrig, are able to create a large number and dictate reality over a small area.

Disbelief:
When dealing with a glammer, there are always tiny slips that will allow a character to notice that it is not real. While this does little to actually help cancel the illusion, it does allow some effects to be circumvented.

Detecting a flaw requires an Observation, Listen or Sense Motive check against the illusionist's Psyche. If a flaw is detected, the following become true:

Walls can be penetrated consciously; under normal circumstances, the mind will not allow you to run full pelt into a wall. With a glammer of one, you will also feel the impact of the wall and physically recoil, treating it as impassable or rationalising the jolt away as you vault over it.

Damage dealt to you by creatures and effects are reduced by your Will save modifier. Hence, illusionary swords will leave mere scratches while illusionary fire may only feel like a sunburn.

The illusion can be seen through, glancing through cracks and the like; by spending a Swift action looking at it, you can see what is on the other side of, or inside, a glammer.

Knowing that you are dealing with a glammer is powerful as it allows you the option of turning your coat or any other suitable dispelling effect that Lore might uncover. [Turning the coat cancels any phantasms affecting you and makes all glammers around you invisible; this only applies to the glammers of specific creatures, it's just a ready example].

In D&D, this is replicated with a standard Will save, DC 10 + ½ HD + Charisma modifier. The effects are the same.

The Specifics:

Creature: When created by glammer, a creature is effectively real to the targets and invisible and intangible to everyone else. As a creature gets larger, it gets easier and easier to disbelieve, meaning that the save is easier on larger creatures than it would have been on smaller ones. Tiny or smaller creature are incapable of dealing damage except when in a Swarm, in which case, use their equivalent size. Phantasmal creatures use the stats of the Fear Darrig for all actions, though their Space and Reach are determined by their size. A summary is included here:

{table]Size: |Damage: |Armour: |Notes: |Disbelieve DC:
Small |1d6 + Cha |2 | |+1
Medium |1d8 + Cha |3 | |+0
Large |2d6 + 1.5 x Cha |5 |Fearsome |-1
Huge |3d6 + 1.5 x Cha |8 |Area 5ft |-2
Gargantuan |4d6 + 2 x Cha |10 |Area 10ft |-4
Colossal |6d6 + 3 x Cha |15 |Area 15ft| -8[/table]

[B]Fearsome: All creatures who see a fearsome creature fight must compare their Psyche with the creature's Intimidate bonus . If the score is higher than their Psyche, they become Shaken. This is repeated whenever the creature attacks.
[B]Area Attack: When a creature with this ability attacks, it may opt to treat the attack as a Barrage attack with the stated area of effect. As normal, the area attack has a Reflex save DC of 5 + Attack bonus for half damage. The area must be wholely within the creature's reach.

Objects: When created with Glammer, objects are function much as a real copy would. The limitations based on the aspects used in the construction of the item still apply, so a ranged weapon couldn't actually fire unless each of its projectiles were a discreet aspect.

Glammer objects appear to have weight when handled and deal Mental damage to anyone they fall on or are wielded against. In the case of objects that have worth when interacted with, they behave as normal, filled in by the expectations of the interacting character; for instance, if a character were to open a book, they would find their own knowledge of the subject rehashed to seem more enlightening than it actually is.

Scenery: Scenery can be created using glammer, much like anything else can be. These materials will seem solid to those who interact with them without figuring out that they are in an illusion. Walls are impenetrable unless someone is knocked through one without looking or something similar occurs.

A skilled illusionist, such as a Fear Derrig is more than capable of creating difficult terrain, damaging terrain [like fire] or even convincing you that you're climbing as set of stairs by altering your sensations to feel like you're putting one foot above another. While all this is happening, someone viewing you through a holed stone will find your caperings most amusing.

To clarify; scenery is effectively real to you unless you find flaws in it, at which point it becomes meaningless but still mostly opaque. You CAN be harmed by these illusions, even if you know them to be fake [trying to fool your nervous system is hard…].

Defences against Glammer:
Below are a few sample weaknesses: all glammer users, including witches, have at least one of these. In addition, there are two universal weaknesses to Glammer.

Universal weaknesses:
Self Bored Stones – Difficult to find, but useful, self bored stones are flat stones that through the action of tumbling in a swift stream, have ended up with a hole eroded through their middle. When looked through, these simple, non-magical items penetrate all glammer, showing the world as if the glammer did not exist. These stones also reveal any creature that may be in the hedge. The downside is that they mess with your depth perception, inflicting a -4 on Observation and attack rolls.

Mark of the Conqueror – Fæ are essentially godlike; many were gods or have the potential to be such but are simply too weak. All areas have what could be called an "invading religion," one that is not indigenous to the region but has come to be dominant, or at least was dominant when the fæ were pushed back. Clutched hard, which requires a hand free, these symbols grant a +4 bonus on Will saves against glammer effects, including fear effects and any mental damage suffered. When touched to a glammer, they can cause it to unravel [opposed attack roll vs illusionist's Will save].

Example Weaknesses:
Turning Clothes – A fairly common defence against not only glammer itself but a number of minor powers such as the Siren feat

Mental Damage:
Mental damage is an additional type of damage that is usually only found in supernal effects. The effect is based on leading the target to believe utterly that he has been wounded by attacking his self image [see the Matrix]. Mental damage has the following characteristics:
Tracked separately like Subdual damage [a rising total].
For every threshold the total exceeds, the character suffers as if his hp had dropped below an additional threshold [if he were at Yellow and his Mental damage exceeded his Red threshold, he would be Exhausted as if he were at Orange].
If his Mental damage total exceeds his remaining hp or they fail a massive damage save against Mental damage, they automatically fall unconscious. They must make a Fort save against half their total Mental damage or suffer two thresholds of lethal damage from a heart attack.
Armour applies normally to Mental damage attacks but Damage reduction, even DR x/-, does not.
Mental damage is removed in exactly the same manner as Subdual damage, though they must be removed separately.
About Lore:
The astute amongst you will notice that whenever I write a Lore block, there is a weakness amongst the text that isn't actually listed on the stat-block.

Is this a mistake? Am I being strange?

Well, the answer is that, while I'm sure this is very odd to folks, i'm going for a simple and round about scheme to reward those who invest in seemingly useless things like Gather Information, Bardic Knowledge and Knowledge skills.

Some players are inclined to read the stats of a monster and then use their metagame knowledge of the creature's weaknesses to sometimes 'cheat' the encounter and sometimes simply guide the situation a little. The Lore blocks stop this with a simple assumption: If the Lore is not discovered in play, it effectively isn't true.

Yes, that's right. Gwyllion aren't afraid of blades unless you've found out the lore that says that's true. Barghests aren't actually slowed down by Hearths unless you think to take shelter near one thanks to your knowledge of folklore.

In addition, there are additional entries in each Lore section that start from a DC equal to the HD of the creature. This is to represent the hearsay and guesswork that folks might have heard. Some of it right, some of it is wildly inaccurate.

There we go, and good luck trying to kill Robin Redcap before i finish the lore entry for Border Goblins! :smallbiggrin:

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

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

Altair_the_Vexed
2010-05-02, 03:43 PM
The Nuchlavis is an awesomely unpleasant monster. Always loved it, since I read Brian Froud's description.

However, for D&D, it's been done before...

http://www.wizards.com/default.asp?x=dnd/mm/20030829a
http://www.pandius.com/nuckalv2.html
... and in Dragon 343.

That doesn't stop you making your own version though.

Mulletmanalive
2010-05-02, 03:49 PM
They were also in Tome of Horrors 2. Trouble is, not one of those versions come close to the horror that the Bard's Tales stories described.

The Wizards one isn't too bad, though it would take some seroios tweaking.

The Tygre
2010-05-02, 06:16 PM
Alright, first and foremost, what Fae resources do you currently have access to?

Krimm_Blackleaf
2010-05-02, 09:04 PM
Does this (http://www.giantitp.com/forums/showthread.php?t=85311) count?

The Vorpal Tribble
2010-05-02, 11:25 PM
There are a couple dozen or three in my creation page.

The Anamola and Indigo Beauty templates also turn you into fey

Amiel
2010-05-03, 01:12 AM
I have the maleventhorn (http://www.giantitp.com/forums/showthread.php?t=151220); despicably evil fey from barren ice-wastes.

Owrtho
2010-05-03, 01:20 AM
Based on the first post it seems Mulletmanalive isn't so much looking for creatures people have made so much as descriptions of the fey in traditional folklore, which he plans to then stat out himself.

Owrtho

Debihuman
2010-05-03, 02:05 AM
There are some free web sources: First, E-fairies may still be available. This is a fairly large pdf from Bastion Press which previews and supplements their book, Fairies. The site might still be dragonwing press but I haven't looked there in a long time. If you don't have it and can't find it, send me a PM with an email I can forward you a copy to.

Secondly, there are also the Fey Feature archives on the WotC's website. I can't seem to post the URL correctly. They also have a homebrew section for earlier editions where creatures were posted. I used to monitor that site and Bhu still frequents there. Unfortunately, WotC made it user unfriendly (and I'd say user surly but I'm biased) so I rarely go there any more.

Many Fey creatures were updated on EnWorld's Creature Feature site. You can check the homebrew section as well to find some fun things.

Some of the fey creatures are also available in the Tome of Horrors. The Tome of Horrors revised edition (updating it to 3.5) is only available as a pdf as it was deemed to expensive to reprint. It can be had relatively cheaply on sites such as RPGNow.com. Occasionally, the publisher releases it for free so you can check for special deals.

Other online sources are the free materials from Kobold Quarterly and other gaming sites, but it will be hit-or-miss as to whether they specifically have Fey creatures.

The last free site I'm going to mention is the D&D Wiki which has been posting all the Open Game Content from as many D20 books as possible. You can find a ton of stuff there but you'll have to do a lot of poking around.

As with anything else, you'll have to recheck the statblocks. Not all material is good about following the rules (and 3.0 material isn't always updated). It's fairly easy to update to 3.5, but time consuming. Monster feats weren't based on HD until 3.5.

Debby

itastelikelove
2010-05-03, 02:45 AM
Wikipedia's also got some quick-and-dirty descriptions of various faeries and other supernatural creatures, but it's not organized into good complete lists, so it might not be all that helpful.

If you're looking for specific suggestions, though, you can never go wrong with stuff out of the British Isles.

My favorites are:

Kelpies/Each uisge (different varieties of water horse that take the appearance of attractive humans to lure their victims)
http://en.wikipedia.org/wiki/Kelpie
and http://en.wikipedia.org/wiki/Each_uisge

Pookas/Pucas (general shapechangers, more interested in being a pain in the arse than killing folks. I've mostly encountered them (in stories, not in person) using the shapes of dogs or giant talking rabbits)
http://en.wikipedia.org/wiki/Pooka

And various Black Dogs (many versions, varying in shape and size, and don't necessarily even have to be black. They are always associated with death, usually in the near future)
http://en.wikipedia.org/wiki/Black_dog_%28ghost%29
and http://www.gunnerkrigg.com/archive_page.php?comicID=362

Mulletmanalive
2010-05-03, 10:48 AM
Guys, thanks, but some folks are barking up the wrong tree. Owrtho and Itastelikelove had the right idea with Fae they find interesting; I'll be redoing the black dog [present in D&D as the Bargest] when i get around to it.

For those who feel it matters, I have The Little People. A d20 guide to Fairies by Avelanche Press, which is interesting but it sounds oddly like it was written by someone who got his imformation from Wikipedia. I also have Reader's Digest Guide to the Myths of Great Britain.

In the case of those who have volunteered their ideas, can you let me know whether they're things from actual folklore or if you just made them up [unless i have a specific role to fill in a story, i'm not a fan of using made up stuff and wasting real weirdness]? In those cases, I'll place a link to them and create MV versions of the critters in the posts here.

What i'm looking for are your local legend style fairies. For instance, we have a trio of bridges near me that have [supposedly] trolls living under them and Spring-heeled Jack, a vampire like creature that lived in the alleys of towns in Sussex was supposed to be from near where i used to live.

I know there are some nifty Native American spirits that would fit pretty well into this sort of heading, such as the Nightstalker/Yarn Men, though exactly which tribe's legend these monstrosities come from is lost to me.

Debihuman
2010-05-03, 01:32 PM
How about critters like the Hidebehind, the Jackalope and the Snipe?

Debby

Zeta Kai
2010-05-03, 01:50 PM
If it helps, I made a Changeling (http://www.giantitp.com/forums/showpost.php?p=5821910&postcount=169) that actually uses fluff derived from myths & legends (as opposed to the WotC version, which is In Name Only).

Debihuman
2010-05-03, 02:16 PM
You could stat out creatures from Andrew Lang's Fairy Books (like the Yellow Dwarf who lives in an orange tree and has a Spanish cat) or from Han Christian Anderson (like the Rose Elf who would be a Fine sized creature).

Do you want to see some already made homebrews or do you just want to make your own?

Debby

Mulletmanalive
2010-05-03, 02:50 PM
I was hoping mostly for names, descriptions and ideas for powers on them so that i could build them to be as folkloric as possible rather than entirely combat oriented like the normal D&D ones.

I'm happy to see other people's interpretations, though I'd end up picking and choosing; the whole "literal incarnations of parts of nature" often comes off oddly, like with that deer-woman thing of VT's

That's a nice version of the Changeling there, Zeta.

ryleah
2010-05-03, 03:18 PM
The more sinister stories about the tommyknockers portrays them as a race of tiny subterranean fae who lead miners down unexplored passageways and then collapse them on the hapless miners, killing everyone who'd followed, and when I was scuba diving in Florida I heard a story about them living in underwater caves stealing the arrows leading out of the caves, damning cave divers to slow miserable death by drowning. As an added bonus all you have to do to homebrew tommyknockers is add the fae template to a kobald.

The Tygre
2010-05-03, 04:53 PM
Ahh, okay then. My local Fae. First and foremost;



Once again, my third party publishing powers are called to the fore...

Alright, see if you can crack down on these:

Faeries by Bastion Press - This is -the- quintessential book to own on Fey if you really want to integrate faeries into your campaign. It's got it all; Fey lords like Titania and Oberon, details on the geography and effects of Faerie as a coterminous plane, new monsters, racial classes, magic, treasure, traditions; the works. Seriously, Wizards couldn't have done a better job themselves.

The Complete Guide to Fey by Goodman Games - This is if you want to go in a more abstract direction. Once again, there's a ton of classes and spells, but this is more interested in ideas with Fey. It goes on about how their existence relies on the fabric of reality, and how their basically the dreams of the world. A good book, definitely.

Encyclopedia Divine: Fey Magic by Mongoose Publishing - Forewarned; the art in this book is cheesecake. No, it goes beyond cheesecake; it's cheesecake with a dollop of cherry-cream cheese nestled gently in the small of a dryad's inner thighs. That said, this can more or less be considered a player's guide to Fey; it's mostly spells and prestige classes, as well as a bit of Fey theory at the front. The end details the importance of Fey pacts and Fey patrons, which can give a boost to power for a price.

Van Richten's Guide to Shadow Fey - Already recommended, but it bears worth repeating. While the Fey in Ravenloft aren't inherently malevolent, this is pretty much the closest you'll ever get to a book about the Unseelie. And really, they deserve it.

Those are all I've got for now.


Sorry. It's the librarian in me. Now, on to the heart of the thing. I'm ashamed to admit, I can't tell you much about Tennesseean and Appalachian fair folk. Theortetically, we should have plenty since we're all basically Scotch-Irish, but I'm betting almost any other fae resource can cover that for you. The only thing I can really tell you about are Haints in the Hollers.

See, we've got these backroads in the mountains, the Hollers. Little marshes and fens, some people even say there are mounds up there, but Hell if I'm checking. Anyway, there are supposed to be -things- up there. The aforementioned Haints in the Hollers. Nobody knows exactly what they are, it changes from story to story. Some say demons, some say ghosts, but all that needs be known is that they ain't right.

Haints, as my understanding goes, are basic ghost-lights. You know how it goes. Lights, noises, that sense of other; general Will O' Wisps. But sometimes they're are a bit more direct. They're where the ghost theory comes in. Sometimes they manifest in a humanoid or animal form. They don't -do- anything, per se, they just exist.

You'll hear old stories; someone's driving one of the back-roads, miles out from a house or a town or the city. Pitch black, going through the woods. Then, side of the road, there's just a person standing there. You barely even notice them or if they're a man or a woman or what, you just drive on by and never see them again. That's it. Middle of the wilderness, someone's just standing there, caught in the lights, staring at the road. Not really scary or mystical, but it still makes me nervous going through the back-country around my great-aunt's house. That and the phrase 'they only feed at night'.

I link them to Fae because they only seem indigenous to an area, a particular stretch of forest or road. I don't know. I'll see what else I can dig up. The Cherokee should be loaded with old stories like this.

EDIT: Here; (http://www.appalachianamericangenealogy.com/hauntings.htm) I can't copy-pasta, so you'll have to dig through some yourself. I'll see what else I can find.

Zeta Kai
2010-05-03, 05:05 PM
That's a nice version of the Changeling there, Zeta.

Thank you. I tried to be very faithful to the source material, while still giving DMs an interesting & fun monsters to use. That was my favorite VUAM contest, because the votes went so well for the concept.

If you like that, I also did a Totoro (http://www.giantitp.com/forums/showthread.php?t=112836) or two. I still have to make that Catbus, though...

Debihuman
2010-05-03, 05:25 PM
I was hoping mostly for names, descriptions and ideas for powers on them so that i could build them to be as folkloric as possible rather than entirely combat oriented like the normal D&D ones.

I'm happy to see other people's interpretations, though I'd end up picking and choosing; the whole "literal incarnations of parts of nature" often comes off oddly, like with that deer-woman thing of VT's....

If you can find it (and please check your local library), Katherine Briggs, "Encyclopedia of Fairies: Hobgoblins, Brownies, Bogies, & Other Supernatural Creatures" is an amazing resource for what you want. You'll also want to scour children's books.

How about the tiny twins that are heralds of Mothra? You could stat them out.

Here is the Cloud fairy from the Wizard of Oz books that I made a long while back:


Cloud Fairy
Small Fey
Hit Dice: 2d6 (7 hp)
Initiative: +1
Speed: 20 feet (4 squares)
Armor Class: 10
BAB/Grapple: +1/-5
Attack: Dagger+2 melee (1d3-1)
Full Attack: Dagger +2 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Vulnerable to Cold, Low-light vision
Saves: Fort +0, Ref +3, Will +3
Abilities: Str 8, Dex 12, Con 10, Int 14, Wis 13, Cha 15
Skills: Balance+12, Jump+10, Knowledge (Planes) +11, Move Silently +12, Perform (Dance) +12, Tumble +12, Use Magic Devise +7
Feats: Acrobatic
Environment: Any Warm Atmosphere or Land
Organization: Solitary or group 2-6
Challenge Rating: 1
Treasure: Standard
Alignment: Any Good
Advancement: As per class
Level Adjustment: +1

A little girl, radiant and beautiful, shapely as a fairy and exquisitely dressed, was dancing gracefully in the middle of the lonely road, whirling slowly this way and that, her dainty feet twinkling in sprightly fashion. She was clad in flowing, fluffy robes of soft material like woven cobwebs, only it was colored in soft tintings of violet, rose, topaz, olive, azure, and white, mingled together most harmoniously in stripes which melted one into the other with soft blendings. Her hair was like spun gold and flowed around her in a cloud, no strand being fastened or confined by either pin or ornament or ribbon. Her eyes were violet and full of tears….

Cloud fairies are the fey attendants of the Rainbow King who lives in a cloud castle. Occasionally, they will slide down a rainbow to spend time in the land below. In order to return to the cloud castle, a cloud fairy must find and catch another rainbow for her return trip.

When a cloud fairy arrives on terra firma, she will frequently be surprised to find the land below to be chilly. As they live high in the atmosphere, they are used to the rays of the sun. A cloud fairy will dance to keep herself warm if she lacks proper attire.

Cloud faeries eat very little and mostly live on mist-cakes and dew. They speak Sylvan and Common.

Air Elemental Bloodline (Ex): Clouds fairies get a +2 bonus on Balance checks due to their connection to the elemental plane of Air.

Pass without a Trace (Su): Cloud fairies leave no tracks or markings upon the ground as if by a pass without trace spell and they receive a +2 enhancement bonus to move silently checks.

Debby

Mulletmanalive
2010-05-03, 05:40 PM
Tygre, thank you muchly for a new fae to stat. A form shifting will o'wisp/apperition? Nice and a chance to try out my Spirit stats [far too much Supernatural led to new ghost rules for MV:smallwink:]

Zeta, I'm trying to avoid the Japanese stuff, simply because i've been having difficulty placing Oni and such-like and they occupy this wierd place in my setting [lurking to turn into a possible deluded big bad in the future]. That and, well...magic testicles...

Debbi, thanks for the recommendation, i've found it in the local library catalogue and will probably go to renew my card and order it in the morning. Also, Mothra? Didn't that die at the hands of Rhodan?

Strudel110
2010-05-03, 05:52 PM
Magic testicles!?!? please explain and I shall attempt to find some fae for you.

Mulletmanalive
2010-05-03, 05:59 PM
Magic testicles!?!? please explain and I shall attempt to find some fae for you.

In Japanese folklore, as with Chinese, if something gets old enough, it becomes sentient and powerful. In the case of Tanuki, the Japanese, raccoon dog, this becomes a true breeding trait within small families, essentially raising them to the status of Fae [though i've encountered Akuma, usually translated as demon for the phenomenon].

The trick with Tanuki is that the root of their power is in their generative organs, meaning that males have external magic thanks to external testicles, while females have more useful powers such as healing and minor shape changing thanks to their internal ovaries.

The thing is, they can make entirely real illusions out of their testicles, so they shapeshift by pulling their scrotum over their heads, melting and turning into something else. Possibly the best known scene with this kind of thing is at the end of Pom Poko by Studio Ghibli, where the elder grows his nuts into a boat and the clan sails away on it...

Aren't you glad you asked?

The Tygre
2010-05-03, 06:00 PM
Ooh! Got a couple more for you:




Memphis-Auburn Park If you park your car by the lake in Auburn Park, The Blue Lady is supposed to rise out of the lake and walk towards your car.

Sale Creek-Shipley Hollow in Sale Creek- For over a hundred years, a glowing white figure has haunted the small road stretching from the Mill Dam on Daughtery Ferry Road, right off of Highway 27, and continues through Shipley Hollow Road. This white figure has been said to have uninvited joined many hay and horseback rides.

Atoka - Bethel Assembly of God Church - The church has a large and fairly old cemetery (est. in the 1850s) on its grounds. These grounds are said to haouse a very unfriendly spirit. The spirit is said to have a dog like head, lion sized body with the coarse mane-like hair, and deep red eyes. I have been told of two incidents when it was sighted and chased people out of the cemetery. On one occasion, as the people cleared the fence to get away, it hit the fence so hard that it shook, but it did not pursue them after they had left.

The Blue Lady sounded too good to pass up. The last one sounds like some kind of variant of the Grim or another graveyard dog. I'm trying to stick to anything old/folk-loric that can't be attributed to/sounds too strange for ghosts or demons.

Debihuman
2010-05-03, 06:09 PM
Zeta Kai, I've been waiting to see your version of the catbus.

Debby

Strudel110
2010-05-03, 07:45 PM
Gwyllion -These are Scottish fairies. They are mostly seen as a hairy men or hideous female spirits who waylay and mislead travelers by night on the mountain roads. Mountain fairies like to sit on rocks on either side of a mountain path and silently watch passerby's.

Knockers (Buccas) - These are mine spirits who are friendly to miners. They knock where rich ore can be found.

The Lunantishee, or Lunantishess - These are a tribe of fairies who guard blackthorn bushes (one of the Fairy Trees). They will not allow that a blackthorn stick is cut on May 11th (originally May Day) or November 11 (originally All Hallows Eve). Should anyone manage to cut a stick, some misfortune will surely befall him or her.

Ballybogs-The Irish Ballybogs, known as bogles among the Cornish and Welsh and Boggans among those residing in Northern England, are also called Peat Faeries, Mudbogs, Boggies and Bog-a-boos. The reoccurrence of the word bog in their name harkens to their typical habitat: peat bogs and mudholes. They were most typically encountered in Ireland, where people uesd peat as a main source of fuel because Ireland lacks natural coal and oil deposits.
Their appearance of the very small creatures was decidedly odd. Mud-covered, almost completely round bodies, supporting heads without the benefit of a neck. Their arms and legs were long and spindly; apparently too much so to support their weight. Ballybogs possess no language, but rather communicate with grunts and slobbering.
While the Irish Ballybog was merely unpleasant, the English Bogle possesses a nasty temper. The Bogle focuses the majority of its ill will upon those who are lazy, incontinent, or guilty of crimes. Like many of the fae kind, both manifestations enjoy leading unwary travelers astray.

Redcap - These are believed to be the most evil of the old Border Goblins, living in old ruined towers and castles, particularly those with a history of wickedness. They say he re-dyes his cap in human blood.

... magic testacles...

Zeta Kai
2010-05-03, 10:06 PM
Zeta Kai, I've been waiting to see your version of the catbus.

Debby

I'm sorry, the Hourglass of Zihaja project has take all my time this past year. But I always like to finish what I start, so I really should get that Catbus done. Look for it in the future.

Mulletmanalive
2010-05-05, 04:32 PM
As promised. This came out a bit more openly militant than my original goal, but bear in mind, the Nuckelavee is basically a bad winter personified so it needs to be destructive.

Nuckelavee (Nucklavis)

The Nuckelavee (or Nuchlavis) is an enormously powerful Fæ entity that dwells in the violent and dark waters to the south of the Scottish isle of Orkney; in fact, it is the reason that those waters are so dark and violent. Or perhaps one should say that it is because those waters are violent and dark and it makes those waters worse.

The beast itself looks much like a flayed horse mounting a similarly skinless rider with no legs. The rider torso binds into the neck of the horse, making the horse head of the beast almost vestigial in its form, a terrible bony countenance bearing fangs and a constant plume of sickening smoke, a similar but milder fume than its breath weapon's basis. The primary head of the Nuckelavee is a gigantic, distorted human skull with slightly equine features and one glaring red eye. Sources don't seem to agree whether the beast is cyclopean, like a beholder, or simply has one missing eye. As the beast moves on its finned hooves, its exposed muscles twitch and pump while black, filthy blood is forced through dark veins; the effect is both mesmerising and utterly horrifying.

The beast itself is a powerful fæ, beings known as elves in the tongue of the Orkney peoples. It is a spirit that brings with it the storms of the wild North Sea and comes ashore during the calm times of the eye to wander the land and claim occasional victims. This, however, is when he's in a good mood. During the summer, a being of godly power known as the Mither o' the Sea keeps the Nuckelavee in check and at the bottom of the sea and keeps his storms to a minimum, meaning that he won't walk the land with any regularity except in the middle of winter, when her power wanes and she can no longer intervene.

The one thing in the world that can make this creature angrier is unfortunately a key part of life in the Orkneys; the burning of seaweed to make kelp [a kind of lime], which is necessary for many things, such as farming, washing and as an export commodity. When so angered, the Nuckelavee seeks courses around the deeds and minions of the Mither, surging onto the land and using his pestilent breath with fierce abandon. A particular victim of the Nuckelavee's attention are the horses of the island, who like the crops die from a terrible mildew that eats away at their innards. Unless angered further than any sane man would try, the Nuckelavee doesn't bother attacking towns or groups, simply picking on targets of opportunity.

D&D Version:

Large Monstrous Humanoid (Fae)
Hit Dice: 15d8 + 90 (172)
Initiative: +2
Speed: 60ft (12 squares), Swim 60ft
Armor Class: 25 (-1 Size, +2 Dex, +14 Natural), touch 11, flat-footed 23
Base Attack/Grapple: +15
Attack: Claw +23 (3d6+9, Crit 18/x2)
Full Attack: 2 Claws +23 (3d6+9, Crit 18/x2) and 2 Hooves +21 (1d8+4) and Bite +21 (2d6+4)
Space/Reach: 10ft/10ft [20ft with Claws]
Special Attacks: Breath Weapon
Special Qualities: Dissolve, DR 15/Cold Iron, Low Light Vision, Terrifying, Toxic Cloud, Tween
Saves: Fort +11, Ref +11, Will +11
Abilities: Str 28, Dex 14, Con 22, Int 8, Wis 14, Cha 12
Skills: Balance +20, Intimidate +23, Listen +20, Spot +20, Swim +35
Feats: Ability Focus (Breath Weapon), Multiattack, Power Attack, Powerful Charge, Skill Focus (Intimidate)
Environment: Northern Islands
Organization: Solitary
Challenge Rating:
Treasure: None specifically, Occasionally collects tribute
Alignment: Neutral Evil
Advancement: 16-40 Large

Before you stands a horror. It seems undead save for the fact that it very obviously still has its heart pumping. It resembles a centaur, though it still has a horse's head growing from its heavy torso, incredibly long arms that drag its knuckles along the floor and a massive head that resembles a beholder without eye stalks and the single eye positioned like that of a human. It clatters forward like a horse, roaring with great force and black sticky smoke pouring from both of its mouths.

The Nuckelavee usually simply charges into a fight and destroys as many opponents as fast as it can. It usually blasts anyone with a frail form with its breath weapon and then goes in hitting.

Ability descriptions
Breath Weapon [Ex]: The Nuckelavee can spray a gout of the corruption that it carrys in its body onto those nearby. This takes the form a 45 ft cone of black mildew that infests the body and attacks the skin. This counts as inhaled poison that deals 1d10 Con/1d10 Con, with a Fortitude save DC 25 to negate [Con based].

Those exposed also contract a disease called Black Rot, which has a Fort DC of 19, an incubation period of one day and deals 1d6 Con damage with a further save or has one point turned into Drain.

Once used, the Nuckelavee must wait 1d4 rounds [minimum one round] before it can use it again.

Dissolve: When killed, the Nuckelavee's body breaks up into a heaped pile of seaweed and seawater, while releasing a vast cloud of the same mildew that makes up the beast's breath weapon and toxic cloud. Those exposed must save or contract Black Rot.

Terrifying [Ex]: The mere sight of the Nuckelavee is enough to liquify the innards of the strongest man. Once per round, it may make an Intimidate check against one target within 30ft as a Swift action.

Toxic Cloud [Ex]: The horse head of the Nuckelavee constantly fumes its mildewed corruption, surround its body with a cloud of black smoke. Those within 10ft of the beast must make a DC 19 Fortitude save or contract Black Rot. Additionally, those within the aura have Concealment, though the Nuckelavee itself may only this benefit on turns that it moves.

In the rounds while the Nuckelavee is recharging its Breath Weapon, the cloud disperses to that it can no longer grant Concealment, but it is still virulent, with a reduced DC of 13.

Tween [Ex]: The Nuckelavee is a Fey and can enter the Hedge by entering a Liminal and spending a Swift action. It may tween through any of:
Dusk and Dawn
Physical Boundaries [Forest edges, shores, cracks in cliffs]
Space Beneath [Under doors, wardrobes and tree roots]
Shadows
Abstract Boundaries [Street changes, city limits, different farms]
MV Version:

The Nuckelavee closes to a reasonable distance, charges, unleashes its breath attack to create a lingering cloud and then breaks from combat, often by tweening to ready for another attack. It never remains close to anything that can successfully harm it for long and will target Witches above all others because of what has been happening to other fæ recently.

The Nuckelavee is presently pursuing the human who successfully summoned it with sorcery so it may be found far from its normal domain.

Large Beast [Fæ, Aquatic] 15 CR 16
Init: + 6 , Senses: Listen + 2 , Spot +2 Scent, Low Light Vision (x4), Infravision 90ft
Languages: Gaelic, Sidhe3
Defence: 25 Flatfooted: 9
Hardness: DR 30/Natural
HD: 15d10 + 90 + 22 Hp: 194
Massive Damage: 22
Thresholds: Green, [ 97 ] Yellow, [ 49 ] Orange, [ 19 ] Red
Resist: Immune: Poison, Disease
Fort: + 15 Reflex: + 6 Will: + 9 Psyche: 343
Speed: 60ft Swim 60ft Space: 10ft Reach: 10ft, 20ft with claws
Ranged: +21 Breath Weapon (7d6 Poison Gas + Bleeding equal to dice, Fort DC 23 ends. Spreading Poison)

Melee: +23/+23 [+18/+18/+18/+18] Claws (3d6+9, Crit 18/x2)
+21 Bite (2d6+4, Crit x3)
+21/+21 Hooves (1d8+4)

BAB: +15 Grapple: +28
Special Actions: Foul Cloud 10ft [3d6 Poison Gas + Bleeding equal to dice, Fort DC 23 ends],
Lingering Breath [The Nuckelavee may opt to use its Breath with a 1d4+3 recharge time to create a 10ft radius cloud around the target point. Those struck are affected normally and the cloud deals 3d6 damage again on the next round before dispersing],
Greater Overrun [Move over multiple targets with Overrun, +32 check, -2 penalty per target after the first. Opponents cannot avoid and those knocked down are attacked with a hoof],
Versatile Unarmed Strike [As a Swift action, the Nuckelavee may switch what kind of damage their claw attacks deal from Slashing, Piercing and Bludgeoning]3
Abilities: Str: 28/+9 Dex: 6/-2 Con: 22/+6 Int: 10 Wis: 14/+2 Cha: 12/+1
SQ: Fearsome [Auto Intimidate, roll = 31], Sense Kelp, Tween
Feats: Lingering BreathMetabreath, Multiattack, Power Attack , Powerful Charge, Rapidstrike, Skill Focus (Intimidate), TrackB, Versatile Unarmed Strike
Skills: Intimidate +31, Spot +17, Swim +323
Special Abilities:
Breath Weapon [Ex]: The breath of the Nuckelavee is riddled with a voracious mould similar to mildew that takes hold where it lands and consumes both skin and lung with equal force. The attack is a flamer weapon that deals 7d6 Poison gas damage to targets. Those damaged by the attack also suffer one point of Bleed damage per un-negated dice of damage suffered. Removing this condition requires a Shake It Off action with a DC 10 + dice Fortitude save to cough up enough mildew to stop the damage. Bleeding inflicted by this ability is cumulative.

This breath weapon may be used up to once every 1d4 rounds [to a minimum of next round with one round rolled]. The attack is subject to Spreading Foulness, below.

Foul Cloud [Ex]: The horse head of the Nuckelavee constantly spews the same mildew corruption that the breath weapon is composed of, to the net effect of the beast being constantly surrounded by a cloud of the same. The cloud extends 10ft from the Nuckelavee and deals 3d6 Poison Gas damage to all within the area. Those damaged suffer Bleeding equal to the number of unnegated dice suffered and must make a Fort save, DC 10 + dice, during a Shake It Off to negate it. This damage is subject to Spreading Foulness. The Nuckelavee can suppress this ability as a Swift action and commence it as a free action. Bleeding inflicted by this ability is cumulative.

Spreading Foulness [Ex]: When a creature suffering from the bleeding caused by the Nuckelavee's mildew dies, it is rapidly destroyed by the fungus and produces a cloud of infectious spoors. Anything that touches a corpse within 48 hours or has roots within 1 foot of the corpse is exposed to spoors unless they make a Reflex save, DC 15. Failure indicates that the creature has breathed in spores and suffers Bleeding 1 until it successfully Shakes It Off as described above. This Bleeding is Cumulative and creatures that die of Spreading Foulness are themselves subject to the rule.

Tweening [Ex]: The Nuckelavee is a powerful fæ creature and can tween through Abstract boundaries, Shadows, Physical Boundaries, the Space Beneath, Dusk and Dawn. It tends to emerge from the sea, though it is also known for disappearing into its own lingering clouds to disappear.

Weakness: The Nuckelavee, for reasons unknown, cannot cross moving freshwater. Note that a barrier may not hold him forever, given his physical abilities. Holy Water burns his flesh for 1d6 damage per phial.

Feat:
Greater Overrun [Trooper]:
[I]You have mastered the art of crashing through crowds and stepping on heads.
Prerequisites: Power Attack, Improved Overrun, Str 13+
Description: When you Overrun, you may move over multiple targets in your motion. Each is targeted individually and suffers the effects of being Overrun individually. Each target after the first inflicts a -2 penalty on further checks made in this action.

Lore: Bardic Lore, Knowledge (Arcana)
DC|Lore
15|The Nuckelavee is a terrifying beast with the power to lay waste to the countryside
20|The Nuckelavee is protective of his realm and considers teh burning of kelp vandalism of the highest order. Hence he comes.
25|The beast is immune to all attack and breathes out foulness that can rot the lungs and destroy crops
30|A gas mask can take the edge off the mildew. The main threat he poses is reduced then but he's still tricky.
35|If you earn the ire of the Nuckelavee, get yourself across running water. It will not follow you.

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

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

Amiel
2010-05-05, 05:37 PM
I'd like to see your interpretation of the; boggart (http://en.wikipedia.org/wiki/Boggart), cu sith (http://en.wikipedia.org/wiki/Cu_S%C3%ACth), bean nighe (http://en.wikipedia.org/wiki/Bean_Nighe), leanan sídhe (http://en.wikipedia.org/wiki/Leanan_s%C3%ADdhe) and sluagh (http://en.wikipedia.org/wiki/Sluagh).

Set
2010-05-05, 06:01 PM
Four sample winter-themed fey, for Pathfinder.

The imposing figure before you spins like a dervish, blood-soaked armor silent on his person as his greatsword sweeps towards your head. His voice taunts, “Your swordsmanship lacks grace and style, but your verse, now that is truly vile.”

Rime Knight
RIME KNIGHT (4th level Fighter) CR ???
XP ???
LE Medium fey (cold)
Init +7; Senses low-light vision; Perception +4
=====
Defense
=====
AC 23, touch 17, flat-footed 16 (+6 breastplate, +3 Dex, +4 battle acumen)
hp 26 (4d10+4)
Fort +5, Ref +4, Will +1 (+2 vs. fear)
Immune cold
Weaknesses vulnerability to fire
=====
Offense
=====
Speed 30 ft.
Melee mw greatsword +7 (2d6+3), composite longbow +7 (1d8+2)
Space 5 ft.; Reach 5 ft.
Special Attacks debilitating strikes
=====
Statistics
=====
Str 14, Dex 17, Con 12, Int 12, Wis 10, Cha 11
15 pt-buy (+2 Str, +2 Dex, -2 Wis, +1 Str at 4th)
1 + 7 + 2 + 2 + 2 + 1 = 15
Base Atk +4; CMB +6; CMD +20
Feats Improved Initiative, Weapon Focus (greatsword)
Skills 12 Climb 0 (+2), Craft (icesteel armaments) 4 (+8), Intimidate 4 (+9), Perception 2 (+4), Ride 2 (+8); Racial Modifiers +2 Perception, +2 Intimidate
Languages Sylvan and either Goblin or Elven
SQ battle acumen, icesteel armaments, blood ritual, specialized training
=====
Ecology
=====
Environment cold plains or hills
Organization solitary or company (3-5, plus an equal number of elves, hobgoblin or goblin ‘squires,’ mounts, and tracking animals)
Treasure standard
=====
Special Abilities
=====
Battle Acumen (Ex) Rime Knights not only gain the full BAB for their Fighter levels, but also gain a +1 dodge bonus to their Armor Class and a +1 bonus to damage rolls made with weapons (melee or ranged) or unarmed attacks for each level of Fighter they have attained. Furthermore, they can choose as a swift action on their turn to increase or decrease any of these numbers by removing an equal number of points from other areas for the turn. A Rime Knight can only add or remove points equal to his levels in the Fighter class at one time, but can add or subtract from multiple categories, if he desires, allowing a 5th level Rime Knight Fighter to add +5 to his damage rolls for one turn by subtracting 2 points from his attack rolls and 3 points from his Armor Class until the start of his next turn. This ability cannot be used in concert with the feats Combat Expertise or Power Attack, and is assumed to replace them both, although the bonuses can stack with the bonuses provided via the Fighting Defensively or Charge actions (or a Barbarian’s Rage). A Rime Knight is treated as having both the Combat Expertise and Power Attack feats for the purposes of fulfilling prerequisites. Levels in non-Fighter classes, even full BAB classes such as Barbarian or Ranger, do not advance this ability. Unlike the benefits of the Power Attack feat, the damage bonus is never adjusted for an off-hand weapon or a weapon wielded in two hands, it always remains equal to the Rime Knights Fighter levels, and modifications to it are similarly not adjusted by the manner in which the weapon is used.
Icesteel Armament (Su) Rime Knights craft and wear armor made of magically strengthened frozen blood, as hard as steel, yet having only half the weight (and being treated as armor one category lighter). The armor, which only comes in three types, breastplate, half-plate and full-plate, all adorned with armor spikes, is treated as masterwork, but only when worn by the Rime Knight who crafted it. Anyone else donning such armor not only does not benefit from the masterwork benefit, but suffers an additional +1 to their Armor Check Penalty for armor of that type, unless they have the Cold subtype or at least 5 pts of Cold Resistance. Any primary weapon(s) that is normally made in whole or partially of metal is similarly crafted, and also has the masterwork quality. A Rime Knight can use the Craft (icesteel) skill to repair damage inflicted upon his own weapons and armor.
Debilitating Strikes (Ex) Rime Knights learn an array of debilitating blows, and upon striking a foe, can choose to subtract their full Battle Acumen damage bonus from the blow to instead strike a bleeding wound, or a crippling wound. A bleeding wound inflicts bleed damage at the beginning of each round equal to a weapon four size classes smaller than the one used to inflict the wound (minimum 1), so that a bleeding wound from a greatsword will inflict 1d3 bleed damage each round, while one from a longsword will inflict only 1d2 damage, per the chart on p. 145. A crippling wound inflicts 1 point of temporary Dexterity damage, regardless of weapon size, as numbing cold seeps into the targets bones. This numbing effect does not affect any creature with the Cold subtype. These blows can only be performed with the icesteel weapon(s) that the Rime Knight has personally crafted, and with which he has either Weapon Focus or Weapon Training.
Blood Ritual (Su) Rime Knights feed off of blood and death, seeking out battles to prove their worth among their peers, and to sustain their ageless forms. Whenever a Rime Knight personally kills a foe, he can at any time in the next 10 minutes use a full-round action to anoint his face, hands and armor with the blood of the fallen foe, gaining healing equal to 2 hit points / HD of the fallen foe, and a +2 morale bonus to attack rolls, saving throws and skill checks for the next hour.
Specialized Training (Ex) Rime Knights unique skills come at a cost, and the training required to master Battle Acumen and Debilitating Strikes forbids a Rime Knight from gaining his 1st, 2nd or 4th level bonus Fighter feats. While Rime Knights below 4th level are rarely encountered, a Rime Knight with only two or three levels of Fighter would lack the training necessary to be able to use Debilitating Strikes.

Rime Knights live to prove themselves on the merciless field of single combat, garnering status with their peers, as well as both physical and psychic sustenance from the acting of shedding the blood of those they defeat. They travel in small groups, usually accompanied by an eclectic mix of servant creatures, which usually include some humanoids to serve as grooms for their steeds, and as personal servants, with elves and hobgoblins being preferred, but goblins being the necessary substitute for those who have not yet proven themselves. Such groups always include several and several tracking beasts as well, usually wolves, but, with the more powerful bands, winter wolves or even yeth hounds serve that role.

Clad in fantastically ornate armor of brownish-red ice, spattered in layers upon layers of blood drawn from foes felled in single combat, and decorated with dozens of delicate-looking spikes and barbs, the Rime Knight bears a similarly grim looking weapon, usually a large cutting weapon, such as a glaive or greatsword, but with a few Knights choosing a less common signature weapon, such as a spiked chain or scorpion whip. Beneath the imposing armor, a Rime Knight has slim, almost elfin features, sharp and angular, and often concealing surprising strength. The only time a Rime Knights face comes alive is in the heat of battle, and the normally dour and unfriendly fey becomes a taunting dervish, mocking his opponent, or even complimenting one whose combat technique has impressed him.

While some assume that the Knights received their common name from the rime of blood-ice that decorates their cold white skin, cakes their hair, and comprises their favored armaments, those who have faced them remark that they speak only in rhyme, considering wordplay as much an art form, as much a ‘dance,’ as they regard combat. When not sparring, or preparing for their next hunt, Rime Knights gather around ritual fires, and practice taunting each other, critiquing not the other’s fighting skills, but his verse. As the loser must place his hand within the flames for a long moment, a Rime Knight is strongly motivated to polish his insults, just as he hones his blade.

A Rime Knight will always attempt to engage a single foe in combat, with the higher status Rime Knight selecting the most capable looking warrior type to engage, and others backing off and allowing the combat to follow its course, interfering only to counter the interference of others. Initial rounds of combat will generally resemble a dance, with the Rime Knight often fighting defensively, and taking advantage of his battle acumen to make himself difficult to strike, while he attempts to soften up his opponent with crippling or bleeding strikes, before switching to a more aggressive posture. Only in the case of a ‘disappointing’ foe that appears well beneath his abilities will a Rime Knight begin combat with a brutally aggressive display, and this is seen as a show of contempt, that the Rime Knight wishes this meaningless butchery over as soon as possible, so that he can move on to more challenging foes. Rime Knights have been known to woefully underestimate foes in this manner, and a cunning foe may be able to trick a Rime Knight into holding back and fighting defensively, trying to figure out the source of this perplexing foes seemingly inappropriate confidence, while reinforcements arrive.

The flurry of snow has been pursuing you like a living thing for what feels like hours, howling its mournful song. Hair and gown trailing in the wind, a woman of great beauty dances slowly towards you, her bare feet and exposed arms as white as the snow around her. The storm fades away to unimportance as she reaches for you with an imploring gesture.

Hearth Maiden
HEARTH MAIDEN CR ???
XP ???
NE Medium fey (cold)
Init +3; Senses low-light vision; Perception +4
=====
Defense
=====
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural armor)
hp 22 (4d6+8)
Fort +2, Ref +7, Will +4
DR 5 / cold iron
Immune cold
Weaknesses vulnerability to fire
=====
Offense
=====
Speed 30 ft., fly 30 ft. (average)
Melee melee touch +5 (1d6 nonlethal cold damage +1 dexterity damage)
Space 5 ft.; Reach 5 ft.
Special Attacks chilling caress, snowblind
=====
Statistics
=====
Str 11, Dex 16, Con 12, Int 10, Wis 10, Cha 16
[15 pts (+2 Cha, +1 Dex at 4 HD), 1 + 7 + 2 + 0 + 0 + 5 = 15]
Base Atk +2; CMB +2; CMD 15
Feats Toughness, Attack Finesse
Skills 24 Acrobatics 2 (+8), Bluff 0 (+3), Climb 0 (+0), Craft (any) 0 (-), Diplomacy 0 (+3), Disguise 0 (+3), Escape Artist 0 (+3), Fly 4 (+10), Knowledge (geography) 2 (+5), Knowledge (local) 2 (+5), Knowledge (nature) 4 (+7), Perception 2 (+7), Perform (dance) 4 (+10), Sense Motive 0 (+0), Sleight of Hand 0 (+3), Stealth 4 (+12), Swim 0 (+0), Use Magic Device 0 (-); Racial Modifiers +2 Perception, +2 Stealth
Languages Sylvan and either Skald or Hallit
SQ chilling caress, snowblind, form of the storm, arctic adaptation
=====
Ecology
=====
Environment cold plains or hills
Organization always solitary
Treasure incidental
=====
Special Abilities
=====
Chilling Caress (Su) Hearth Maidens drain heat and life from those they touch, inflicting 1d6 of nonlethal Cold damage, plus 1 points of Dexterity damage.
Snowblind (Su) With skin seemingly carved of impossibly perfect ice, and hair flowing behind like a drift of snow, a Hearth Maiden’s form is bewitching, causing humanoids who gaze upon her to make a Will save at DC 15 or become entranced and unable to take any action other than a 5 ft. step towards the maiden, so long as she does not attack them. Damaging environmental forces will not break this state of entrancement, and the fey typically stands by her entranced subjects for hours, allowing the cold to wear them down and make them easy prey to her chilling caress. This effect is treated as a 2nd level spell, and the saving throw is Charisma-based. A potential victim can avert their eyes, to avoid this effect, but treats the fey as having Total Concealment.
Form of the Storm (Su) Hearth Maidens travel through the air in the form of a flurry of snow, occupying a 20 ft. radius cylinder, 10 ft. high. In this form, she becomes effectively incorporeal for combat purposes (although she cannot pass through solid objects unless they have an opening that would allow wind and snow to pass within), and all who end the turn in her square are affected as if by a sleet storm spell. The fey cannot fly in her solid form, only as a flurry of snow.
Arctic Adaptation (Su) Acclimated to their arctic surroundings, Hearth Maidens do not suffer any movement penalties when moving across ice or snow, dancing lightly across the deepest drifts, and being able to walk over thin ice as if weightless. They suffer no visual penalties from any level of precipitation, even in the case of magical weather conjured by sleet storm, fog cloud or similar magic.

Hearth Maidens are to the blizzards of Irrisen as dryads are to the mighty trees of the River Kingdoms, a fey personification of nature, in this case, one that is merciless and demanding. The ‘Pale Ladies,’ as they are sometimes called, travel by night and seek out warmth and life to steal. Ever-hungering for stolen warmth, local legends insist that they are undead, the sad and lonely spirits of maidens cast forth from their homes, perhaps for infidelity, or perhaps wrongly accused, driven into the harsh winter and left to die of exposure, only to return to bring others into that same icy fate. The fey themselves neither know nor care of these assumptions, but do display a tendency to hover outside of dwellings and press against the walls, leaving behind frost outlines as they draw upon the warmth from the fires within, which has only reinforced the notion that they seek to return to the homes that ‘cast them out.’

The ideal prey is a man alone, perhaps one who lingered at the hunt too long, or who lost his way in a storm, an easy mark for the maiden to fascinate with her silent beauty. With imploring gestures that promise pleasures unguessed, she will spin and pirouette lightly across the snow, always just out of arm’s reach, perhaps even leading a foolish man further away from salvation. As the bitter cold saps the strength from his limbs, over long hours, she will finally move in as he starts to falter, using her life-draining touch to bring him to unconsciousness, and then finally draining the last heat from his body, leaving behind a corpse, often found with a macabre expression of bliss on his frozen features. Those rescued from such a fate claim that the bitter chill of the storm is lessened somehow, so that those entranced by these fey do not feel their life slipping away.

An impatient maiden, or one who senses that others may come to try and take her ‘lover’ away, may approach her fascinated subject and begin gently removing articles of protective clothing from his body, to hasten his demise, or, in an extreme situation, directly attack the man, hoping to drain his warmth and life before his allies can come to his rescue.

Most Hearth Maidens leave the bodies where they lay, only occasionally taking trinkets to remind them of their conquests, and storing them in ‘nests’ high in the hills, in icy caves or within a great tree, where others cannot easily reach, and sometimes in places that can only be reached by those able to fly, or become effectively incorporeal, or both. Often these nests, and their collections, are abandoned and forgotten as the Hearth Maiden moves on, ever seeking new warmth. Rarer specimens have a designated territory, and drag their victims back to their lairs, keeping them as trophies, or even forming grotesque ‘statue gardens’ of frozen bodies.

The ‘winter dryads’ are driven entirely by a sense of longing for both warmth and companionship, that is never sated, and while they almost never speak, and seem almost child-like when they do, ranging from petulant to utterly oblivious that their ‘feeding’ is harmful or wrong in any way, they seem as intelligent as a man, if incapable of restraining their hungers, or of recognizing any value in the lives of others, save for the heat locked within their bodies.

Glowing figures flit through the winter air, spinning like snowflakes and accompanied by a tinkling atonal song as tiny pale-blue sprites flutter towards you on wings that resemble jagged crystals of ice. Their song becomes threatening, as you see them begin darting amongst your party, slashing at exposed flesh with their blade-sharp wings.

Ice Sprite Swarm
ICE SPRITE SWARM CR ???
XP ???
CE Diminutive fey (cold, swarm)
Init +4; Senses low-light vision; Perception +8
=====
Defense
=====
AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
hp 10 (3d6)
Fort +1, Ref +9, Will +3
DR 5 / cold iron
Immune cold
Weaknesses vulnerability to fire
=====
Offense
=====
Speed 5 ft., fly 30 ft. (good)
Melee swarm (1d6)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 11), wounding
Spell-Like Abilities (CL 1st)
At will - dancing lights, ghost sound (Will DC 12)
1/day - silent image (Will DC 13), ray of frost
=====
Statistics
=====
Str 2, Dex 19, Con 11, Int 6, Wis 10, Cha 15
[standard array (racial -8 Str, +8 Dex, -4 Int, +4 Cha), 0 + 1 + 1 + 0 + 0 + 1]
Base Atk +0; CMB -; CMD -
Feats Acrobatic, Lightning Reflexes
Skills 12 Acrobatics 1 (+10), Bluff 0 (+3), Climb 0 (+0), Craft (any) 0 (-), Diplomacy 0 (+3), Disguise 0 (+3), Escape Artist 0 (+3), Fly 3 (+14), Knowledge (geography) 0 (-), Knowledge (local) 0 (-), Knowledge (nature) 0 (-), Perception 3 (+8), Perform (any) 0 (-), Sense Motive 0 (+0), Sleight of Hand 0 (+3), Stealth 2 (+1 as a swarm, +21 individually), Swim 0 (+0), Use Magic Device 0 (-); Racial Modifiers +2 Fly, +2 Perception
Languages Sylvan
SQ spell-like abilities, fatal fascination
=====
Ecology
=====
Environment cold plains or hills
Organization always swarm
Treasure incidental
=====
Special Abilities
=====
Wounding (Ex) Any living creature damaged by an ice sprite swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check, or by the application of a cure spell or some other healing magic.
Fatal Fascination (Ex) Ice sprites are enthralled by the sight of open flame, and can be distracted from their cruel games by the sight of a flame of at least torch size. The swarm must make a Will save (DC 15) to keep their attention focused on their prey, instead breaking off to dance around the new source of fire.

Ice sprites are a plague upon the land, travelling in tinkling swarms, singing their strange songs (which, when translated from sylvan, recount their enthusiasm for cutting into warm flesh and watching strong men die) and descending upon any lone travelers they find, slicing them with razor-sharp wings that resemble snowflakes, all jagged edges of seemingly delicate ice and drawing some form of sustenance from the heat and blood escaping the bodies of those they slay in this manner.

Enthralled by the sight of open flame, ice sprites taunt one another (and occasionally push one another) towards the flame as they dance around it, and when one gets too close, their icy wings melt away, causing them to drop to the ground (or, occasionally, directly into the fire, to the great amusement of their cruel comrades), where they are taunted mercilessly and mocked for their ill fortune, to be later abandoned by the swarm as it moves on.

Ice sprites have no gear or items, not even wearing tiny clothing on their smooth and seemingly sexless bodies, with skin and hair in shades of white and pale blue, dancing free of such things (and lacking the craft to make anything in any event). Their wings are always beautiful things, but cannot survive the touch of flame, and, while as hard and sharp as steel when the fey is alive, become brittle and delicate soon after the creature’s death, making them difficult to preserve, as even the warm touch of a man’s hand is enough to break the delicate structures, or partially melt them. Residents of the northlands who have an interest in such artwork capture the fey alive in nets, and then impale them on cold iron nails adorning the walls of their display rooms, rooms which are kept sealed against damaging gusts of wind, and which never know the presence of warmth, being kept cold and lit only by shuttered lanterns for brief times, or by heatless magical light sources, to preserve the grisly display.

The hunched figure resembles a twisted gnome, with oversized arms, bandy legs, squinting eyes of mismatched size and a prodigious hunch on its back. Despite its labored movement, it moves quickly over the top of the snow, and points a long icicle at you as it mutters a sing-song rhyme in a guttural voice as its bulging left eye flares with arcane power.

Frost Grump
FROST GRUMP CR ???
XP ???
N Small fey
Init +2; Senses low-light vision; Perception +6
=====
Defense
=====
AC 15, touch 13, flat-footed 13 (+2 Dex, +1 size, +1 natural armor, +2 furs and hide equivalent to leather armor)
hp 19 (3d6+9)
Fort +3, Ref +5, Will +3
DR 5 / cold iron; Resist Cold 5
=====
Offense
=====
Speed 20 ft.
Melee +1 icicle spear (1d4 + 1d6 cold damage)
Ranged +3 thrown icicle spear (1d4 + 1d6 cold damage, 20 ft. range increment)
Space 5 ft.; Reach 5 ft.
Special Attacks spell-like abilities, icicle spear
Spell-Like Abilities (CL 3rd)
At will – dancing lights, ghost sound (Will DC 13), prestidigitation, speak with animals (arctic only)
3/day – entangle (ice and snow only, Ref DC 14), grease (Ref DC 14), obscuring mist
1/day – glitterdust, sleet storm, spike growth (icy terrain only)
=====
Statistics
=====
Str 11, Dex 14, Con 14, Int 10, Wis 10, Cha 16
[(racial -2 Str, +2 Con, +2 Cha), 3 + 5 + 2 + 0 + 0 + 5 = 15]
Base Atk +1; CMB +0; CMD 13
Feats Endurance, Toughness
Skills 18 Acrobatics 0 (+2), Bluff 0 (+3), Climb 0 (+0), Craft (any) 0 (-), Diplomacy 0 (+3), Disguise 0 (+3), Escape Artist 0 (+2), Fly 0 (+2), Knowledge (geography) 3 (+6), Knowledge (local) 3 (+6), Knowledge (nature) 3 (+6), Perception 3 (+6), Perform (any) 0 (-), Sense Motive 0 (+0), Sleight of Hand 0 (+3), Stealth 3 (+12), Survival 3 (+5), Swim 0 (+0), Use Magic Device 0 (-); Racial Modifiers +2 Survival
Languages Sylvan
SQ spell-like abilities, internal furnace, chilling curse
=====
Ecology
=====
Environment cold plains or hills
Organization always alone
Treasure standard
=====
Special Abilities
=====
Icicle Spear (Su) Frost Grumps carry large icicles that are as strong as steel within their grasp, and which they use as walking sticks while travelling, and as spears when threatened. These spears inflict 1d4 piercing damage +1d6 cold damage, and the cold damage is returned to the Grump as healing, as heat is stolen from the target and transferred to the fey. If this icicle is thrown, sundered or stolen, it melts away at the end of the round, and the fey can create a new one as a move-equivalent action.
Internal Furnace (Su) Frost Grumps are always hot to the touch, and their breath plumes behind them as they trundle through the snow. A Frost Grump has Cold Resistance 5, and has a +5 racial bonus to Fortitude checks or saves vs. the effects of environmental cold. Furthermore, by huddling up against another, they can share this bonus, lending the warmth of their bodies to another, being able to provide protective warmth to one creature of size medium, two of size small, etc. or being able to provide the warmth equivalent to a small campfire to those within an enclosed area.
Chilling Curse (Su) Frost Grumps charge a hefty price for their services as personal campfire when they find a traveler lost in the storm, and those who agree to their terms must pay them a service in exchange for salvation from the bitter chill. These terms are entirely up to the Grump in question, but must follow the restrictions as if the Grump had cast Lesser Geas. Instead of attribute penalties, someone who breaks their agreement with the Grump suffers the effects of cold weather (below 40 degrees F), no matter the actual temperature around them (although, if the surrounding weather is colder, they will suffer the worst result). After 24 hours of breaking their agreement, the effect increases to that of severe cold (below 0 degrees F), and, if they continue to defy the terms of the agreement, the effects become those of extreme cold (below -20 degrees F) after another 24 hours. Those who die as a result of the Chilling Curse are found frozen solid, and the Grump receives a rush of pleasing warmth, as the last of their body heat is trapped within his body, to fuel his internal furnace. Remove Curse (against DC 16), Break Enchantment (against CL 6, the Grumps normal casting level is doubled for the purposes of this curse), the will of the Grump who placed the Curse, or his death, can all end the Chilling Curse. This curse can only be placed upon someone who agrees to the conditions, and therefore waives the initial saving throw (and any spell resistance).

Clad in furs and hide, decorated with countless trinkets of carved bone, antler and wood, the Frost Grumps appear as deformed and twisted gnomes, with short legs and broad shoulders, usually adorned with a noticeable hunch, causing them to walk bent over. Their skin is lumpy, their hair straggly and intertwined with feathers, beads and other knick-knacks, and one of their milk-white eyes is always noticeably larger than the other.

In the northlands, there are two common rumors regarding the Frost Grumps. The first is that they are born Ice Sprites, and are formed when one of that fickle race flies too close to a flame and loses its wings. Taunted and abandoned by its cruel peers, it burrows into the snow, wracked with fear, pain and hatred for its own people, until, months later, bloated, twisted and deformed from its diet of spite and shame, it crawls forth as a Frost Grump. The second tale is that the Frost Grumps were once Gnomes, captured by the Ice Queen herself, and tormented for her amusement, twisted by foul fey magics until they become capering servants for her amusement. If there is any truth to either tale, the Frost Grumps certainly aren’t telling, and they wander the arctic wastes, seeking out living beings lost in the snow, to bargain their services.

Those who have been rescued by these unpleasant little curmudgeons are sometimes given nonsensical tasks, told to uproot themselves from their homes and travel to distant towns, to take up entirely different lives. Some go on to be forced from obscurity into lives of adventure. Others find themselves being used in strange schemes, to steal and acquire items that the Frost Grump seeks for his own obscure purposes (likely to court or compete with another of his kind). And some are simply used, with the Grump tasking them to raise animals for his own use, or fashion clothing for him, or prepare meals and set them out for his enjoyment. Some Grumps wander from community to community, with a few souls in each town owing them such favors, so that they never want for a warm meal and a safe shelter when they scurry into town.

Frost Grumps tend to regard those in their thrall as resources, and have been known to come to their assistance, in dire times, so as to not lose the services of this debtor, although one could hardly consider them generous by nature. Less pleasant local legends suggest that male Frost Grumps have worked out alternate arrangements with comely females of other races, but this is pure fantasy, as the Frost Grumps find any features not as stunted and misshapen as their own to be hideous and unsettling.

Frost Grumps, due to their networks of ‘thralls,’ often know a surprising amount about local communities, and, due to their wandering ways, are equally knowledgeable about the local wildlife and territories, making them excellent guides, if their prices can be agreed to, and their antisocial demeanors tolerated. Some rare Grumps have taken to domesticating wild animals, hunting, or even working hides and bone into tools, although few, if any, go so far as to engage in productive work, considering such activities to be ‘hobbies.’

Calmar
2010-05-05, 06:02 PM
Guys, thanks, but some folks are barking up the wrong tree. Owrtho and Itastelikelove had the right idea with Fae they find interesting; I'll be redoing the black dog [present in D&D as the Bargest] when i get around to it.

Besides the barghest there's the yeth hound, who lore-wise seems to be simply another name for the same creature. Link (http://www.monstropedia.org/index.php?title=Barghest#Family), link (http://geoffboxell.tripod.com/hunt.htm).

In my game I changed the yeth hound's DR from 10/silver to 10/cold iron and use them as hounds of unseelie nobles.

(thanks to the stupid pic in the Monster Manual I thought the yeth hound was simply supposed to be some outer-planar dog-thing with a retarded face for all the years...)

Mulletmanalive
2010-05-05, 06:11 PM
Main difference is that the Barghest is from the north of England [further north than me] and hunts through valleys, while the Yeth is from the south and is part of the Wild Hunt, thus hunting through forests and plains.

I've already MVed the Hound of the Wild Hunt so I guess i could just transform that into a D&D monster.

Mulletmanalive
2010-05-06, 02:27 PM
The Black Dog:

There are many legends that are basically similar, concerning black dogs of Ill-omen. Thus far, I have had the time to create the Yeth hounds, those of the Wild hunt that chase across the land and snap at the heels of lone travellers at the behest of the old gods on the hunt.

I shall endevour to get a version of the Barguest/Barghest done as soon as I can. Part of the delay is that I'm designing the things in one system and then porting them over, which means that several of the rather simple abilities have to be redone in more complex ways to make then fit with the D&D core rules.

Hounds of the Wild Hunt:
Throughout the old world, the black dog is one of those creatures that has become tied to the supernatural. Unlike the cat, which is an inherited mysticism, the tales of the black dog is an old one rooted in the north, possibly because, as scavengers, great wild dogs would be drawn to conflict and the scent of blood.

In the autumn times, the old gods such as Odin and even Toutatis are known to ride out upon great mythical steeds, led by packs of great dogs as they chased across the countryside, hunting the most worthy game. As men began to overtake the dangers of the wilderness in wilful harm, they became the new prey of choice as they were the most dangerous things around, though quick to flight when alone; just the way the old lords like it.

The Hounds of the Hunt can be found roaming the dark isles [as the Fae have taken to calling the British Isles] during peacetime as a beast known variously as a Cú Sith/Cú Sidhe [Cooshee] in Scotland and Ireland, where they carry off wives and daughters as tribute to their masters; Cŵn Annwn in Wales, where they carry the dead and excellent to their final rest; and Tchico in Jersey, where the presence of one or more of these beasts heralds the beginning of a storm, and perhaps the Wild Hunt.

In appearance, Hounds of the Hunt are just that, massive hounds that are black in colour, though individuals carry variant markings; one of the most famous has white patches on her underbelly and a particular interest in carrying off infants murdered before their time. The fate of souls taken by the hounds is still unknown.

The D&D Version
Hound of the Hunt [Cu Sidhe]
Huge Magical Beast (Fae)
HD: 16d10 + 160 (248)
Speed: 100 ft. (20 squares); Fly 50ft (Perfect)
Init: +1
AC: 30; touch 9; flat-footed 29
(+1 Dex, +5 Natural armour [Spell], +16 Natural, -2 Size)
BAB: +16; Grp: +34
Attack: +25 Bite (3d6+15 [Crit 18/x2])
Space: 15 ft.; Reach: 10 ft.
Special Attacks: Bay, Ghost Touch Fangs, Powerful Charge +3d6, Skirmish +2d6, Snatch, Trip
Special Qualities: Dissolve, DR 16/Cold Iron, Low Light Visions, Regeneration 10 [Fire, Good or Evil], Scent, Spell-like Abilities, SR 26, Tweening
Saves: Fort +20 Ref +11 Will +8
Abilities: Str 30, Dex 12, Con 30, Int 6, Wis 16, Cha 4
Skills: Survival +22 [+26 when Tracking]
Feats: Ability Focus , Improved Initiative, Power Attack, Powerful Charge [+3d6 damage on the charge]MM3, RunB, Snatch, TrackB, Weapon Focus .
Environment: Any Wilderness, usually Forests or Plains in Europe
Organization: Solitary or Hunt [5-12 + Unique Lords]
Challenge Rating: 13
Treasure: None
Alignment: Chaotic Neutral
Advancement: 17-24 Huge, 25-40 Gargantuan, 41+ Colossal [Fenris]

How a Hound of the Hunt behaves is its own business. Often, they will be scouting and will return the moment something puts up even a token resistance to draw the rest of the hunt. When operating alone, they choose an objective and strive to achieve it at all costs. This usually means ignoring other combatants beyond avoiding their attacks.

Augmented Critical: Due to the horrible sharpness of teeth intended to rend souls, the teeth of a Hound of the Wild Hunt have a Critical Threat range of 18-20.
Bay: As a Standard action, a hound may howl and bay in such a manner as to inspire fear in any who can hear it. This travels roughtly 3 miles on clear nights, with cloud cover cutting it to around 1000ft. Those who hear this must make a Will save, DC 17 or be Panicked for 16 rounds. Those who pass this save are Shaken for the duration instead. Anyone who hears this call cannot be affected by its power again for 1 hour, whether they saved successfully or not. The save is Cha based.
Dissolve: When killed, a Hound of the Wild Hunt breaks up into a heap of leaves, grave dirt and broken arrows,, veiled in mist.
Ghost Touch Fangs: The teeth of a Hound of the Wild Hunt, being intended to hunt spirits across the heavens and lands, are totally able to deal damage to such creatures, counting as both Magical, Cold Iron and Ghost Touch weapons.
Regeneration: The Hound of the Hunt takes normal damage only from Fire and Good or Evil weapons and Spells [This latter aspect is a connection to the old gods, demoted to Fae rather than anything to do with alignment.
Skirmish [Ex]: As the ability of the Scout, Complete Adventurer chapter 2. In summary, the hound adds +2d6 damage to its attacks and +2 to its AC whenever it moves at least 10ft in a round.
Spell-like Abilities [Sp]: [At Will, CL 16] Air Walk [Fly 50ft as Ground movement],
Barkskin [Already used, +5 Natural Armour bonus],
Hold Animal [Will 20 or Animal is Paralysed for 16 rounds],
Obscuring Mist [20ft spread of Fog around you, those within 5ft have Concealment, those beyond have Total Concealment].
Trip [Ex]: Whenever it hits with its bite attack, the hound may make an immediate trip attempt, with a modifier of +18, as a free action. If it fails, it has no chance of being tripped in return.
Tweening: As a Fæ creature, a Hound of the Wild Hunt has the ability to slip through tweens by using a Shift action. While in the Hedge, its movement distances are doubled. It can tween through abstract boundaries, physical boundaries, the space beneath and shadows as it wishes. Creatures in the Hedge can perceive events in the real world as if through thick foliage; Hounds navigate the Hedge primarily by scent.


The MV Version
Hounds of the Wild Hunt:
The wild hunt is an old legend, something that occurs before thunder storms as the sea mists or the densest fogs rolls through the valleys. A Hound of the Wild Hunt is a beast similar to a wolf that stands almost 12 feet at the shoulder and has a mass comparable to a rhino. Their fur has a bark like texture and turns aside blades and bullets as easily as the others. Their howl is terrifying in an extreme and their slather glows a ghostly green, infecting the fog that forms around them.

Huge Fæ Carnival Beast Animal 16 [B]CR 14
Init: + , Senses: Listen + 23 , Spot +23, Infravision 120ft, Scent 60ft
Languages: understands all 3
Defence: 28 [-2 Size, -3 Wis, +5 Deflection, +12 Class] Flatfooted: 13 , +2 Passive if moved 10ft+
Damage Reduction: 16/Natural materials
HD: 16d8+160+30 Hp: 262, Regeneration 10 [Cold Iron]
Massive Damage: 30
Thresholds: Green, [ 131 ] Yellow, [ 65 ] Orange, [ 26 ] Red
Resist: Size Matters [Con on Will saves]
Fort: + 23 Reflex: + 9 Will: + 18 Psyche: 27 3
Speed: 100ft, 200ft in Hedge
Space: 15ft Reach: 10ft
Melee: +21 Bite 3d6+15 [Crit 18/x2], Snatch, Powerful Charge +3d6, Skirmish +2d6, Trip

BAB: + 12
Grapple: +30
Special Actions: Skirmish [+2d6 Precision damage if the hound moved more than 10ft in the round],
Trip ,
Snatch [Begin Grapple as a Free action if Bite hits. Drop as Free action or Fling 1d6x10ft as Standard action.]3
Abilities: Str: 30/+10 Dex: 12/+1 Con: 30/+10 Int: 6/-2 Wis: 16/+3 Cha: 4/-3
[B]SQ: Liminal Tweening, Dissolve, Spell-like abiities,

Feats: Improved Initiative, Power Attack, Powerful Charge [+3d6 damage on the charge], Run, Snatch, TrackB, Weapon Focus .

[B]Skills: Hide +13, Listen +23, Move Silently +13, Spot +23, Survival +193
Special Abilities:
[I]Liminal Tweening: As a Fæ creature, a Hound of the Wild Hunt has the ability to slip through tweens by using a Shift action. While in the Hedge, its movement distances are doubled. It can tween through abstract boundaries, physical boundaries, the space beneath and shadows as it wishes. Creatures in the Hedge can perceive events in the real world as if through thick foliage; Hounds navigate the Hedge primarily by scent.
Spell-like Abilities [Sp]: [Once every 1d4 rounds, CL 16] Widened, Shaped (Sphere) Fear [90ft Cone, Panicked, Will DC 24 = Shaken],
Barkskin [Already used, +5 Deflection bonus],
Air Walk [Fly 50ft as Ground movement],
Obscuring Mist [20ft spread of Fog around you, those within 5ft have Concealment, those beyond have Total Concealment], Hold Animal [Will 20 or Animal is Paralysed for 16 rounds].
Dissolve: When killed, a Hound of the Wild Hunt breaks up into a heap of leaves, grave dirt and broken arrows,, veiled in mist.

The Yeth Hound:

The Yeth hound is a strange, headless dog of dark colouration and great volume. Its cries are penetrating and keep people awake for miles around when it decides to wander the woods howling. Up close, these howls can numb the mind and loosen the bowels; the beast uses this to good effect as it closes to attack. The creature's mouth is actually its ribs, a great rent opened along its underside that allows it to stab the sharp points together, but being physically weak, the Yeth rarely closes to melee range until its foes are thoroughly divided by fear.
Folklore indicates that the Yeth is the spirit of an unbaptised child, something that could well be true; without a spiritual anchor, even one as weak as baptism, a new formed soul would be vulnerable to Departed status and thus easily gathered by fæ with such an inclination. It is possible that the Yeth is a creation of the more powerful Barghest.

D&D Version:
Honestly, identical to below with a -1 on Fort and Ref and a CR of 2ish.

MV Version:
Medium Fæ Thing 3 CR 4
Init: + 1 , Senses: Listen + 4 , Spot +43
Defence: 14 Flatfooted: 10
Hardness: DR 13/Natural
HD: 3d6 + 6 + 14 Hp: 34
Massive Damage: 14
Thresholds: Green, [ 17 ] Yellow, [ 8 ] Orange, [ 3 ] Red
Resist:
Fort: + 3 Reflex: + 1 Will: + 4 Psyche: 19 3
Speed: 50ft, Fly 100ft (average) Space: 5ft Reach: 5ft

Melee: +3 Bite (2d6+3)

BAB: + 1 Grapple: +3
Special Actions: Spell-like: Fear [30ft Cone, Panicked for 3 rounds, Will DC 17 = Shaken 1 round], Terrible Charge [Use Fear as a Swift action during a charge]3
Abilities: Str: 14/+2 Dex: 10/- Con: 14/+2 Int: 16/+3 Wis: 12/+1 Cha: 12/+1
SQ: Tween

Feats: Ability Focus (Fear), Skill Focus (Intimidate), TrackB

Skills: Hide +3, Intimidate +9, Jump +5, Listen +4, Move Silently +3, Spot +4, Survival +4 [+8 for tracking], Swim +53
Special Abilities:
Tween [Ex]: A Yeth Hound is a fæ creature that can tween through Dusk, Dawn and over Physical Boundaries. It tends to move through the Hedge and leap out to attack, then withdraw as soon as possible if its fear effects are resisted.
Dissolve: When slain, a Yeth hound dissolves into a collection of torn baby clothes and a few animal bones.

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

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

itastelikelove
2010-05-06, 04:18 PM
What i'm looking for are your local legend style fairies. For instance, we have a trio of bridges near me that have [supposedly] trolls living under them and Spring-heeled Jack, a vampire like creature that lived in the alleys of towns in Sussex was supposed to be from near where i used to live.

If you want LOCAL creatures, the best I've got to offer is the Thunderbird (A giant bird made of clouds and lightning, that lives on the highest mountain peaks). My part of the Pacific Northwest is pretty young and unimaginative, compared to the east coast or any part of the British Isles or Europe. And our local Native American tribes were more into ancient animal spirits than strange creatures. I suppose you could make some version of Raven, or some of the others, but...it's really not the same at all.

You could always do a version of the Wendigo. There are a few different versions around, I think. Wikipedia says that it originated with the Algonquian people. It is a malevolent spirit associated with winter and famine and the like. People can turn into Wendigos if they resort to cannibalism. They may also be able to possess people and drive them to cannibalism.

If you want to go a little farther afield, you could make La Llorona. The version I heard about in rural Costa Rica drowned her children in the nearby river to save herself or because of some tragic misunderstanding (my Spanish isn't all that great). She spends most of her time walking up and down the riverbanks, crying endlessly. There's a regional version pretty much everywhere in Latin America, so I could easily seeing it be it's own type of ghost/spirit. Not sure if it would have any combat abilities, though...maybe fear? confusion? insanity? Hearing it's crying is supposed to be a sign of bad luck or death, so maybe a banshee's wail or similar?

Debihuman
2010-05-06, 05:54 PM
I'm a bit confused why you have Fey as a subtype for the D&D stats because it's only a Type but not a subtype.

Debby

Sydonai
2010-05-06, 06:13 PM
Some versions of Big-foot might work, the Yeti in particular. Although the Grassman is a little creepy(http://en.wikipedia.org/wiki/Grassman http://www.skepticalviewer.com/2008/06/19/mq-ohio-grass-man/) if only becuase its shown up in the middle of populated areas.

The "Skrunt" from Lady In The Water might be a good Unseelie-fey.

Akal Saris
2010-05-07, 12:07 AM
Sadly, there aren't too many folklore creatures in California. However, I did live in rural Japan for a while, which had some interesting folklore. Here's a few from my local area of Tokushima prefecture, far in northern Japan.

Ibantei (Sp?), a Kaijiu.
Story: According to what I could make out with my poor Japanese, this was a unique kaijiu, aka a "giant monster" like Godzilla. The top sign says something along the lines of "Is this the reason that Mt. Inawashiro erupted in 1782?!"

Apparently this was a horrible, bear-like fire-breathing monster who lived in the nearby volcano - and naturally was the reason that earthquakes occasionally shook the village! The volcano is still active, by the way, something that did not comfort me at all. My friend tried to explain the local kaijiu to me as a "bear-bird", which immediately made me burst out laughing at the thought of a Godzilla-sized owlbear defending the village. The picture is from the Aizu-Wakamatsu Historical Museum.

See what you can do with a D&D 3.5 version, and I promise to throw one into my campaign world. I already have kaiju in it anyhow =P

http://lh4.ggpht.com/_JEObjcnXxRk/S-OfpUqnJiI/AAAAAAAAAJA/0WIaYrqRgAU/s400/Aizu%206%20016.JPG

Tanuki, a shape-shifting raccoon.
Story: You can see tanuki references all over Japan, these were common trickster fey. They're the patrons of Japanese inns, and love to transform themselves into beautiful women and lead foolish men off the road, and then either get the travelers drunk or play pranks on them. Weirdly enough, they use their magical testicles to transform things. Seeing these poor little stuffed raccoons at the sake factory across from my apartment, however, was something else altogether.

http://lh5.ggpht.com/_JEObjcnXxRk/S-OfpyGaJCI/AAAAAAAAAJE/vuYbQ1rG_10/s400/Chris%20and%20me%20004.JPG

I can't think of its name, but there was another one that lived by the nearby six-colored lakes. It was a ghostly wall that appeared in forests to stop travelers from making it to their destinations.

Also, here's more with cool illustrations: http://pinktentacle.com/2009/10/anatomy-of-japanese-folk-monsters/

If you like those illustrations, I highly recommend finding a copy of Great Monster (Fey) Wars! (Youkai Daisensou!) It's an awesome kids movie with about a thousand different Japanese folklore creatures making an appearance, sort of like the Neverending Story but with more beer and evil robots.

Amphetryon
2010-05-07, 07:18 AM
Fear Darrig:


Solitary fairy from Hiberno-English oral tradition, known for mischievousness. This short, pugnacious, ugly red-clad figure specializes in practical jokes, some of which can be gruesome. He also has the ability to appear larger than he is and to release mortals trapped in fairyland. In Donegal, where a mortal man was punished with macabre experiences for not producing a succession of stories, the far darrig is tall. In Munster, according to T. Crofton Croker (1832), he is about 2.5 feet tall, wears a sugarloaf cap, a wrinkled face, and has long grey hair.

Mulletmanalive
2010-05-07, 12:23 PM
I'm a bit confused why you have Fey as a subtype for the D&D stats because it's only a Type but not a subtype.

Debby

You make a good [indirect] point that I haven't posted the subtype writeup. The Fey type from the MM doesn't actually DO anything beyond drive the SLA caster level of combat monsters through the roof; heck, it doesn't actually have any notes beyond "eat and drink and sleep" and the weapon proficiencies.

I've opted for a milder version of the "fairyland" thing and there are several traits that all Fae share so I made a subtype. I'll put it in the first post for reference.

Sydonai: The grass-man, i'll see what i can do on that. Adding it to the list. I might go for something similar to the Dr Who serial Inferno.

Akal Saris: because of my campaign world, unless folks ask nicely for them, I'm not going to be doing Japanese folklore. I'll add your Kaiju to the list, if you don't mind my habit of using Colossal Numeral sizes. I'll include measurements.

Amphetryon: Ok, going on the list. Any idea how you actually pronounce that? He'll probably be integrated into the Shellycoat.

Mulletmanalive
2010-05-08, 01:26 PM
Ok, Yeth Hound has been added to the previous Black Dog entry.

NakedCelt
2010-05-09, 02:31 AM
My country has patupaiarehe and ponaturi (http://www.teara.govt.nz/en/patupaiarehe/1) (two pages).

Yuven
2010-05-09, 06:56 PM
Draug!

http://upload.wikimedia.org/wikipedia/commons/0/02/Theodor_Kittelsen_-_Sjøtrollet%2C_1887_(The_Sea_Troll).jpg
The painter: Teodor Kittelsen has some awesome paintings!

In the Eyrbyggja Saga a shepherd is assaulted by a blue-black draugr. The shepherd's neck is broken during the ensuing scuffle. The shepherd rises the next night as a draugr.

In more recent folklore, the draug is often identified with the spirits of mariners drowned at sea. In Scandinavian folklore, the creature is said to possess a distinctly human form, with the exception that its head is composed entirely of seaweed. In other tellings, the draug is described as being a headless fisherman, dressed in oilskin, sailing in half a boat. This trait is common in the northernmost part of Norway, where life and culture was based on the fish, more than anywhere else.

A recorded legend from Trøndelag tells how a corpse lying on a beach became the object of a quarrel between the two types of draug. A similar source even tells of a third type, the gleip, known to hitch themselves to sailors walking ashore and making them slip on the wet rocks. Norwegian folklore thus records a number of different draug-types.

I have to admit that this was taken from wikipedia, but it is late in norway right now.

NakedCelt
2010-05-12, 01:09 AM
Yes, I believe some scholars of folklore have identified Grendel as belonging to the draugr tradition.

Sereg
2010-05-12, 10:40 AM
My country has the tokoloshe (http://en.wikipedia.org/wiki/Tikoloshe). Most most famous in popular culture for carrying off people in their sleep unless they place bricks underneath their bed (They supposedly can't reach you if you do this). Looking at what wikipedia says about them, though, they may be undead or constructs. What's really important is they must be of a minute size. Probably diminutive. Otherwise, whatever you think is appropriate.

mamothpriest
2010-05-12, 11:04 AM
something I've wanted to sick on my players for a long time has been the Questing beast. unfortunately for me, he doesn't have stats and I'm lazy. You seem to be the perfect solution!

Mulletmanalive
2010-05-12, 03:28 PM
Barghest:
The Barghest is by far the most malevolent of the British Black Dogs; as with the others, it is a powerfully built dog with long black fur and a hideous snout. To anything more than casual observation, its body proportions seem off, as if it were tainted ever so slightly with the human form.

A Barghest is a death omen and can serve both as a direct and general "warning" of such, though those it warns of their doom may not have been in any danger prior to its interference. It achieves this effect by cursing those around them to the slings and arrows of misfortune and then leaving them too it unless it grows bored, in which case it weighs in itself. Like many fæ, the Barghest is capable of shapeshifting and various trickery, though thankfully is only capable of laying its deathly curse on others when in its true form, while it has great speed in bat form and it has excellent offensive abilities when in the form of a goblin, groups of whom it is known to rule occasionally.

It has recently come to light that Barghests act in the manner that they do [dooming folk to die before their time] because they actually feed on escaping souls. Those souls consumed by the Barghest are usually released after a long and tortuous passage through its systems but occasionally, a Barghest will take the time to create a Yeth hound, as much out of sadistic amusement as anything else.

D&D Version:Barghest
Large Magical Beast (Fae, Shapechanger)
HD 8d10+40 (84 hp)
Speed 40 ft. (8 squares); Fly 80ft (good) in bat form
Init: +3
AC 24; touch 12; flat-footed 21
(-1 Size, +3 Dex, +12 Natural)
BAB +8; Grp +18, +14 in Human or Goblin form
Attack Bite +14 Melee (3d6+6)
Full-Attack Bite +14 Melee (3d6+6) and +8/+8 Claws (1d8+6)

Human Form: Club +14/+9 Melee (1d6+6) or Club +11 Ranged (1d6+6, Range 10ft)
Goblin form: Cold Iron Pike +14/+9 Melee (1d8+9, Crit x3, Brace for Charge) or Cold Iron Pike +11 Ranged (1d8+6, Crit x3, Throw 20ft)
Space 10ft, 5 ft. in non-wolf form; Reach 5 ft. [10ft if using reach pike]
Special Attacks Trip [Automatic Trip at +10 on every successful melee bite attack]
Special Qualities Curse ability, Dissolve, DR 8/Natural, Tweening
Saves Fort +11 Ref +9 Will +4
Abilities Str 22, Dex 16, Con 20, Int 6, Wis 14, Cha 12
Skills Hide +10 [+14 Human/Goblin Form, +26 Bat form]
Feats Ability Focus [Curse], Improved Natural Attack , Run, Weapon Focus
Environment Hills and Forests
Organization Solitary or Damnation (1 + 2-7 Yeth Hounds)
Challenge Rating 6
Treasure Any cold iron weapons they may have used.
Alignment Chaotic Evil
Advancement By class, Favoured Class Ranger
Special Abilities:
Devour the Dead [Su]: A Barghest can gain great and terrible nutrition from the souls of the dead. When within reach of a recently dead [within 5 minutes], the Barghest can spend a Swift action to tear open the body and swallow the soul within, though this act provokes attacks of opportunity. When it does so, it gains a Surge [the opposite of Wounds/Negative Levels] for 5 hours, the time it takes to digest the soul. For each Surge it possesses, the Barghest gains a +1 bonus on Attack, Skill and Save rolls and its Defence and also regains 5 hp, gaining any excess as temporary hit points. If Wounded, the Barghest loses these souls before taking true wounds. Devoured souls still go onto their afterlife, admittedly a little worse for wear, unless the Barghest uses them to fuel its Foul Breed power.

Dooming Curse [Su]: The most pronounced ability of the Barghest is to curse others to death by its mere presence. While this ability isn't as passive as originally thought, it certainly has a similar effectiveness. The curse increases the Threat Ranges of all actions made against the victim by +2 and increases the Error Range of everything that the victim does [attacks, saves, skills etc] by 2. Hence, anything that would automatically fail on a 1 fails on a 3 and everything that would normally not auto-fail, fails on a 2 or less. The barghest can activate this in one of two ways; once a target has been successfully cursed, it cannot be so cursed again until the next full moon:

[B]Cursing Glance: As a Swift action, the Barghest can target one person with his glance. The victim receives a Will save against DC 18 to resist the effect and it sticks for one hour.
Sight of Damnation: As a Full action, the Barghest can emerge from a hiding place [it does not have to have been entirely undetected prior to this point], which is equivalent to a Shift action and all who can see it within 120ft must make a DC 18 Will save or be afflicted by the curse. Those afflicted by this version of the curse are subject to it for one whole day.

Foul Breed [Su]: To date, nobody has seen a female Barghest; all thus far confronted have been male and the reason behind this is possibly defined by this ability. Once per lunar phase [4 days], a Barghest with at least 3 souls in its gullet can shift back into the Hedge and sacrifice those three souls. 1d4 rounds later, it is able to return to the real world, this time with a Yeth Hound in tow. It is suspected that a female Barghest waits in the Hedge and is able to give birth to these creatures when well fed, but the truth is unknown.

Human Form [Ex]: The Barghest has the power to adopt the form of a dishevelled and weather beaten man as a Move action, though never while observed. It uses this primarily for camouflage purposes, though wandering a battlefield gathering souls unmolested is something of a treat to it. It loses its Dooming Curse and Natural Attacks in human form but gains the Humanoid ability, hence becoming able to use weapons.

Bat Form [Ex]: As a Move action, the Barghest may shift into the form of a bat, a faster, more agile form. When in Bat form, the Barghest has no attacks but gains a fly speed of 80ft and can see via Blindsight to a range of 200ft. The bat is Diminunative in size.

Goblin form [Ex]: The final trick of the Barghest is the ability to adopt the form of a border goblin as a Move action. While in this form, he benefits from his Claws and can use the Goblin ability Cold Iron Draw, below. While in goblin form, the Barghest usually uses a traditional goblin pike:

Cold Iron Draw [Su]: As a Move action, the Goblin may reach into an adjacent liminal and draw out a weapon or tool of their choice made of Cold Iron. The only limit is that this item must be of a single unbroken piece of iron, so no moving parts or chains. No-one is sure how the goblins are able to do this or why they are able to produce something that verges on the civilised but it makes them no friends amongst the other fæ, many of whom find the material to be toxic.

Tweening [Ex]: In all of its forms, the Barghest is highly capable of tweening, able to use Dusk and Dawn, Physical Boundaries, The Space Beneath and Shadows to enter and leave the Hedge. Given the speed of the beast once it makes it into the Hedge, catching it is unlikely.

Dissolve [Ex]: When slain, a Barghest breaks up into a damage saggy black pelt, six assorted bones and the terrifying howls of uncounted souls. Anyone who has never experienced this before is automatically Panicked for 1d6 rounds.

Notes:
[B]Goblin Pikes: While it might sound odd, remember that in real terms, "pike" simply means that the weapon is a spear in real terms. Hence, a Border Goblin is usually armed with a conventional Spear, though sometimes they will use a Longspear if it is more advantageous to them.

For most purposes, a Goblin Pike is a Cold Iron Spear, though sometimes they use Cold Iron Shortspears, Cold Iron Longspears or various other things.

MV Version:Large Fæ Beast 8 CP 10
Init: + 3 , Senses: Listen + 2 , Spot +2
Languages: Comprehend all 3
Defence: 18 [+2 Wis, +7 Class, -1 Size] Flatfooted: 9 +2 Dodge / Swift action
Hardness: DR 8/Natural
HD: 8d10 + 40 + 20 Hp: 104
Massive Damage: 22
Thresholds: Green, [ 52 ] Yellow, [ 26 ] Orange, [ 10 ] Red
Resist: None worth noting.
Fort: + 9, +14 Massive Reflex: + 3 Will: + 6 Psyche: 21 3
Speed: 40ft, Fly 80ft (Good) in Bat form Space: 10ft, 5ft in non-dog form Reach: 10ft

Melee: +13 Bite (2d6+6) and +8/+8 Claws (1d8+6)

Human Form: +14 Club (1d6+6)
Goblin form: +14 Cold Iron Pike (1d8+9, Crit x3, Brace for Charge, Throw 15ft)

BAB: + 8 Grapple: +18, +14 in human or goblin form
Special Actions: Extreme Hustle [Take an additional Move action, 1/round - max 3 times per day], Lupine Trip [When a Barghest successfully strikes a flatfooted or flanked foe, it knocks them prone automatically], Change Shape [Human, Bat or Goblin form as a Move action], Shift [Move 10ft, no AoOs, Swift action]3
Abilities: Str: 22/+6 Dex: 6/-2 Con: 16/+3 Int: 6/-2 Wis: 14/+2 Cha: 12/+1
SQ: Dissole, Manufacture Immunity, Tweening

Feats: Ability Focus (Doom), Dodge, EnduranceB, Extreme Hustle, Mobility, Toughness x 2

Skills: Intimidate +18, Hide +2, Move Silently +63
Special Abilities:
Devour the Dead [Su]: A Barghest can gain great and terrible nutrition from the souls of the dead. When within reach of a recently dead [within 5 minutes], the Barghest can spend a Swift action to tear open the body and swallow the soul within, though this act provokes attacks of opportunity. When it does so, it gains a Surge [the opposite of Wounds/Negative Levels] for 5 hours, the time it takes to digest the soul. For each Surge it possesses, the Barghest gains a +1 bonus on Attack, Skill and Save rolls and its Defence and also regains 5 hp, gaining any excess as temporary hit points. If Wounded, the Barghest loses these souls before taking true wounds. Devoured souls still go onto their afterlife, admittedly a little worse for wear, unless the Barghest uses them to fuel its Foul Breed power.

Dooming Curse [Su]: The most pronounced ability of the Barghest is to curse others to death by its mere presence. While this ability isn't as passive as originally thought, it certainly has a similar effectiveness. The curse increases the Threat Ranges of all actions made against the victim by +2 and increases the Error Range of everything that the victim does [attacks, saves, skills etc] by 2. Hence, anything that would automatically fail on a 1 fails on a 3 and everything that would normally not auto-fail, fails on a 2 or less. The barghest can activate this in one of two ways; once a target has been successfully cursed, it cannot be so cursed again until the next full moon:

Cursing Glance: As a Swift action, the Barghest can target one person with his glance. The victim receives a Will save against DC 18 to resist the effect and it sticks for one hour.
Sight of Damnation: As a Full action, the Barghest can emerge from a hiding place [it does not have to have been entirely undetected prior to this point], which is equivalent to a Shift action and all who can see it within 120ft must make a DC 18 Will save or be afflicted by the curse. Those afflicted by this version of the curse are subject to it for one whole day.

Foul Breed: To date, nobody has seen a female Barghest; all thus far confronted have been male and the reason behind this is possibly defined by this ability. Once per lunar phase [4 days], a Barghest with at least 3 souls in its gullet can shift back into the Hedge and sacrifice those three souls. 1d4 rounds later, it is able to return to the real world, this time with a Yeth Hound in tow. It is suspected that a female Barghest waits in the Hedge and is able to give birth to these creatures when well fed, but the truth is unknown.

Human Form: The Barghest has the power to adopt the form of a dishevelled and weather beaten man as a Move action, though never while observed. It uses this primarily for camouflage purposes, though wandering a battlefield gathering souls unmolested is something of a treat to it. It loses its Dooming Curse and Natural Attacks in human form but gains the Humanoid ability, hence becoming able to use weapons.

Bat Form: As a Move action, the Barghest may shift into the form of a bat, a faster, more agile form. When in Bat form, the Barghest has no attacks but gains a fly speed of 80ft and can see via Blindsight to a range of 200ft.

Goblin form: The final trick of the Barghest is the ability to adopt the form of a border goblin as a Move action. While in this form, he benefits from his Claws and can use the Goblin ability Cold Iron Draw, below. While in goblin form, the Barghest usually uses a traditional goblin pike:

Cold Iron Draw [Su]: As a Move action, the Goblin may reach into an adjacent liminal and draw out a weapon or tool of their choice made of Cold Iron. The only limit is that this item must be of a single unbroken piece of iron, so no moving parts or chains. No-one is sure how the goblins are able to do this or why they are able to produce something that verges on the civilised but it makes them no friends amongst the other fæ, many of whom find the material to be toxic.

Tweening: In all of its forms, the Barghest is highly capable of tweening, able to use Dusk and Dawn, Physical Boundaries, The Space Beneath and Shadows to enter and leave the Hedge. Given the speed of the beast once it makes it into the Hedge, catching it is unlikely.

Dissolve: When slain, a Barghest breaks up into a damage saggy black pelt, six assorted bones and the terrifying howls of uncounted souls. Anyone who has never experienced this before is automatically Panicked for 1d6 rounds.
Lore:
{table]DC|Lore

8|The Barghest is a giant black dog that signifies death

13|They say that all who see the Barghest die within the day...just long enough to tell of it, so they say

18|Barghests are the most malevolent of the Black Dog breeds and can lay a potent curse on you

23|If a Barghest successfully consumes three souls, it may retreat to the Hedge to give birth to a Yeth

28|Barghests are resistant to all manufactured weapons. Because of their Border Goblin aspect, they are highly fearful of true dogs in numbers [total base HD greater than 8] and will flee from them

32|Barghests are vulnerable to symbols of hope and succour and take double damage from a brand hardened in the hearth of a happy home.[/table]

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

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

Mulletmanalive
2010-05-15, 03:40 PM
Gwyllion:
The word Gwyllion [GWEE-cthon] is something of a misnomer, in that it can mean anything from ghost and bogeyman to highland wanderer and bandit; its rather like warlock in that respect. In the terms that Hunters use, however, it means something more like "book with boring cover and lots of REALLY sharp pages."
A gwyllion, when encountered, appears for all the world like a very ugly and hairy human being, usually clad in ash covered sack-cloth or shirts woven from animal hair. They are pathetic seeming individuals and haunt the highways, leading folks astray and into dangerous ground with their lanterns and calls. A particular favourite is to lead someone into an area where a sheep-fold is hidden entirely by bracken and let them fall. While it seems that the victim has been abandoned to their fate, this is not always the case; instead they are usually observed to see if they get angry or fearful. Those who take it in stride are left alone.
When a gwyllion takes it upon itself to make life miserable for someone, its true nature becomes slowly evident, for these human looking creatures are actually a breed of what the English refer to as Ogres. If viewed through a self bored stone, one fast realises that the creature is actually more than 9ft tall and causes a rippling effect in any terrain that it would otherwise have to squeeze through. Gwyllion are beasts of great strength and feast on the flesh of those who are angered by their pranks.
On the other hand, a gwyllion is not exactly partial to human flesh, they just feel like they aught to eat you. As a result, they can be easily placated with a minimal amount of kind deference and some warm, tasty food and drink…if you get the chance, obviously.

D&D Version:
Gwyllion
Large Giant (Fae)
HD 4d8+20 (38)
Speed 40ft ft. (8 squares); Climb 20ft
Init: -2
AC 13; touch 7; flat-footed 13
(-2 Dex, -1 Size, +6 Natural)
BAB +3; Grp +12
Attack +7 Club (1d8+7)
Full-Attack +7 Club (1d8+7) and +2 Slam (1d4+2) OR +7/+7 Slam (1d4+5)
Space 10 ft*.; Reach 10 ft.
Special Attacks
Special Qualities DR 4/Cold Iron, Low Light Vision, Regeneration 5/Slashing, Slow of Thought -2
Saves Fort: + 9 Reflex: + -1 Will: + 3
Abilities Str: 20/+5 Dex: 6/-2 Con: 20/+5 Int: 10/- Wis: 12/+1 Cha: 12/+1
Skills Bluff +11, Intimidate +9
Feats Skill Focus , Siren
Environment Welsh Hills
Organization Solitary; or Caravan (2-3)
Challenge Rating 4
Treasure 1d3 art; 1d2-1 Miscellaneous magical items
Alignment Chaotic Neutral [Evil]
Advancement by class; Favored Class Bard

Gwyllion do not attempt to engage in combat unless the target is already hurt and doesn't see the funny side, in which case, they generally pounce on the prone target from height and beat them to death.

[B]Special Abilities:
Siren [Ex]: As a Standard action, the Gwyllion demonstrates something appealing to a target within sight. Make Bluff check at -1 per 5ft between you and target, against the opponent's Sense Motive. Success draws the target towards you a number of squares equal to half their Move. If they encounter an obstacle, they may make a DC 12 Will save to stop. The Gwyllion uses either a Lantern or Dancing Lights for this purpose.]

Shroud [Su]: The Gwyllion is constantly covered in a powerful illusion that wraps part of the leading edges of the Hedge around it, hiding its true form. It is considered to be Medium sized for purposes of fitting through gaps and passes for human unless either angered [it appears normal while combative] or viewed through a True Seeing Spell. The shroud of a Gwyllion always makes them look like a dishevelled and ugly human of at least middle age.

Spell-likes: At Will:
CloudburstCD [Full action, Inflict Heavy Rain on 100ft radius within sight (-4 Spot, Listen + Range Attack, 50% chance to extinguish fires)],
Dancing Lights [Standard action, Create 1-6 orbs of light],
Gust of Wind [Standard action, create wind in one direction, 60ft long. Medium creatures require Fort DC 15 to move into wind, smaller creatures blown away, -4 Ranged attack],
Sleet Storm [Standard Action, 40ft radius in sight, blocks sight and requires DC 10 Balance check to move at half speed; failure by 5 = Prone.]
Goat Form [Su]: When it needs to escape or if it just thinks it would be funny, a gwyllion can adopt the shape of a goat and move slightly faster. In goat form, its Defence rises to 15, its base movement to 60ft and its Climb speed to 30ft. It does not attack in this form, instead shifting back to its giant form. Changing in this manner is a Move action.
MV Version:
Gwyllion:
Large Fæ Giant Humanoid 4 CP 4
Init: + -1 , Senses: Listen + 1 , Spot +1
Languages: Welsh, English, Bad Welsh3
Defence: 13 Flatfooted: 9
Hardness: DR 4/Natural
HD: 4d8 + 20 + 20 Hp: 58 Regeneration 5/Slashing
Massive Damage: 20
Thresholds: Green, [ 29 ] Yellow, [ 14 ] Orange, [ 6 ] Red
Fort: + 9 Reflex: + -1 Will: + 3 Psyche: 17 3
Speed: 40ft, Climb 20ft Space: 10ft* Reach: 10ft

Melee: +7 Club (1d8+7) and +2 Slam (1d4+2) OR +7/+7 Slam (1d4+5)

BAB: + 3 Grapple: +12 (1d6+5)
Special Actions: Goat Form [Move action, small goat, Speed 60ft, Climb 30ft], Siren [As a Standard action, demonstrate something appealing to a target within sight. Make Manipulation check at -1 per 5ft between you and target. Success draws the target towards you a number of squares equal to half their Move. If they encounter an obstacle, they may make a DC 12 Will save to stop. The Gwyllion uses either a Lantern or Dancing Lights for this purpose.]

Combat Gear: Club3
Abilities: Str: 20/+5 Dex: 6/-2 Con: 20/+5 Int: 10/- Wis: 12/+1 Cha: 12/+1
SQ: Low Light Vision, Slow of Thought -2

Feats: Siren, Skill Focus [Manipulation]

Skills: Bluff +5, Intimidate +9, Climb +17, Manipulation +12, Sense Motive +3

Possessions: Bag o'Snatch [contains various things stolen from travellers or occasionally demanded for their help from the desperate and stranded; 25% change of a Spoil within and you may roll again]3
Special Abilities:
Shroud [Su]: The Gwyllion is constantly covered in a powerful illusion that wraps part of the leading edges of the Hedge around it, hiding its true form. It is considered to be Medium sized for purposes of fitting through gaps and passes for human unless either angered [it appears normal while combative] or viewed through a True Seeing Spell. The shroud of a Gwyllion always makes them look like a dishevelled and ugly human of at least middle age.

Spell-likes: At Will:
CloudburstCD [Full action, Inflict Heavy Rain on 100ft radius within sight (-4 Spot, Listen + Range Attack, 50% chance to extinguish fires)],
Dancing Lights [Standard action, Create 1-6 orbs of light],
Gust of Wind [Standard action, create wind in one direction, 60ft long. Medium creatures require Fort DC 15 to move into wind, smaller creatures blown away, -4 Ranged attack],
Sleet Storm [Standard Action, 40ft radius in sight, blocks sight and requires DC 10 Balance check to move at half speed; failure by 5 = Prone.]
Goat Form [Su]: When it needs to escape or if it just thinks it would be funny, a gwyllion can adopt the shape of a goat and move slightly faster. In goat form, its Defence rises to 15, its base movement to 60ft and its Climb speed to 30ft. It does not attack in this form, instead shifting back to its giant form. Changing in this manner is a Move action.

Lore:
{table]DC|Lore

4|The Gwyllion is a hag type creature that lives in the wilds of Wales

9|Trust not lights on lonely paths. It may be a Gwyllion attempting to lead you astray

14|The Gwyllion is a Fae, Ogre-like creature that hides behind illusions and takes pleasure leading travellers off the path into danger

19|If led astray and you fall, laugh. The Gwyllion will leave you be and may even help. If not, it may well beat you to death.

24|Because it bypasses their Regeneration, Gwyllion are terrified of blades, to the point where anyone wielding one gains a +5 bonus on their Intimidate scores against one

29|A quick test for Gwyllion is to hold up a torch of burning Sage and Bracken. In the flickering light, the shroud wavers, revealing their true form briefly.[/table]

Feat:

Siren [MV, Social]:
You are adept at making things seem attractive to others, to the point where it is in their detriment to accept.
Prerequisites: Manipulation 6 ranks, Skill Focus [Manipulation]
Description: As a Standard action, demonstrate something appealing to a target within sight. Make Manipulation check at -1 per 5ft between you and target. Success draws the target towards you a number of squares equal to half their Move. If they encounter an obstacle, they may make a Will save, DC 11+ Cha, to stop.

Siren [General]:
You are Adept at making things look so provocative as to draw folks to them, even against their better judgement.
Prerequisites: Bluff 6 ranks, Skill Focus
[B]Benefit: As a Standard action, you may attempt to draw an opponent to you. Make a Bluff check with a -1 penalty per 5ft apart you are from the target and compare it to a Sense Motive Check from the target. If you win, the target moves half their speed towards you. If they encounter an obstacle, they may make a Will save, DC 11+ Cha to realise the danger and stop.

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

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

Mulletmanalive
2010-05-17, 05:10 PM
Shyft Horse [Kelpie]:
Known variously as the Kelpie, the Nuggle and the Nix, the Shyft Horse is actually nothing of the sort. The name comes from their preferred shape when attempting to lure people to their doom, for Shyft horses are at beast somewhat mean spirited and in general consider humans easier prey than animals.

The Shyft Horse may adopt any of a myriad shapes and transform quickly, making them slippery customers and difficult if not impossible to drive off. The most basic form of water horse is indicated below, with more advanced forms such as Nakken [Sweden], Nøkken [Norway] or the Hedley Kow [Scotland] detailed in the next entry.

The most basic tactics of a Shyft horse is to transform into a beautiful horse and stand around looking forlorn. When someone comes and attempts to ride it, it magically secretes a powerful glue that holds the victim in place before plunging into the waters of a nearby lake or river, ultimately feasting on the drowned corpse.

D&D Version:
Shyft Horse
Large Fae Magical Beast (Shapechanger)
HD 3d10 + 9 (25 hp)
Speed 40 ft. (8 squares); Swim 40ft
Init: +3
AC 16; touch 12; flat-footed 13
(-1 Size, +3 Dex, +4 Natural Armour)
BAB +3; Grp +10
Attack +5 Bite (1d8+3, 18/x2)
Full-Attack +5 Bite (1d8+3, 18/x2) AND +0/+0 Hooves (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks Glue [Swift action, coat self in glue. Anyone touching becomes grappled and can be pinned without a check. Breaking free is difficult, see below], Siren [As a Standard action, demonstrate something appealing to a target within sight. Make Manipulation check at -1 per 5ft between you and target. Success draws the target towards you a number of squares equal to half their Move. If they encounter an obstacle, they may make a DC 12 Will save to stop.]
Special Qualities Change Shape, DR 3/Natural, SR 13, Tweening
Saves Fort +6 Ref +6 Will +3
Abilities Str: 16/+3 Dex: 17/+3 Con: 16/+3 Int: 6/-2 Wis: 14/+2 Cha: 12/+1
Skills Bluff +10, Swim +11
Feats Skill Focus (Bluff), Siren46
Environment Temperate, Near Water (especially Scotland, Sweden and Germany)
Organization Solitary, Herd (5-12)
Challenge Rating 2?
Treasure Lair includes standard treasure, mostly in coins
Alignment Always Chaotic, Usually Evil
Advancement 4-12 Large

Shyft Horses don't try to fight, instead tricking a party member into mounting them and then attempting to drown them using their Glue ability. They occasionally abandon the initial target to go after a weak or poor swimming ally that plunges in after the first.

Special Abilities:
Glue [Su]: As a Swift action, the Shyft Horse can cause its skin to change, becoming impossibly sticky, akin to Sovereign Glue. In this state, the Shyft Horse automatically succeeds on any Grapple checks made to Pin an opponent and can maintain a Pin without any direct effort on it's own part. Breaking free of the adhesive requires a DC 23 Strength check. Alcohol and Fire both grant +5 bonuses on this check for one round in reasonable quantities. Neither plant matter nor stone/soil sticks to this adhesive, for whatever reason.

Weapons that strike the Shyft Horse while it is coated in adhesive must make a DC 17 Reflex save or become stuck to the beast and therefore mostly useless. The Shyft Horse may will its adhesive out of existence at any time as a Swift action, causing anything attached to it at the time to fall off instantly.

Shapeshift [Ex]: As a Move action, a Shyft Horse may adopt the shape of any Herd animal [such as horses, sheep and cows], any Human [usually stunningly beautiful] or any Insect, including water bugs. The Shyft horse, while not particularly bright is good at guessing what will get to you thanks to experience and will generally turn into something thoroughly appealing. If it feels genuinely threatened, it will generally assume the form of a Fine insect and make good its escape.

Tweening [Ex]: The Shyft Horse is capable of tweening through both Dusk/Dawn and through Physical Boundaries such as the edges of bodies of water.

MV Version:
Large Fæ Shapeshifter Beast 3 CP 4
Init: + 1 , Senses: Listen + 2 , Spot +2
Languages: Gaelic3 Flatfooted: 9
Hardness: DR 3/Natural
HD: 3d10 + 9 + 16 Hp: 41
Massive Damage: 16
Thresholds: Green, [ 20 ] Yellow, [ 10 ] Orange, [ 4 ] Red
Fort: + 6 Reflex: + 1 Will: + 3 Psyche: 16 3
Speed: 40ft, Swim 40ft Space: 10ft Reach: 5ft

Melee: +5 Bite (1d8+3, 18/x2) AND +0/+0 Hooves (1d6+3)

BAB: + 3 Grapple: +10
Special Actions: Glue [Swift action, coat self in glue. Anyone touching becomes grappled and can be pinned without a check. Breaking free is difficult, see below], Siren [As a Standard action, demonstrate something appealing to a target within sight. Make Manipulation check at -1 per 5ft between you and target. Success draws the target towards you a number of squares equal to half their Move. If they encounter an obstacle, they may make a DC 12 Will save to stop.]3
Abilities: Str: 16/+3 Dex: 8/-1 Con: 16/+3 Int: 6/-2 Wis: 14/+2 Cha: 12/+1
SQ: Tweening

Feats: Ability Focus [Adhesive], Run[sup]B[, Siren46, Skill Focus [Manipulation], Swift Change

Skills: Bluff +4, Manipulation +10, Sense Motive +5, Swim +113
Special Abilities:
Glue [Su]: As a Swift action, the Shyft Horse can cause its skin to change, becoming impossibly sticky, akin to Sovereign Glue. In this state, the Shyft Horse automatically succeeds on any Grapple checks made to Pin an opponent and can maintain a Pin without any direct effort on it's own part. Breaking free of the adhesive requires a DC 23 Strength check. Alcohol and Fire both grant +5 bonuses on this check for one round in reasonable quantities. Neither plant matter nor stone/soil sticks to this adhesive, for whatever reason.

Weapons that strike the Shyft Horse while it is coated in adhesive must make a DC 17 Reflex save or become stuck to the beast and therefore mostly useless. The Shyft Horse may will its adhesive out of existence at any time as a Swift action, causing anything attached to it at the time to fall off instantly.

Shapeshift [Ex]: As a Move action, a Shyft Horse may adopt the shape of any Herd animal [such as horses, sheep and cows], any Human [usually stunningly beautiful] or any Insect, including water bugs. The Shyft horse, while not particularly bright is good at guessing what will get to you thanks to experience and will generally turn into something thoroughly appealing. If it feels genuinely threatened, it will generally assume the form of a Fine insect and make good its escape.

Tweening [Ex]: The Shyft Horse is capable of tweening through both Dusk/Dawn and through Physical Boundaries such as the edges of bodies of water.

Lore:
{table]DC|Lore

3|You learn a local caution against mounting white horses

8|The Kelpie is from Scotland, the Bækhest is from Scandinavia. This is from here. Beware.

13|The Shyft Horse type of fae are tricksters that never wish men well.

18|Shift Horses usually appear as beautiful white horses of other herd animals. If touched, they cannot be released and drag their victims to the depths.

23|Shyft Horse glue can be dissolved partially with alcohol or heat. Avoid attacking them with melee attacks given that weapons stick to them.

28|Kelpies share certain traits with the Departed, being assumed to be dead spirits, and cannot cross a line of salt.[/table]

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

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

Lord Loss
2010-05-17, 05:32 PM
A few beasties i've always wanted stats for... Noggles!

Mulletmanalive
2010-05-17, 05:44 PM
A few beasties i've always wanted stats for... Noggles!

I'm struggling finding any sources for that [my google fu is weak] that don't basically state that it's effectively a Kelpie adopting smaller sizes...

I could make a different version of the Kelpie based around Halflings and Ponies with a focus on trickery if you'd like; otherwise, i'd need some sources to work with, even if i then go on to take liberties :smallbiggrin:

Mulletmanalive
2010-05-20, 02:30 PM
Haints in the Hollers:

The backwaters of Tennessee are home to a curious kind of spirit; the Haint is a kind of ghost-light, similar to the Will-o'-wisp of Irish and North English peat bogs. It appears as a glowing mote of light that dances rather like a firefly or a dandelion seed on a light breeze, ever glowing and mildly fascinating.

To be more precise, a Haint is a passive, departed ghost-light, as opposed to the more aggressive an malicious forms found more commonly in Europe. When active, they must follow defined paths within about 10ft and are fascinating to watch; most people end up following the dancing orbs in an attempt to find out where they are going. For their part, the Haints desire release, and thus lead their pursuer to the location of their undiscovered corpse. The trouble with this is that they cannot communicate and their body is almost always located in a dangerous area, perhaps quicksand or buried under toxic briar and as a result, those that could have laid them to rest are often trapped alongsider them forever more.

When they take the time to stop, Haints reveal their original form. They cannot move more than a very careful pace in this form, lest they retract back into their less conscious form. When revealed in this way, they achieve little except staring longingly at those passing along nearby trails, wishing that they could communicate with them so that they could gain their eternal rest. The unlife of these departed unfortunates is made all the worse by the fact that they fade with the light of the dawn and begin to break apart if approached too closely.

A Haint spends its time trying to use its Lure ability to get a mortal to its place of death. They are rarely successful in getting their body laid to rest for the simple reason that they usually, inadvertently, lead their enthralled helper into the same danger that killed them. Haints suffer from the rules of the Fæ, which prevent them from revealing anything directly to a living being, forcing them to speak in riddles.

D&D Version:
Haint
Medium Undead (Fey, Incorporeal)
HD 1d12 (6 hp)
Speed Fly 50 ft. (10 squares)
Init: +0
AC 12; touch 12; flat-footed 12
(+2 Deflection; Lure AC 16 [+4 Size])
BAB +0; Grp +N/A
Attack None
Space 5 ft.; Reach 5 ft.
Special Attacks
Special Qualities Anchor, Incorporeal, Natural Invisibility, Spirit Weaknesses, Turn Resistance +6, Tween
Saves Fort +2 Ref +0 Will +4
Abilities Str: - Dex: 10/- Con: - Int: 10/- Wis: 14/+2 Cha: 14/+2
Skills Bluff +6, Diplomacy +6, Disguise +6, Sense Motive +6
Feats Ability Focus [Lure]
Environment The Hollers
Organization Solitary, Failure (2-12)
Challenge Rating 1
Treasure Standard [With corpse]
Alignment Neutral

Combat:
Haints don't or can't fight. If confronted on the ethereal, they can flail like panicky unarmed humans. Their only goal, as stated above, is to use their Lure ability to guide others to their body.

Anchor: Each Haint is tied to their remains, which are usually located somewhere dangerous and hidden, deep in the wilderness. They cannot move more than a mile from their remains under any circumstance and unlike most spirits, they dearly want to escape their confinement, drawing others to the site of their death in the hopes that these helpful souls can retrieve and burn their bones. Unfortunately, it doesn't always work out that way…

Lure [Su]: As a Swift action, the Haint can create a "ghostlight" a glowing mote of spiritual light to appear within 10ft of itself.

An creature viewing the Lure must make a Will save, DC 15, or follow the light to the best of their ability. They must make at least a Move action to keep it in view and if they can get within 5ft of the Lure, they attempt to touch it, pass through and the effect is automatically broken. This save is Charisma based.

Natural Invisibility [Ex]: The Haint is naturally invisible in addition to its Incorporeal state. It never becomes visible unless it remains completely stationary, in which case it resumes its human shape.

Spirit Weaknesses: As with all Spirit type creatures, the Haint cannot cross lines of salt and their Lure cannot cross unbroken lines of iron, such as train tracks. They can be turned, though they have 6 points of Turn Resistance.

Tween [Su]: A Haint may move between the Hedge and the real world freely, as a Swift action during dusk and dawn when the sun touches the horizon. They usually emerge in the dusk and slink back at dawn.
MV Version:
Medium Fæ Departed Spirit 1 CP 1, 4 to fully dispatch
Init: -1 , Senses: Listen + 2 , Spot +2
Languages: Whatever languages they spoke in life 3
Defence: 12 Flatfooted: 10
Disperse: 4
Drive Off: 16
Fort: + 1 Reflex: -1 Will: + 4 Psyche: 17 Tussle: n/a3
Speed: 50ft Space: 5ft Human, 10ft dispersed Reach: 5ft/0ft

Melee: None

BAB: + 0 Grapple: + n/a
Special Actions: Disperse/Reform [Move action; the Haint shifts between a 10ft invisible cloud unable to affect its surroundings and its human form], Lure [Create Lure as a Swift action. Draws targets towards itself based on a Manipulation check]3
Abilities: Str: - Dex: 8/-1 Con: 12/+1 Int: 10/- Wis: 14/+2 Cha: 14/+2
SQ: Anchor, Spirit Weaknesses, Tween

Feats: Dispersed Ability [Lure], Epic Skill Focus [Manipulation, Lure]B

Skills: Diplomacy +3, Gather Information +3, Manipulation +3, Sense Motive +33
Special Abilities:
Anchor: Each Haint is tied to their remains, which are usually located somewhere dangerous and hidden, deep in the wilderness. They cannot move more than a mile from their remains under any circumstance and unlike most spirits, they dearly want to escape their confinement, drawing others to the site of their death in the hopes that these helpful souls can retrieve and burn their bones. Unfortunately, it doesn't always work out that way…

Lure: As a Swift action, the Haint can create a "ghostlight" a glowing mote of spiritual light to appear within 10ft of itself. Haints use this ability automatically while dispersed and never use it while congealed, so it always manifests within the dispersed 10ft cube of the Haint.

The Lure automatically makes a Manipulation check against each target within sight, using a +13 bonus, with targets being forced to move 5ft towards the lure per point that the check exceeds the target's Psyche on its next turn. This CAN force the target to make a Run action if it exceeds twice their base movement. When the target reaches the lure itself, it tries to touch it, only to find that it can't because the light has no substance. At this point, he cannot be affected by the light further.

The Haint may choose not to use its full bonus against targets if they are getting too close. It uses this ability to guide others back to their resting place.

Spirit Weaknesses: As with all Spirit type creatures, the Haint cannot cross lines of salt and their Lure cannot cross unbroken lines of iron, such as train tracks. They could be laid to rest or slain by a suitably skilled Exorcist or Paragon.

Tween: A Haint may move between the Hedge and the real world freely, as a Swift action during dusk and dawn when the sun touches the horizon. They usually emerge in the dusk and slink back at dawn.

Notes:
This entry uses the Spirit type so it's only fair to give a basic run-down on the type. It is designed to mimic the way that spirits function in the TV series Supernatural rather than to have them behave as conventional opponents, as they do in most RPGs.
Spirits are non-solid creatures. They do not make contact with the ground, instead walking around via their common perception.

Disperse: If dealt damage greater than their Will save , the creature is Dispersed and becomes invisible and harmless. May reform or disperse as a Full action, or move around dispersed. In dispersed state may move through any porous material [brick or less dense].

Drive Off: If dealt damage equal to their Constitution score + their Will save bonus + Wis modifier, the Spirit is "driven off," a more extreme inconvenience. For every point of damage over the Drive Off value that the creature is dealt, it takes it one minute [5 rounds] to reform. A wise hunter uses this time to find its anchor and dispose of it.

[B]Weaknesses: All spirits have a few weaknesses in common, all of which are symbolic.

Firstly, no spirit can abide salt. They cannot cross an unbroken line of salt that bars their path, the salt effectively projecting a vertical barrier from its location. Similarly, spirits take double damage from salt based attacks, usually shotgun shells firing rock salt. Note, however, that salt does not stop attacks from spirit powers.

Second, raw iron is disruptive to the liminal nature of spirits [like it is to Fæ]. Weapons of iron, though not steel, deal double damage to spirits. A barrier of iron, either in the form of iron filings or perhaps train rails, is a passable barrier to spirits but creates a line that their powers cannot cross [so hiding behind a rail will protect you from telekinesis or reveal a monstrous spirit but can't stop it chasing you.

Thirdly, spirits can be trapped and exorcised by the skills of an Exorcist. They can be cast out and destroyed in this manner [or sent back to hell, sent on to the next life etc], as well as held back. They are considered Unholy for most purposes, though they are not harmed excessively by Light damage [unless their other types render them unholy]. As with other Unholy things, no spirit can abide sanctified ground.

Finally, all spirits have an Anchor to the physical world. If destroyed, the spirit passes from he world of mortal experience [where exactly they go varies and most hunters don't really care]. The nature of the anchor varies but is usually tangible, such as a corpse, a tree or an object; in the case of a physical anchor, a ghost may not be separated from the anchor by more than 200ft. At other times, the anchor can be something less tangible.
In this case, the Haint is both Departed [spiritual undead type beings in MV] and a Fae, as they are tied to the natural world and local beliefs.

Lore:
{table]DC:|Lore

1|The Haints are ghostlights found in the Hollers.

6|Haints lead folks astray and sometimes stand on roads staring at you...

11|A Haint is both a Fae and the spirit of a dead person. They lead folks around the backwoods and most who follow them aren't seen again.

16|Haints try to lead you to their body so you can bury it

21|Haints are the harmless form of ghostlight but one should be very careful if following one because the body is usually somewhere dangerous.

26|If you can, try to interrogate the Haint. Trap it with salt and ask it indirect questions. While they can't tell you the truth about their body, they can tell you what ISN'T so about it.[/table]

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

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

Strudel110
2010-05-20, 06:00 PM
I'm excited about border goblins. Especially red caps, the Kaiju thing looks to be interesting as well.

Mulletmanalive
2010-05-30, 08:25 AM
Draugr:
The word Draug [plural Draugr] means something like "returned dead," at least when paraphrased. The trouble is, the understanding behind that name is somewhat flawed. A much better name may well be "ridden dead," given the nature of the creatures involved.

A draug resembles a headless corpse under all circumstances and generally travels around in a boat that is half absent [though really half invisible]. This is actually glammer as they are actually bobbing along on coracle like boat made of driftwood and flotsam, though it is practically impossible to perceive as such without a self bored stone.

When one was finally captured, it was discovered that the seaweed head of some draugr is actually present in varying degrees on all such beings; the fæ itself is actually a parasitic, seaweed like creature that "rides" a human corpse and uses it to get around. Should a host body be destroyed, as long as a fragment escapes, the creature will recur as soon as it finds a human body to commandeer. The sight of a pair of draugr, usually of different breeds [there are two] fighting over a corpse on the beach has been a disturbingly common sight of late.

This one is a new thing for me because I've never honed my template making skills but this seemed too good to pass up. I'll put together an example in a little bit.

D&D Version:
Template: Draugr:
Draugr is an applied template that may be added to any corporeal undead (i.e. one with a body). All characteristics of the base creature not mentioned remain unchanged.

Size/Type: The Draugr remains undead but it gains the Fae subtype. Its size is unchanged.

Hit Dice: The Draugr gains +5 hp per HD as a result of its plant characteristics and Unliving Rage.

AC: The draugr suffers a -2 Rage penalty to AC

Special Attacks: The Draugr retains all special attack from its base form and gains the following:


Earthen Embrace [Ex]: It is the ultimate goal of a draugr to kill a target with minimal damage and tear off its head. Hence, it specialises in grappling. When a draugr maintains a Pin for more than one round, its victim suffers 1d12+Str damage each round that the pin is maintained from suffocation and limb twisting.

Special Qualities: The Draugr retains all special qualities of the base creature and gains the following.


Unliving Rage: The Draugr is in a permanent state of rage, despite being undead. It gains a +4 bonus to Str and bonus hp, as well as a penalty to AC. All of this has already been included in the stat block above.

Plant Traits: Despite being undead, the draugr requires a minimum of 4 hours of sunlight and at least a pint of fresh water a day.

Regeneration [Ex]: Bizarrely, draugr, because of the traditions that empower them, cannot be laid to rest by "the power of immortals." Wierder still, this basically boils down to being resistant to magical damage sources. a Draugr has Regeneration 10 per 5 HD it possesses that can only be bypassed by ENTIRELY non-magical attacks. This means unenchanted weapons and unbuffed natural attacks and EX abilities only.

Half-a-Boat [Ex]: As a Swift action, when next to water, a Draugr can call a Half-a-Boat, which is actually a raft of seaweed able to bear its weight under a powerful CL 20 Glammer. This grants what amounts to the ability to Water Walk which is cancelled on contact with fire.

Respawn [Ex]: Draugr are not actually the form that is listed here; technically speaking, they are actually the seaweed that gives animation to the body. This seaweed contains the soul of the Draugr and as long as some scrap of it remains, the entity is not slain. At the time of its destruction in its corpse riding form, the Draugr attempts to shed 1d6 scraps of weed. These have a limited movement of 1 foot per minute and ten to remain still in the hopes of being ignored. They do, however have the ability to Swim at a speed of 20ft.

Should one of these pieces reach a suitable corpse, the draug infiltrates it and takes up residence within the body. It then spreads out through the corpse, animating it within 1d6 hours and rebuilding damaged tissue with seaweed like plant matter. The seaweed scraps can be destroyed by burning only. Often, torching the area around aa landlocked draugr corpse is sufficient.

In addition, the Draugr reproduce by shedding a small portion of their essence into a spare corpse. This animates a separate entity with all the memories and nature of the original [a clone, in other words] but is from this point on, is a completely separate entity. Many draugr come to resent their parent.

Tweening:As Fae, Draugr have the ability to Tween, though only in a very specific means. They have the ability to tween only through the mouths of sea caves when the tide is going in or out.

Feats: Gain Improved Grapple as a Bonus feat.

Abilities: +4 Str

CR: +2

Variant: Grassman
Hailing from some of the older states of America, the Grassman is a kind of inland Draugr that while lacking the watery connection of its counterpart is much more difficult to put down permanently.

The Grassman, instead of releasing seaweed, releases 2d6 strands of Grass, each with a burrow speed of 5ft. If not torched with great speed, the beast will survive. It does not gain the Half-a-boat ability and tweens through the outer boundaries of camps at noon and midnight [whether the camp is inhabited or not is not important to the creature].

Example Draugr:
Draugr Coffer Corpse - Lost Sailor [Tome of Horrors OGL]
Medium Undead
Hit Dice: 2d12+13 (26 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 12 (+1 Dex, +3 natural, -2 Rage), touch 9, flatfooted
11
Base Attack/Grapple: +1/+4 (+8 when using death grip)
Attack: Slam +6 melee (1d4+7)
Full Attack: Slam +4 melee (1d4+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death grip 1d4+7, earthen grasp 1d12+5, fear, improved grab
Special Qualities: Damage reduction 5/magic and bludgeoning,
darkvision 60 ft., deceiving death, Regeneration 10/Non-magical attack, +2 turn resistance, undead traits
Saves: Fort +0, Ref +1, Will +6
Abilities: Str 20, Dex 12, Con —, Int 6, Wis 13, Cha
14
Skills: Intimidate +5, Hide +2, Listen +4, Spot +3
Feats: Toughness, Improved GrappleB
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 3-4 (Medium); 5-6 HD (Large)

The original Lost Sailor was a man named Lars Ulborden from the norther coasts of Norway. After his shipmates failed to even mention his death following his sweeping overboard during a storm, tradition dictated that he needed revenge on them for failing to let him go. He has been multiplying ever since, spreading along the seaboard, a half remembered quest to find his old shipmates still sitting in the back of his decaying mind.

Lost Sailors resemble powerful men in oilskins with a waterlogged appearance and a smell of death about them. Their head is a mass of bone fragments and saeweed, long locks of the stuff cascading down their backs.

Combat:
Lost Sailors attack when someone violates their burial ground, usually an area of about 20 miles around their point of death. This tends to mean that there are multiple identical Lost Sailors dwelling in overlapping burial grounds but they rarely, if ever, work together. They'd only end up fighting over the corpses...

Death Grip (Ex): A Lost Sailor deals 1d4+4 points of damage per round with a successful grapple check. Because the coffer corpse grasps the victim’s throat, a creature in its grasp cannot speak or cast spells with verbal components. A Lost Sailor gains a +4 racial bonus to grapple checks because it holds on with such tenacity. This bonus is already included in the Base Attack/Grapple line above.

Deceiving Death (Ex): In any round in which a Lost Sailor is struck for 6 or more points of damage (whether the damage bypasses the creature’s damage reduction or not), the creature slumps to the ground, seemingly destroyed. If it has fastened its death grip on a victim, it releases its hold
when is falls. A character viewing the coffer corpse’s destruction can make a DC 20 Sense Motive check to see through the ruse. Necromancers get a +2 competence bonus on their check.

On its next turn, the Lost Sailor rises again as if reanimated. A creature viewing this “reanimation” is subject to the coffer corpse’s fear effect (see below).

Earthen Embrace [Ex]: It is the ultimate goal of a Lost Sailor to kill a target with minimal damage and tear off its head. Hence, it specialises in grappling. When a draugr maintains a Pin for more than one round, its victim suffers 1d12+Str damage each round that the pin is maintained from suffocation and limb twisting.

Fear (Su): A creature viewing a Lost Sailor rise after it uses its deceiving death ability (see below) must succeed on a DC 13 Will save or become panicked for 2d4 rounds. The save DC is Charisma-based.

Half-a-Boat [Ex]: As a Swift action, when next to water, a Lost Sailor can call a Half-a-Boat, which is actually a raft of seaweed able to bear its weight under a powerful CL 20 Glammer. This grants what amounts to the ability to Water Walk which is cancelled on contact with fire.

Improved Grab (Ex): To use this ability, a Lost Sailor must hit an opponent of its size or smaller with its slam 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 use its death grip ability.

Respawn [Ex]: Lost Sailors are not actually the form that is listed here; technically speaking, they are actually the seaweed that gives animation to the body. This seaweed contains the soul of the Lost Sailor and as long as some scrap of it remains, the entity is not slain. At the time of its destruction in its corpse riding form, the Lost Sailor attempts to shed 1d6 scraps of weed. These have a limited movement of 1 foot per minute and ten to remain still in the hopes of being ignored. They do, however have the ability to Swim at a speed of 20ft.

Should one of these pieces reach a suitable corpse, the Lost Sailor infiltrates it and takes up residence within the body. It then spreads out through the corpse, animating it within 1d6 hours and rebuilding damaged tissue with seaweed like plant matter. The seaweed scraps can be destroyed by burning only. Often, torching the area around a landlocked Sailor corpse is sufficient.

In addition, the Lost Sailor reproduce by shedding a small portion of their essence into a spare corpse. This animates a separate entity with all the memories and nature of the original [a clone, in other words] but is from this point on, is a completely separate entity.

Tweening: As Fae, Lost Sailors have the ability to Tween, though only in a very specific means. They have the ability to tween only through the mouths of sea caves when the tide is going in or out.

MV Version:
This one is a little more basic at the moment, until i figure out how to actually DO templates for the MV system.

Draugr:

Medium Fæ Humanoid 6 (Aquatic) CP 6, 9 to put down permanently
Init: + 2 , Senses: Listen + 1 , Spot +1
Languages: any one local 3
Defence: 15 Flatfooted: 10
Hardness: DR 10/Slashing, DR 6/Natural = 16
HD: 6d8 + 30 + 20 Hp: 77 Regeneration 10/Unarmed
Massive Damage: 20
Thresholds: Green, [ 38 ] Yellow, [ 19 ] Orange, [ 7 ] Red
Resist: Fire 10 (waterlogged)
Fort: + 10 Reflex: + 2 Will: + 4 Psyche: 16 3
Speed: 30ft Space: 5ft Reach: 5ft

Melee: +11 Unarmed (1d4+5)

BAB: + 4 Grapple: +15
Special Actions: Brutal [Once per encounter, the Draugr may succeed automatically on a single combat manoeuvre, usually a Grapple], Earth's Embrace [Each round that it successfully maintains a Pin, the Draugr deals 1d12+Str damage to the grappled foe.]3
Abilities: Str: 20/+5 Dex: 8/-1 Con: 20/+5 Int: 6/-2 Wis: 12/+1 Cha: 10
SQ: Respawn, Tween

Feats: Earth's Embrace, Improved Grapple, Improved Unarmed Strike

Skills: Profession [Sailor] +7

Possessions: Half a Boat [actually a seaweed float hat grants a speed of 20ft on the water. Destroyed instantly by fire]3
Special Abilities:
Half-a-Boat [Ex]: As a Swift action, when next to water, a Draugr can call a Half-a-Boat, which is actually a raft of seaweed able to bear its weight under a powerful CL 20 Glammer. This grants what amounts to the ability to Water Walk which is cancelled on contact with fire.

Respawn [Ex]: Draugr are not actually the form that is listed here; technically speaking, they are actually the seaweed that gives animation to the body. This seaweed contains the soul of the Draugr and as long as some scrap of it remains, the entity is not slain. At the time of its destruction in its corpse riding form, the Draugr attempts to shed 1d6 scraps of weed. These have a limited movement of 1 foot per minute and ten to remain still in the hopes of being ignored. They do, however have the ability to Swim at a speed of 20ft.

Should one of these pieces reach a suitable corpse, the draug infiltrates it and takes up residence within the body. It then spreads out through the corpse, animating it within 1d6 hours and rebuilding damaged tissue with seaweed like plant matter. The seaweed scraps can be destroyed by burning only. Often, torching the area around aa landlocked draugr corpse is sufficient.

In addition, the Draugr reproduce by shedding a small portion of their essence into a spare corpse. This animates a separate entity with all the memories and nature of the original [a clone, in other words] but is from this point on, is a completely separate entity. Many draugr come to resent their parent.

Tweening:As Fae, Draugr have the ability to Tween, though only in a very specific means. They have the ability to tween only through the mouths of sea caves when the tide is going in or out.

Variant: The Grass Man
One form of inland Draugr is the Grass Man, a fæ found in the more rural areas of America such as Ohio and Indiana, though it originated in Northern Europe.

This type of Draugr is basically identical to the traditional draug but has its medium in the form of long grasses. As such, it loses the Aquatic ability and gains an additional use to Brute per encounter.

Lore:
{table]DC:|Lore

6 |Draugr are deadly half men that come out of the sea

11|Draugr try to kill you and then take your body. Men killed by draugr's clothing comes back on other draugr.

16|Draugr want corpses because they use them to spawn more of their kind.

21|Killing a draugr is difficult because it resists most of the obvious attack forms such as magic weapons and spells.

26|Killing a Draugr in unarmed combat is difficult but will put it down.

31|Burn the corpse of a Draugr with care, lest it respawn. Dropping holywater in the sea around a corpse will make the seaweed scraps float to the surface for a few minutes.[/table]

And there we are. I'll sort out an example Draugr in a while and the MV template [not that anyone cares about that] whenever i manage to figure that particular puzzle out. I know i promised the Kaiju next but i've been distracted by the Questing Beast, which is quite the most horrifying piece of lore i've ever read, so that'll probably be next.

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

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

Eldan
2010-05-30, 08:54 AM
Honestly, I can't find much for switzerland. It seems that most of our Folklore and "old" traditions, including yodelling, alphorns, folk songs and traditional clothing were made in the 19th century to unify the country (i.e. the big cities thought we needed a common heritage.)

Still, from what I could find, we had several classics (miner dwarves, dragonets (small dragons about the size of a dog)), various more or less corrupted celtic and germanic gods and spirits, Gryffins, Basiliks (both of which are on various local flags). Interestingly also: Berchthold, ruler of the wild hunt. (http://en.wikipedia.org/wiki/Berchtold)

I have found a 100 page PDF document in german, I'll have a look at that later.

Interestingly, I've found a few positive undead: a loving mother dying of a disease can protect her children against it.

Oh, and, apparently, little girls can order their souls to leave their bodies and wander around as small, cute animals. That's why it's bad to kill those.

Mulletmanalive
2010-06-06, 05:57 AM
Example Draugr up, based on the Tome of Horrors Coffer Corpse.

NakedCelt
2010-06-06, 10:20 PM
So's we know... what's the complete queue at the moment?

(Yes, I'm basically wondering whether my suggested Maori faeries are there. But I'm sure others are wondering similarly about their suggestions.)

Mulletmanalive
2010-06-07, 12:26 PM
So's we know... what's the complete queue at the moment?

(Yes, I'm basically wondering whether my suggested Maori faeries are there. But I'm sure others are wondering similarly about their suggestions.)

I've been taking them from the main list into the "work in progress" queue as the whim takes me thus far. I'll saddle the Goblins for long enough to do the Maori Elves for you, though.

Questing Beast is done, awaiting conversion back to 3.5, then the Daikaiju, then your elf things, then the Goblins. Do you have any more on them? The first website is sparse, unless you'd like me to add to them myself.

Mulletmanalive
2010-06-07, 06:03 PM
Questing Beast:
The Questing Beast is a figure of Arthurian Legend. The trouble is, the damn thing doesn't seem to know that! The original Questing Beast was also called the Beast Glatisant, the barking beast. A Questing beast has the body of a lion, the head of a snake, the feet of a deer and variously the horns of a ram, a stag or a goat; the leonine body is constantly bloated as its blasphemous children attempt to gnaw their way free from its rapidly healing flesh.

Questing Beasts are born from family betrayal in a manner similar to the Chupacabra, which is born from the deceased when one family member murders another in the heat of passion. The origins of the Questing Beast are somewhat more unsettling; according to folklore, the Questing Beast was born from a sister, who through obsession accused her brother of incest with her, such was her desire for him, and ended with her father having him ripped apart by hounds. The brother cursed the sister to "be visited again by the sounds of my suffering here."

The Questing Beast doesn't attack except if cornered, though it doesn't actually evade all that often, instead letting opponents get a couple of blows in, in order to spill out a few of its horribly annoying young. It then curses at least one target with its Geas and then flees, ready to amuse itself through long years of pursuit. As the Geas is broken when the Questing Beast is downed, it tends to regenerate anyway, with the hunters being able to wander off, uninterested in its ugly pelt because of months and years of degrading pursuit.

D&D Version:
Name

Large Outsider
Hit Dice: 12d8+60
Initiative: +2
Speed: 80ft (16 squares)
Armor Class: 26 (+2 Dex, -1 Size, +15 Natural), touch 11, flat-footed 24
Base Attack: +12 Grapple:
Attack: +17 Bite (3d6+6, 17/x2 plus Poison)
Full Attack: +17 Bite (3d6+6 plus Poison) and +12 Bite (1d8+3)
Space/Reach: 10ft/5ft (15ft Bite)
Special Attacks: Geas Gaze, Poison
Special Qualities: DR 25/Geased Hero, DR 12/Natural, Energy Resistance 30, Low Light Vision, Reactive Spawn, Regeneration 10/Non-magical attack, SR 35, Tweening
Saves: Fort +13, Ref +10, Will +6
Abilities Str: 22/+6 Dex: 14/+2 Con: 20/+5 Int: 16/+3 Wis: 7/-2 Cha: 10/-
Skills: Balance +16, Concentration +18, Hide +12, Jump +16, Listen +15, Move Silently +16, Sense Motive +15, Spot +15
Feats: Ability Focus [Geas Gaze], Combat Expertise, Fleet of FootCW, Improved Critical , Run
Environment: Forest
Organization: Solitary (Unique)
Challenge Rating: 14
Alignment: Chaotic Neutral
Advancement: 13-18 Large, 19-24 Huge

Slipping between the trees at the far side of the glade is a creature that seems to be a mishmash of other beasts. It has the body and pelt of a leopard, the head of a snake, horns like a goat and the feet of a deer. Its body is bloated and writhes, as though a sack filled with rats. It regards you briefly and as you meet its eye, you feel a burning, overwhelming need to capture the thing.

The Questing Beast is born of a curse on the most disturbing aspects of humanity. Now, it and its filthy progeny, which it gains an odd ability to command once they leave its body, lead men astray and incite obsession in others.

Combat
The Questing Beast generally doesn't fight beyond attempting to knock out enough of its opponents in order to escape so that the pursuit can begin anew. If a geased fowe has been pursuing it and has caught up to it for the third time, it will stand and fight.

Geas Gaze [Su]: Any mortal who meets the gaze of a Questing beast [range 120ft, Reflex 19 negates], becomes Geased, obliged to actively hunt the Questing Beast until he can slay it. If the victim goes for more than a week without actively attempting to find and slay the beast, he suffers a Mental Wound every 24 hours until he picks up the trail once again. The penalties stand until either cured or the Questing Beast itself is slain. This save is Charisma based.

Hedge Draw [Su]: The Most dangerous ability possessed by the Questing Beast is the ability to create a seamless portal between the real world and the Hedge in its wake. Doing so is a Swift action and any being within 10ft of the Beast's path while pursuing it becomes drawn into the Hedge. Do not announce that either the beast or the other pursuers have become invisible until the End-Phase. This ability may be used, at most, once every 1d4 rounds. Those abandoned in the Hedge are lost for 1d6 hours before emerging in a random location within 1d6 miles. For every hour they remain in the Hedge, the characters suffers 1d6 points of damage.

Poison: [Ex] - Injection, Bite: DC 21, Initial: 1d4 Str, 1d4 Dex, Id4 Con; Secondary: 1d4 Str, 1d4 Dex, Id4 Con

Reactive Spawn: Whenever the Questing Beast suffers 18 damage or more from a hit, it is rent open and one of its horrible, mewling spawn comes tumbling out before the wound closes, speeded by the reduction of creatures inside trying to eat its flesh. Spawn are detailed below and each time one of these creatures falls out, the Questing Beast's Regeneration increases by 5, to a maximum of 40 per round.

Spawn: Whenever either it's Reactive Spawn ability triggers or when it chooses to rip itself open as a Swift action [an action that doesn't increase its regeneration], the Questing Beast produces a spawn, a creature that resembles a miniature version of the parent as a puppy resembles the bitch. These spawn are slain instantly if they suffer any damage and act on an Initiative count of the Beast's own +1.

Whenever a Spawn is adjacent to an enemy, that enemy is treated as Flanked as long as the spawn remains in place. The spawn's statistics are summarised below:

Spawn (Small Spawn):
Defence: 13 Flatfooted: 11
Damage Reduction: 3/Natural
Saves: Fort +13, Ref +10, Will +6
Move: 80ft
Attack: +17 Bite 1d6

Tweening: As a Fæ, the Questing Beast has the ability to enter or leave the Hedge as a Swift action. It may move through Dusk/Dawn, Physical Boundaries, The Space Beneath and Shadows.
MV Version:
Questing Beast:
Large Demonic Fæ Beast 6 Thing 5 [Earth] CP 14
Init: + 8 , Senses: Listen + 18 , Spot +18
Languages: Bablish [All languages]3
Defence: 18 Flatfooted: 9 [+6 as Swift]
Hardness: DR 11/Natural
HD: 6d10 + 5d6 + 44 + 18 Hp: 112 Regeneration 10*/Piercing
Massive Damage: 18
Thresholds: Green, [ 56 ] Yellow, [ 28 ] Orange, [ 11 ] Red
Fort: + 11 Reflex: + 8 Will: + 7 Psyche: 263
Speed: 80ft [B]Space: 10ft Reach: 5ft, Shift 10ft

Melee: +13 Bite (3d6+6 Plus Venom, Crit 19/x2)
AND +8 Tail (1d8+3)

BAB: + 8 Grapple: +18
Special Actions: Detonate [Swift Action; targeted Spawn within 30ft explodes, dealing 3d6 Acid to those adjacent to it; Fort DC 22/half],
Gaze [Gaze 30ft; any creature that fails its save is affected as if by a Geas spell that forces them to actively pursue the Questing Beast until they are able to slay it.],
Venom [Any creature bitten by the Questing Beast takes +2d6 Mangle damage from the venom and must make a Fort save, DC 10 + Damage or take 1d6 Subdual per round thereafter [Fort DC 19, two consecutive saves ends]]3
Abilities: Str: 22/+6 Dex: 18/+4 Con: 18/+4 Int: 16/+3 Wis: 12/+1 Cha: 10/-
SQ: Agile, Disturbing [Until QB attacks, Will DC 21 or stand and stare], Earth Dependence [11 damage per round if kept off the ground], Immune to Precision Damage, Reactive Spawn, Terrible [Auto-Intimidate, roll 10], Tweening

Feats: Ability Focus [Geas Gaze], Dodge, Fleet of Foot [Make up to one 90° turn when running or charging], Improved Critical , Improved Dodge, Improved Natural Attack , Mobility, Run [Run at x5, retain active defence]

[B]Skills: Balance +16, Concentration +18, Hide +15, Jump +16, Listen +18, Move Silently +19, Sense Motive +15, Spot +18 3
Special Abilities:
[B]Geas Gaze [Su]: Any mortal who meets the gaze of a Questing beast [range 120ft, Reflex 19 negates], becomes Geased, obliged to actively hunt the Questing Beast until he can slay it. If the victim goes for more than a week without actively attempting to find and slay the beast, he suffers a Mental Wound every 24 hours until he picks up the trail once again. The penalties stand until either cured or the Questing Beast itself is slain.

Hedge Draw [Su]: The Most dangerous ability possessed by the Questing Beast is the ability to create a seamless portal between the real world and the Hedge in its wake. Doing so is a Swift action and any being within 10ft of the Beast's path while pursuing it becomes drawn into the Hedge. Do not announce that either the beast or the other pursuers have become invisible until the End-Phase. This ability may be used, at most, once every 1d4 rounds. Those abandoned in the Hedge are lost for 1d6 hours before emerging in a random location within 1d6 miles. For every hour they remain in the Hedge, the characters suffers 1d6 points of damage.

Reactive Spawn: Whenever the Questing Beast suffers 18 damage or more from a hit, it is rent open and one of its horrible, mewling spawn comes tumbling out before the wound closes, speeded by the reduction of creatures inside trying to eat its flesh. Spawn are detailed below and each time one of these creatures falls out, the Questing Beast's Regeneration increases by 5, to a maximum of 40 per round.

Spawn: Whenever either it's Reactive Spawn ability triggers or when it chooses to rip itself open as a Swift action [an action that doesn't increase its regeneration], the Questing Beast produces a spawn, a creature that resembles a miniature version of the parent as a puppy resembles the bitch. These spawn are slain instantly if they suffer any damage and act on an Initiative count of the Beast's own +1.

Whenever a Spawn is adjacent to an enemy, that enemy is treated as Flanked as long as the spawn remains in place. The spawn's statistics are summarised below:

Spawn (Small Spawn):
Defence: 13 Flatfooted: 11
Damage Reduction: 3/Natural
Fort: + 11 Reflex: + 8 Will: + 7
Move: 80ft
Attack: +13 Bite 1d6

Tweening: As a Fæ, the Questing Beast has the ability to enter or leave the Hedge as a Swift action. It may move through Dusk/Dawn, Physical Boundaries, The Space Beneath and Shadows.

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

Lore

Knowledge [Nobility and Royalty]
{table]DC|Lore

12|The Questing Beast has been an obsession of many knights over the years

17|The Beast has a venom that can slay virtually any man

22|Those who chase the Beast often end up being sucked into the Hedge

27|The Questing Beast is devoured constantly by its progeny so the more of them you cut out, the faster it heals.

32|The Questing Beast likes to interfere when its chosen knight is in amorous pursuit. Wise knights learn to use this to their advantage.

37|Only those brave enough to face the beast without magical assistance can prevail[/table]

Plot Suggestion:
A local lord has been cursed by the Questing Beast, a curse that repells all magical attempts at dispelling it. The PCs have been hired to aid in his quest to slay the beast.

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

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

NakedCelt
2010-06-07, 09:46 PM
I've been taking them from the main list into the "work in progress" queue as the whim takes me thus far. I'll saddle the Goblins for long enough to do the Maori Elves for you, though.

Questing Beast is done, awaiting conversion back to 3.5, then the Daikaiju, then your elf things, then the Goblins. Do you have any more on them? The first website is sparse, unless you'd like me to add to them myself.

Did you read the second page (http://www.teara.govt.nz/en/patupaiarehe/2)? Most interesting ability is probably this:
Patupaiarehe were known to lure people, especially attractive women, to their midst. A patupaiarehe would use hypnotic magical sounds from his flute to lure a young woman to his side, and then take her back to his camp. There he would make love to her before taking her home. The spell he had cast on her meant that he could call her at any time and she would be compelled to return to him.

Mulletmanalive
2010-06-08, 01:11 PM
Didn't see that teeny tiny line until i went back and looked again. I didn't understand the original "2 pages" through internet blindness :smallredface:

I'll get on that as soon as i've used Bhu's Kaiju creator to make the other thing [writing it up will be harder than designing it]...

MythMage
2010-06-10, 12:38 AM
In my area, few legends are easy to come by. The only one I've heard even a mention of is the wendigo. Unfortunately for any attempt at adaptation, this is a very versatile monster. Sometimes it's a giant, sometimes it's a spirit, sometimes its a cursed mortal, sometimes it's not. All I can tell you about the local version follows. It's a spirit of winter, so dangerous you don't even want to say its name, much less discuss it, during winter (which is basically six months out of the year hereabouts). It can fly in fast and catch you any time, and it's always very hungry. It has a heart of ice and it can freeze you to death, devour you whole, or drive you insane with hunger. Some versions of the wendigo can turn others or people turn into them when they turn to cannibalism out of desperation when there's no food in winter, but I'm not aware of that applying to the local version.

In doing research for my own fey project, I've collected a couple dozen web resources of RL folklore which you might find interesting - let me know if you want any research help. I share the OP's interest in drawing from myth and legend, at least to an extent. Those who like this thread might want to check out Songs of the Sidhe, the project I'm developing with a group over at Dicefreaks: http://dicefreaks.superforums.org/viewforum.php?f=13

Mulletmanalive
2010-06-10, 06:00 AM
@Mythmage: I would greatly appreciate any material you can give me; most of the stuff I've found outside Wikipedia and a few folklore sites dedicated to specific areas is mostly recycled stuff from Soraya books [a witchcraft author with a tendency for transplanting traditions and "reimagining" things]...

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

General Note: This was made using Bhu's Kaiju-maker and is epic. I can't and won't even bother trying to create an MV analogue for this. Note also that i've arbitrarily increased the CR by 1 to account for the fact that I just wanted it to have the Increased Size upgrade but needed certain other Special Qualities.

Ibantei, a Daikaiju from Mt Inawashiro:
http://i833.photobucket.com/albums/zz256/mulletmanalive/Ibuntei.jpg
Yes, a quick sketch from my own hand. Be nice!

Every adventurer has "those days;" the ones where nothing seems to go right and you wonder if you got into the business for the right reasons. Saving villages isn't as profitable as you'd hoped, especially when the thing you're saving it from is a giant bear-bird hybrid thing that's set to cause a volcanic erruption the first chance it gets.

As I said...Those Days.

Ibantei:
Colossal Plus Kaiju
Hit Dice: 50d12 [max] + 1250 (1,850 hp)
Initiative: +3
Speed: 40ft (8 squares), Burrow 40ft
Armor Class: 37 (+3 Dex, -16 Size, +40 Natural), -3 touch, 34 flat-footed
Base Attack/Grapple: +50/+95 (+50 BAB, +25 Str, +20 Size)
Attack: Peck +60 (6d6 +25, crit 19-20/x2 +1d6 + Death, Fort DC 60/Neg)
Full Attack: Peck +60 (6d6 +25, 19-20/x2) AND 2 x Claws +54/+49 (3d8+25 plus Improved Grab)
Space/Reach: 40ft/40ft
Special Attacks: Cone of Fire [Standard, 80ft Cone, 20d6 Fire, Ref DC 60/Half, Once every 1d4 rounds, Fort DC 55 or take -4 on all rolls for 1d6 rounds, Fort DC 60 or Nauseated for 1d3 rounds],
Frightful Presence [Constant, 360ft Emanation, Will DC 60 or Shaken 2d6 rounds [5+ HD] or Panicked 2d6 rounds [<4 HD]],
Rake [+54 Rake (3d4+12)],
Shockwave [Standard, 150ft emanation, Ref DC 60 or fall prone and suffer 4d6 damage],
Swat [Any flying creature struck by an attack, Ref DC 35 or crash]
Trample [Full action, 5d12+25, Ref DC 60/Half]
Special Qualities: Dissolve, DR 30/Epic, DR 50/Natural, Darkvision 180ft, Immune: Disease, Fire, Poison and Mind-affecting, Invulnerable 20, Overnight Healing, Resist Acid 50, Cold 50, Electricity 50, and Sonic 50, SR 39, Stench [Constant, 90ft emanation, Those entering the area, Fort DC 60 or Nauseated for 1d6+4 minutes], Tremorsense 360ft, Tweening - Unique
Saves: Fort +52, Ref +30, Will +30
Abilities: Str 60/+25, Dex 16/+3, Con 60/+25, Int 5/-3, Wis 16/+3, Cha 40/+15
Skills: Climb +30, Intimidate +66
Feats: Burning AttackKaiju, Cleave, Clinging BreathMetabreath +1, Draconomicon, Devastating Critical [Peck]Epic, Draconomicon, Enlarge BreathMetabreath +1, Draconomicon, Extra Natural Attack x2Kaiju, Great Cleave, Improved Critical [Peck], Improved GrabKaiju, Lingering BreathMetabreath +2, Draconomicon, Maximise BreathMetabreath +3, Draconomicon, Overwhelming Critical [Peck]Epic, Penetrate DR [Adamantine]Epic, Power Attack, RakeKaiju, Rapidstrike[claws]Savage Species, Reeking AttackKaiju, SwatKaiju,Tectonic BreathBelow, Weapon Focus [Peck]
Environment: In and around Mt Inawashiro
Organization: Soliary (seemingly Unique)
Challenge Rating: 29
Treasure: None
Alignment: Neutral
Advancement: 51-60 Colossal

Ibantei resembles a massive agglomeration of bear and bird, though unlike an Owlbear, it has the llong bill of a heron or crane and some of the physiological shape to boot. Its limbs appear too slender for its bulky body and it moves with the distinctive bob of both species. It rears up to its full height, dragging its useless furry wings along behind it, preparing to breath.

Ibantei is a Pyroplastivore, an eater of ash. It draws the vast majoirty of its nutrition from brief trips to the real world where it triggers a volcanic eruption and consumes as much fallout as it can in the time it has, before retreating to digest for a few centuries.

Combat:
If attacked, Ibuntei uses its powerful breath weapon, usually augmented by Tectonic Breath, to deal as much damage as possible. It also makes great use of its vicious peck to gobble down large numbers of targets quickly if it needs to, though it has trouble digesting them. It is usually forced to regurgitate such victims and incinerate them with its breath weapon to make them nutritious to it. It rarely bothers fighting if not actually wounded, however, so it'd take some major charcoal for the beast to even notice your presence most days.

Special Abilities:
Dissolve: If slain, Ibantei breaks down into a mass of magma. This can be REALLY bad news for those who were attacking it in melee. See the DMG for details on spreading lava flows.

Overnight Healing (Ex): Kaiju are notoriously difficult to hurt, and keep hurt. 8 hours of rest completely heals any hit point or ability damage a Kaiju has taken.

Tweening: Like many massive creatures, Ibantei is bound by a very specific form of liminal in order to move in and out of the Hedge. In order to tween, Ibuntei must move into a position on the Hedge mountain corresponding to Mt. Inawashiro where no human eyes fall. For this reason, he usually tweens in the dead of night. He must then wait there until the furst human eyes fall on the mountain, something he knows instinctively, and then move out from behind the mountain into view. This is complex as Ibantei is significantly smaller when within the Hedge itself.

Inside the Hedge, Ibantei has the stats of a 10HD Owlbear, though it retains its Special Attacks and Qualities. Slaying Ibuntei in the Hedge is only slightly easier because he has a Burrow speed of 160ft when inside the fa realm, making him very difficult to catch.

Tectonic Breath [Metabreath, Kinda]
You have the power to transform your expelled fire into magna, making it more difficult to resist.
Prerequisites: Con 15, Clinging Breath
Description: When within 20 miles of a source of lava or magma, even magically summoned stuff, you may use this feat to get around some of the far to common fire resistance. When you use Clinging Breath, half of your primary damage and all of your secondary damage counts as being Bludgeouning. In the latter case, this is because the victim is being crushed by hot rock as it contracts. Metabreath +0

Ok, not doing Lore on this one because I have no idea what you might use such a beast for in a game. In MV, you could go on a mission to try and deal about 300 damage to it in one go, probably from the inside, with explosives but if it woke up, you'd have cloverfield on your hands [seriously, how the hell was that thing not getting hurt by tank killer missiles?]. Next up is the Patupariarehe, which are probably going to end up as a race.

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

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

MythMage
2010-06-11, 01:18 AM
Well, I always recommend monstropedia (http://www.monstropedia.org/index.php?title=Main_Page) and Encyclopedia Mythica (http://www.pantheon.org/), but if you can ask for more specific information I can give better help.

The Tygre
2010-06-11, 02:27 PM
Quick question, Mullet: If you get a chance, are you ever gonna' finish tidying up that there d20 Hound of the Wild Hunt?

Mulletmanalive
2010-06-11, 03:14 PM
Quick question, Mullet: If you get a chance, are you ever gonna' finish tidying up that there d20 Hound of the Wild Hunt?

Fixed the Initiative, Given it a tentative CR of 13 and done a little tidying up to bring it back to 3.5 standard.

The Tygre
2010-06-11, 05:09 PM
Much thanks. :smallsmile: Great work on the Questing Beast, by the by.

Mulletmanalive
2010-06-11, 05:14 PM
Much thanks. :smallsmile: Great work on the Questing Beast, by the by.

No problem; I hadn't actually realised those were missing.

Thanks on the QB. I find the damn thing outright unsettling now that i've finished it, which must be a good sign, considering the source material...

NakedCelt
2010-06-12, 10:00 PM
Up Next:

Patupaiarehe [tall albino vegan vampires? from New Zealand...Not sure what to do with Ponaturi

Ponaturi are basically a marine variant of patupaiarehe, I think. They tend to be more unambiguously evil (where patupaiarehe are roughly as often mysteriously benevolent as mysteriously malevolent) and are described as having claws, which are not generally mentioned for patupaiarehe. Given that Maori came from the Pacific Islands, the ponaturi are probably the older version.

Mulletmanalive
2010-06-13, 10:09 AM
I've putted a picture on the kaiju!

Akal Saris
2010-06-13, 12:38 PM
Awesome, thanks man! Totally made my day :smallbiggrin:

Yuven
2010-06-13, 06:55 PM
Sucks to be the questing beast! everyone get an overwhelming urge to slay you? that is not good for a beasts survival xD

Mulletmanalive
2010-06-13, 06:59 PM
You'll note that they only really have a need to lay the thing out.
it'll generally not actually die from the experience. That's based on the obsession that it inspires; gazes are innately suppressable anyway

Edit: I knew i forgot something. A surviving spawn is supposed to grow into a new beast at the next full moon, a bit like the thing in the Hellboy movie. I'll put that in when i remember and it isn't 1:30 am...

The Fae subtype already covers this. If the Questing Beast is killed, another one comes into existance, in this case probably growing from one of the spawn that makes its escape or was abandoned elsewhere. It's a feature of the Dissolve ability.

Kallisti
2010-06-15, 07:39 PM
You mentioned Native American spirits?

I haven't read the whole thread, so apologies if this is already redundant, but it'd be nice to see stats for the spider-spirits that supposedly dwell in dreamcatchers. According to the Ojibway legend, the stone in the center of a dreamcatcher represents a spider-spirit lurking in the web of the dreamcatcher to consume nightmares. Being benign spirits, they let good dreams pass by, and some dreamcatchers even have a gap or a hoop suspended in the web to let good dreams pass through.

Mulletmanalive
2010-06-16, 01:46 AM
Wikipedia is noticably unhelpful on that count and i can't find anything on the two sites that Mythmage gave me. You got anything that actually gives info about the spider spirits in question? Otherwise, i can paw through Bhu's linkfests at some point...[groan]

MythMage
2010-06-18, 10:36 AM
I haven't read the whole thread, so apologies if this is already redundant, but it'd be nice to see stats for the spider-spirits that supposedly dwell in dreamcatchers. According to the Ojibway legend, the stone in the center of a dreamcatcher represents a spider-spirit lurking in the web of the dreamcatcher to consume nightmares. Being benign spirits, they let good dreams pass by, and some dreamcatchers even have a gap or a hoop suspended in the web to let good dreams pass through.
Since you say "the" Ojibway legend, I should point out that there are very few subjects about which there is a singular legend, especially in an oral culture such as most or all Amerindian cultures have been. Though I've heard of the design being modeled on spider-webs by Nokomis, the Grandmother, I've never heard of a spider-spirit suggested to actually dwell inside a dreamcatcher (heck, few of the dreamcatchers I've seen even have stones in the center at all).

I'm afraid I can't find any source for the legend you mentioned either, not even on disreputable personal sites or the like. Was it from a book, perhaps? Or a website Google wouldn't index?

Mulletmanalive
2010-06-19, 04:04 PM
Patupaiarehe:
Maori lore is full of references to these elusive beings; tall, lank eldritch beings with great inventiveness and a supreme dislike for both the sun and cooked food. Their legends includes such traits as hypnotic song, an extreme distaste for cooked food and greater inventiveness than the Maori themselves.

D&D Version:
Patupaiarehe Hunter
Medium Humanoid [Patupaiarehe] Warrior 2
Hit Dice: 2d8 (9 hp)
Initiative: +1
Speed: 30ft (6 squares)
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple: +2/+2
Attack/Full Attack: Bow +3 Ranged (2d8‡, Crit x3, Range 100ft) OR Spear +2 (1d8, Crit x3)
Space/Reach: 5ft/5ft
Special Attacks: Siren [Standard action; Perform check at -1 per 5ft to target vs Level Check. Target moves 5ft closer per point the test is passed by]
Special Qualities: Blindsense 5ft, Light Blindness, Low Light Vision x8 in poor lighting, Nature's Purity, Tweening, Xenophobia
Saves:: Fort +3, Ref +1, Will +0
Abilities: Str 10, Dex 13, Con 10, Int 12, Wis 11, Cha 15
Skills: Hide +5, Perform +3, Spot +5, Survival +5
Feats: Track, SirenB
Environment: Jungle
Organization: Hunt (2-5), Tribe (5-70)
Challenge Rating: 2
Treasure: 1d4 Mundane Items, 1d2 Alchemical Items
Alignment: Usually Neutral
Advancement: By Class [Favoured: Bard]
Level Adjustment:+1

In the bushes, a way off, you can see a tall, slender being that looks like an albino Maori with a shock of red hair. the strange figure moves slowly and makes few sounds as he moves, though the silence is very detectable. he carries a spear and when he notices your presence, looks at you with the disdain fishermen reserve for barnicles.

Patupaiarehe are a breed from which the Maori have learned much and still live in fear of. They lure away Maori women with magical music as part of their rites of passage. Some of these women are never seen again and many are with child when they return. Fortunately for the Maori, most of the time, Patupaiarehe remain in their forests and thanks to their hatred of cooked food, stay far away from their villages.

Combat
Patupaiarehe attack in concert with their hunts mates, always under the cover of darkness. They usually pepper an area they intend to fight in with simple traps such as primative caltrops and spike pits.

Ability descriptions: see below
MV Version:

Patupaiarehe Hunter
Male Patupaiarehe Thug 2 CP 3
Init: + 4 , Senses: Listen + 7 , Spot + 7 Vision x8 in poor lighting, Blindsense 5ft, Light Blindness
Languages: Patupaiarehe3
Defence: 11 Flatfooted: 10
Hardness: -
HD: 2d10 + 10 Hp: 21
Massive Damage: 10
Thresholds: Green, [ 10 ] Yellow, [ 5 ] Orange, [ 2 ] Red
[B]Fort: + 3 Reflex: + 4 Will: + 1 Psyche: 163
Speed: 30ft Space: 5 ft Reach: 5 ft
Ranged: Bow +3 (2d8‡, Crit x3, Range 100ft)

Melee: Spear +2 (1d8, Crit x3)

BAB: + 2 Grapple: +3 [+1 class bonus]
Special Actions: Siren [Standard action; Manipulation check at -1 per 5ft to target. Target moves 5ft closer per point the test is passed by], Sneak Attack +1d6
Combat Gear: spear, bow, 20 arrows3
Abilities: Str: 10 Dex: 12/+1 Con: 10 Int: 13/+1 Wis: 11 Cha: 15/+2
SQ: Light Blindness, Midnight Eyes, Nature's Purity, Tweening, Xenophobia

Feats: SirenB, Track

Skills: Manipulation +2, Hide +7, Listen +6, Move Silently +7, Spot +6, Survival +53
Special Abilities:
See below.

Racial Traits:
Patupaiarehe are a physically capable race, without peer in many respects and the males are taught bewitching skills as part of their rites of passage. In many cases, it is only their specie's utter disdain for that which men make of themselves, of sunlight and cooked food, that keeps them from waging war most horrid. Fortunately, while prone to viciousness and duelling, they are not prone to making trouble in numbers, ever keen to keep men and their burnt offerings from entering their twilight woods.

Patupaiarehe have the following racial traits:
+2 Dexterity, +2 Intelligence, +4 Charisma. Patupaiarehe are swift, inventive and possessed of overwhelming force of personality. To say that they are scary is something of an understatement.
Medium. As medium creatures, patupaiarehe suffer no benefits or penalties for their size.
Fæ blood: Patupaiarehe, while possessing some of the traits of the fæ, are mortal and thus have souls. They forfeit many of the powers that could have been theirs, in exchange for living and breathing and a true emotional range. Whenever it would be beneficial to them, patupaiarehe count as being fæ and thus can travel the Hedge without fear.
Tweening: While not full fæ, the patupaiarehe have the ability to penetrate the Hedge and move between their homes in the twilight estates and the real world. During the times of dusk and dawn, a patupaiarehe may use a Shift action to enter or leave the Hedge and may then move around within it. They do not get more able to move between the Hedge and other realms as they advance and use this primarily to come out at night so that they may hunt.
Survivalists: All patupaiarehe have solid skills in fieldcraft, gaining a +2 bonus on Survival checks.
Siren: Male patupaiarehe gain the Siren feat as a bonus feat, even if they do not meet the prerequisites. Females have the choice of Banal or Siren, whether they meet the prerequisites or not.
Midnight Eyes: all patupaiarehe gain the benefits of Greater Low Light Vision, being able to see ten times as far in the dark than humans. They still cannot see in pitch darkness but move with such confidence that they seem almost able to. This is represented by Blindsense 5ft, provided by their skin's sensitivity to pressure changes. They lose this for 1d8 rounds if they suffer even 1 point of Fire damage.
Light Blindness: Patupaiarehe simply can't see by the light of day. They are basically blind under any conditions that are not at least shadowy. They suffer a -10 penalty on perception checks and cannot see more than 20ft. In combat, their enemies count as having concealment [20% miss chance].
Nature's Purity: Being so connected to nature, patupaiarehe can only eat food as they find it. They find cooked material literally toxic; the mere smell of cooking forces them to make a Fortitude save, DC 8 + their level, or be Nauseated. Those that save are merely sickened. Should they consume cooked matter, they treat it as a poison [3d6 damage and Nauseated (Fort saves, DC 8 + level, every 10 minutes, Shake It Off does not apply)].
Xenophobic: While obsessed with Mana themselves, patupaiarehe refuse to accept that any other being has Mana. They themselves have a Mana/Social rank of 1d4 + ½ their level and always ignore the mana/social rank of others. If their own is ignored or simply not understood, they must make a Will save, DC 4 + their level, or attack the foe for one round, to the best of their ability.
Level adjustment: +1
Combat Potential: +1

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

Lore:
Patupaiarehe are subject to being from a very specific region. Outsiders suffer a -20 on their Lore checks unless they have a suitable Knowledge Specialisation. Gather Information is unaffected
{table]DC:|Lore:

2|We stay out of the forests at night

7|Patupaiarehe lurk in the night forests. They have keen eyes an are brutal hunters

12|If you hear music from the woods at night, plug your ears and pray to whatever you believe in

17|It is Patupaiarehe matings that produce the red haired children of our tribes. Their mothers are permanently at the jungle witches' call.

22|Cooked food is sickening to the Patupaiarehe. They are revolted by the smell and are actually poisoned by it.

27|If you make a point of ignoring a Patupaiarehe's mana, they have a tendency to get angry and be reckless, especially the young ones[/table]

There we go, Patupaiarehe, or as i've taken to calling them, Git Elves. I couldn't find any lore on them that made them out to be nice... for Ponaturi, simply apply this race to Sahaugin. Works fine.

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

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

Lord_Gareth
2010-06-20, 06:19 PM
One idea you might want to consider is the idea of Fae lords and ladies; nobles who claim dominions over specific sections of territory or concepts. The Seelie and Unseelie courts of Ireland can provide some ideas, and I have one of my own that I'd love to see statted into some form of epic-level challenge:

Madam Murder is the Dusk Lady. Her dominions include the setting sun, travel, sailing, trade, war, murder, and portals (such as doors or windows). She unlocks the gates on the far side of the horizon to allow the sun to set each night, collects wayward souls, bestirs violence and conflict, and hunts mortals for sport. Madam Murder enjoys the slow stalk and the taste of her prey's fear, though not as much as she enjoys the rich, heady flavor of their blood after a fresh kill. She may occasionally be seen in the fray of the most vicious battlefields, drinking in the carnage.

Madam Murder is a tall, lean woman with long, unbound red hair and striking green eyes. Her flawless teeth are coated with a thin layer of fresh blood, and she seems to move in small teleportations, being first one location and then, with little explanation, another. She wears leather armor of humanoid skin, studded with the teeth of a thousand Fae knights. Her preferred weapon is an enchanted knife of cold iron; the sentient blade refers to itself as the Omegan.

Murder has been witnessed stepping between planes, teleporting with incredible rapidity, slaying great warriors with single blows, and creating fae-like beings from the corpses of her foes. Her other abilities remain frightfully mysterious.

Mulletmanalive
2010-06-20, 06:42 PM
I'm going to politely decline there. There are several reasons:

One, that's a made up fairy being. I'm not doing those here.

Two, i don't do epic. I tried running a game once, found it the most boring and frustrating gaming experience ever because all i could do to challenge people was to throw bigger and bigger critters at them which made the whole thing feel like grinding [that and the stupid arguments about what might have been forseen and what folks may or may not have researched at some point] in a Final Fantasy game.

Three, I'll be making some Lords, but whether i'll be allowed to post them is another question. When i have lore to guide me, they seem like fae. When i'm trying to make them up, my works, like your proposed creature, just don't seem to me like something anyone would actually believe in.

I'll tell you what; when i sort out the Fae-Lord template, PM me and i'll use that as the skeleton of my example. That ok?

Number of times i've re-written this to avoid sounding like a **** rather than just tired...

Edit: ooo, word filter. Sorry! Didn't realise that was a banned word!

Kallisti
2010-06-20, 07:57 PM
Since you say "the" Ojibway legend, I should point out that there are very few subjects about which there is a singular legend, especially in an oral culture such as most or all Amerindian cultures have been. Though I've heard of the design being modeled on spider-webs by Nokomis, the Grandmother, I've never heard of a spider-spirit suggested to actually dwell inside a dreamcatcher (heck, few of the dreamcatchers I've seen even have stones in the center at all).

I'm afraid I can't find any source for the legend you mentioned either, not even on disreputable personal sites or the like. Was it from a book, perhaps? Or a website Google wouldn't index?

Sorry. By "the Ojibway legend," I meant "the version of it I heard."

Although come to think of it, I can't seem to recall where... I know I've heard that story, about the spirit that the stone represents and that devours bad dreams, but I don't know where I've heard it.

MythMage
2010-06-21, 12:29 AM
I have one of my own that I'd love to see statted into some form of epic-level challenge:
Since Mulletmanalive doesn't want to do original concepts now, I'd be happy to have a crack at it (if you don't mind) - as you can see from my signature, this seems right up my alley. Is there an approximate CR you'd like me to aim for?

(Mulletmanalive, would you prefer I split it to another thread?)

Mulletmanalive
2010-06-21, 02:06 AM
You can put it in here if you'd like. I have no objection. I'll start an extra list in the opening post for Fairies from Fiction.

This was originally for "real" fairies [i.e. those people actually believe in] but i got so many helpful suggestions otherwise, it'd be daft not to allow this. Would you like me to put your project link in the first post?

NakedCelt
2010-06-21, 03:54 AM
Patupaiarehe:
Maori lore is full of references to these elusive beings; tall, lank eldritch beings with great inventiveness and a supreme dislike for both the sun and cooked food. Their legends includes such traits as hypnotic song, an extreme distaste for cooked food and greater inventiveness than the Maori themselves.

Cheers, Mulletmanalive! That must have taken you a while!

In the interests of strict accuracy I have some purely pedantic endnotes. Pay attention to them or ignore them at your leisure.

Attack/Full Attack: Bow +3 Ranged (2d8‡, Crit x3, Range 100ft)[/b]Maori prior to European contact had slings, but not bows or arrows.

They lose this for 1d8 rounds if they suffer even 1 point of Fire damage.They also fear fire generally; perhaps a fire vulnerability would have been good.

They find cooked material literally toxicIn Maori culture, cooking food removes tapu. That's why a building crew in New Zealand will always finish off a job with a barbecue on the site. Patupaiarehe are creatures of tapu.

While obsessed with Mana themselves, patupaiarehe refuse to accept that any other being has Mana.It needs to be remembered here that mana is a Maori word and a Maori concept. In Maori society, mana is not something oogy-boogy that you only meet in fantasy role-playing games; it's understood as a personal quality that everyone has more or less of, and which corresponds roughly to both one's ability and one's right to command respect. [EDIT: The word appears, for instance, on pamphlets and billboards at election time, corresponding to the phrase "right to vote" on the English side.] You could say that Maori are "obsessed with mana"; it would be just as true, and just as unfair, as saying that Westerners are "obsessed with career advancement".

I couldn't find any lore on them that made them out to be nice...I guess, as a New Zealander, I have more access to print resources on Maori folklore. It is rather sparse on the Web. There are stories of human people living among the Turehu (which, you may recall, are one of the tribes of patupaiarehe), learning their ways, and even teaching them things, such as how to give birth without killing the mother. Certainly, if offered hospitality by a patupaiarehe, it is far wiser to accept than to decline. Better two weeks in the forest surrounded by pleased patupaiarehe than two seconds in the village surrounded by angry patupaiarehe.

Mulletmanalive
2010-06-21, 01:21 PM
NakedCelt: Just like to point out that Patupaiarehe are NOT Maori. I never said they were, just that their cultures were similar. Hence, i think they should be different.

On Bows:
There is a game made by Australian developers based around a Maori warrior making good and I looked it back up after failing to find any sources about Maori weapons and martial culture. In the game you use a bow. Now that you'd told me that the Maori themselves didn't have bows, it seems even more reasonable that Patupaiarehe might have them, having that tasty racial Int bonus...

Hence the bow. You can ignore it if you like, but i wanted them to be advanced. Perhaps my original instinct of giving them spears and atlatl type weapons like the Australian natives used would have been better...

On Fire:
I tried to avoid the whole "they fear fire because they're flammable" schtick on this one. A weakness to the scent of any burning, edible materials and partial blindness on exposure seemed enough to make them want to avoid fire. Combine that with the fact that they're virtually blind near to a fire because of the light output. If you really want a fire vulnerability, that's cool, i'll put one on the 3.5 version.

On Cooking:
So cooking is an exorcism? Huh. Well, I made this version kinda "partly fae" so i'll stick with the toxic thing for the critter but maybe there should be a cultural note that cooked food produces a Protection From Evil effect in a Maori game? Oh, I like that idea! Sucks to be a Patupaiarehe witchdoctor!

On Mana:
This one is actually a mix of the fact that Patupaiarehe ARE obsessed with their status [I basically gave them a reason to dislike strangers] and the fact I didn't fully explain what i meant by Mana. At no point did i say Msori in general were obsessed with it.

I did my research on the term Mana a while back and know exactly what it means and get confused why people use it to mean magic. I use a thing based on Social Ranking on a 0-20 scale in my games. Mana would basically be a slightly more earned version of that in a Maori game. The Patupaiarehe are, as written, obsessed with it; I'm sure that Maori CAN be obsessed with such things but that's personal, isn't it?

It was written to include an additional, albeit minor weakness and to avoid "elves = serene" syndrome. It's easy to ignore someone's social rank if you have no idea what it is, so most men will find these guys a bit homicidal on first contact.

On Hugability:
Well, that's one for your games, I think. If you were to somehow earn a status within the tribe, they'd probably be very accepting, or if perhaps they married a human and ended up stranded in a human tribe, they might change their attitude.

PS: anyone know where i might find stats for a spear thrower/Atlatl?

MythMage
2010-06-21, 09:38 PM
You can put it in here if you'd like.
I think I will, once I hear from Lord_Gareth about what CR he's looking for with Madam Murder. I'm not sure if he's thinking something that would scare a significant god, on the level of a powerful abomination (since she seems to be similar to a god in her portfolio and how untouchable she appears) or something that's "just" out of the league of nonepic mortals.


Would you like me to put your project link in the first post?
That would be really cool. Thanks. :)

NakedCelt
2010-06-23, 10:05 PM
NakedCelt: Just like to point out that Patupaiarehe are NOT Maori. I never said they were, just that their cultures were similar. Hence, i think they should be different.

On Bows:
There is a game made by Australian developers based around a Maori warrior making good and I looked it back up after failing to find any sources about Maori weapons and martial culture. In the game you use a bow. Now that you'd told me that the Maori themselves didn't have bows, it seems even more reasonable that Patupaiarehe might have them, having that tasty racial Int bonus...

Hence the bow. You can ignore it if you like, but i wanted them to be advanced. Perhaps my original instinct of giving them spears and atlatl type weapons like the Australian natives used would have been better...

Well, the idea of the Patupaiarehe having technology the local humans lack would be in fitting with the stories; they are said to have invented nets, after all. However, you should know there is no evidence of pre-European contact between any Pacific Island group, Maori included, and mainland Australia. Don't be looking at Australian Aboriginal culture; look in the Pacific. Or in South America, there is evidence for Pacific contact with South America.


On Cooking:
So cooking is an exorcism? Huh. Well, I made this version kinda "partly fae" so i'll stick with the toxic thing for the critter but maybe there should be a cultural note that cooked food produces a Protection From Evil effect in a Maori game? Oh, I like that idea! Sucks to be a Patupaiarehe witchdoctor!

I'm afraid a little further research is in order here... tapu is not the same as "evil". Everything in the Maori universe falls somewhere on the tapu–noa spectrum; the head is more tapu than other parts of the body, for instance, so you never sit on a pillow or put a hat on the floor. Tapu is anything you have to be careful about or respectful of.


On Mana:
This one is actually a mix of the fact that Patupaiarehe ARE obsessed with their status [I basically gave them a reason to dislike strangers] and the fact I didn't fully explain what i meant by Mana. At no point did i say Msori in general were obsessed with it.

I did my research on the term Mana a while back and know exactly what it means and get confused why people use it to mean magic. I use a thing based on Social Ranking on a 0-20 scale in my games. Mana would basically be a slightly more earned version of that in a Maori game. The Patupaiarehe are, as written, obsessed with it; I'm sure that Maori CAN be obsessed with such things but that's personal, isn't it?

Well, like I say, mana in Maori culture is like career advancement in ours: it's a measure of achievement, a measure of seniority, a measure of how seriously one deserves to be taken; increasing it is the whole point of the efforts one makes in life. It is both social and personal. It is the underlying drive of society, and as such it is odd to speak of someone being "obsessed" with it as if it were something one could opt out of if one wished. Someone who isn't bothered about their mana is a no-hoper who's given up on doing anything with their life. It would be simpler to say that patupaiarehe just believe they automatically have more mana than any human.

Mulletmanalive
2010-06-24, 04:36 AM
Well, the idea of the Patupaiarehe having technology the local humans lack would be in fitting with the stories; they are said to have invented nets, after all. However, you should know there is no evidence of pre-European contact between any Pacific Island group, Maori included, and mainland Australia. Don't be looking at Australian Aboriginal culture; look in the Pacific. Or in South America, there is evidence for Pacific contact with South America.

The Atlatl/Spear Thrower, an item that extends the throwing arm of the user to make a spear throw harder, like the bow, has been invented in a whole bunch of cultures. I didn't mean passed on technology, so much as "low tech-tribal technology for nomads."

Interesting archeological tidbit there.


I'm afraid a little further research is in order here... tapu is not the same as "evil". Everything in the Maori universe falls somewhere on the tapu–noa spectrum; the head is more tapu than other parts of the body, for instance, so you never sit on a pillow or put a hat on the floor. Tapu is anything you have to be careful about or respectful of.

I didn't mean literally evil. The effects of Protection from Evil are duplicated against various enemy forms such as Protection from Aberrations, Protection from Fairies and Zone of Natural Purity[?]. Basic upshot is that you get a +2 save and are immune to charm, compulsion and possession while near cooking food.

From the initial statement, it seemed reasonable that monsters and Patupaiarehe were high Tapu, so the ritual would be focused on them...


Well, like I say, mana in Maori culture is like career advancement in ours: it's a measure of achievement, a measure of seniority, a measure of how seriously one deserves to be taken; increasing it is the whole point of the efforts one makes in life. It is both social and personal. It is the underlying drive of society, and as such it is odd to speak of someone being "obsessed" with it as if it were something one could opt out of if one wished. Someone who isn't bothered about their mana is a no-hoper who's given up on doing anything with their life. It would be simpler to say that patupaiarehe just believe they automatically have more mana than any human.

I did. It states that while Patupaiarehe expect the respect they feel themselves due for their mana, they don't believe anyone else actually has any. I was going for a "you will respect my authoritay/you aren't really people" divide, with the Patu getting angry if this doesn't continue.

Surely one COULD opt out of mana. Every other culture one earth has some form of the hermit arrangement, to varying levels of social niftiness. Anyway, I'm not planning on designing a full campaign setting but this is how the actual Social Rank that this is based on works:


Social Rank:
Everyone, whether they like it or not, has a rank within society. At the very apex, there is the most powerful person in the land and at the bottom, there are criminals who were stupid enough to get caught.

Every human being [or other races, if you're using such] has a social rank measured between 20 at the top and 0, or even minus numbers if reviled. The values corresponding to different things vary harshily between cultures, given that a small tribe of 20 members may well have all 20 ranks present, while comparing a rank of 20 there to the head of an empire is considered silly, despite the fact they have the same levels of respect from their followers [unless you use the assumption of the divine]

Here are rough guidelines for two different cultures:
{table]19th Century Britain|Rank|Native American Tribe|Rank

Criminal|0|Child|1-3

Working Class|1-3|Teenager|4-5

Middle Class|4-6|Wives and women|6-10

Lower Upper Class|7-12|Braves/Skilled Hunters|11-15

Upper Class|13-16|Elders|16-19

Outer Royals|17-19|Shaman/Medicine Practitioner|19

High Government|14-19|Warleader|17-19

Queen|20|Chief|20[/table]

When dealing with someone of another rank, one may choose to exercise your rank or deal with that person on their terms. If you choose to make Rank an issue, both sides add their Social Rank to their parts of whatever Social Skill check is being made [Diplomacy, Intimidate etc].

If you win by this means, you win with all the consequences normally applied but your Social Rank in relation to that person drops by 3.

If you choose not to make Rank an issue, the check is resolved normally, though your opponent has the choice of still enforcing his own.

Ignoring Status:
One or both sides may choose to ignore the status of the other, but this comes with a certain amount of resentment. If you decide that your opponent's rank is meaningless, they gain a floating pool of +1 bonuses equal to their denied rank, to use against you during the remainder of the day. These may be added to their rolls against you as a free action. Multiple points may be used, though no more than their Cha modifier [positive or negative].

Obviously, some people choose to still respect the rank of someone who is ignoring their own to gain these indignation bonuses. There has to be some advantage to politeness and restraint!

Advancing Social Rank:
Increasing your worth in the eyes of your society can vary in difficulty. In the worked examples, becoming a higher rank in the Native American society is simply a case of showing age, bravery and wisdom. A great deed or successful quest might be enough to increase your rank.

As a vague example, perhaps you might gain in rank if you defeat something with an EL greater than you Social Rank...

In the case of the Victorian England, however, you're in for more work. You need finances and to earn the respect of your peers by successfully adopting their ways...

MV has a mechanism for this but the method is left to the GM in other settings.

Another possibility is the Honour mechanic from Oriental Adventures; it has merits simply because of the problems both suffer from self-aggredisement.

Anyway, it was just a suggestion; if you don't like it, don't use it. It does make sense from where i'm sitting without having to specially design an entire setting, which i'm not willing to do right now.

Mulletmanalive
2010-06-24, 05:08 AM
Now that i've finished horribly misrepresenting the native peoples of New Zealand, I can get to what i've been waiting for: goblins!

This section includes an introduction, into which i shall place all of the Lore tables [this section, right here], entries for each of the four breeds and elite versions of some of them. I've already sorted out Redcaps, THE Robin Redcap and have full intention of creating Knockers , Brownies, Pucks and Robin Goodfellow [these last three are all Hobbs of differing levels].

I'm in two minds whether Hags deserve to be a fifth kind of Goblin, simply because they share many of the traits attributed to such creaures in lore.

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

Goblins:
Goblins are a specific breed within the fæ and are one of the most common forms that one can meet. They resemble ugly caricatures of humans, with oversized noses, beady eyes, pointed ears and lopsided, snaggle-toothed grins. For all practical concerns, there are four core breeds of goblin:


[B]Border Goblins [Dunters]:
Border Goblins are the most powerful and malicious of their breed. Almost universally evil on a Biblical level, they possess strength comparable to that of a Hag and attitudes that make them almost worse. Border goblins can be identified by their iron shoes, a useful tool for these sadistic creatures, a thing that allows them to kick you while you are down. The Border Goblins are noteworthy for having an "elite" amongst their number in the form of the Redcaps. These malicious little beasts possess a magical cap that is known to the fæcraft of the Border Goblins, that grants night impossible strength in exchange for removing much of the little control these creatures had over themselves in the first place.

Lore:
{table]DC:|Lore:

3|Dunters are bullying fae that scare children by making knocking and bumping noises in the night

7|Redcaps are strong, impossibly strong

8|Dunters are quick little devils who never fight fair.

9|There was once a creature called Robin Redcap, the mightiest of the Dunters.

12|Killing a Redcap is impossible, though they are afraid of holy symbols

13|Dunters are the largest and most aggressive of the Goblin subbreeds. Their breed has the ability to reach into shadows and pull out cold iron weapons, usually spears they call "Pikes"

14|Robin Redcap was a familiar, who rendered his master immune to blades.

17|Redcaps are a Dunters that have learned to create an item called a Redcap. These hats drive them into unimaginable frenzy and make them impossible to subdue.

18|If you are cut by a Dunter, it will find you again if it wishes to. They can track via blood from inside the Hedge.

19|Robin is a name associated with a character you've never met but know of by reputation. Robin Redcap's reputation involves soaking his hat in the blood of the fallen to fuel his rage.

22|When fighting a Redcap, use cover to minimise his ability to throw things accurately. Avoid melee combat at all costs.

23|Baking Bread is useful to keep a Dunter from tracking you and filling the air with smoke can do wonders in preventing one from drawing more weapons as it cancels the shadows.

24|Robin was the first to discover the method of the redcap and the first to discover its weakness; he couldn't survive when they boiled him in molten lead along with his master

27|Don't bother trying to pull your punches with a Redcap. They feel no pain whatsoever as long as they have that damn hat on [they are immune to Subdual Damage].

28|If you need to avoid a Dunter, stand in the middle of a field. They can't tween within the boundary, only at it. The sound of whistling is highly irritating to Dunters in the Hedge, so it helps if you're being pursued.

29|Robin is now a hardened old devil, having been released from the cauldron by clumsy archaeologists. His gang are under strict orders not to don their hats until combat is joined.

32|Redcaps are genuinely afraid of Holy symbols. A character wielding one can actually Intimidate the beast, despite its frenzy

33|Boiling water and burning grass are both effective against a Dunter and will certainly help hold them at bay, granting a +4 bonus on Intimidate if you're holding a suitable amount of either.

34|Robin personally fears dogs because they dragged him down and let them capture him the first time. Dogs automatically make Intimidate checks against him every round as a Free action and this can cut through his Frenzy.

37|If you can pry the cap off the head of the Redcap, the physical damage that it has already done to itself via its frenzy should subdue it.

39|Robin is how symbolically vulnerable to the lead that entrapped him and prevented his dissolution. Bullets cast from it deal double damage and ignore his formidible defences. This lead is kept in the York Historical Museum.[/table]


Common Goblins
Common Goblins are a species of tricksters, taunters and meanies. As their name indicates, by far the most common breed of goblin. These goblins are more magical than others of their breed, possessing minor telekinesis and other powers, though bound within the bizarre laws of the fæ so that they can only create their mischief when unperceived. Their drug of choice is human irritation and misery, something they gain by moving into homes and businesses and meddling with clinical efficiency.

Lore:
{table]DC:|Lore:

1|Goblins are the spirits of troublemakers who didn't obey their parents.

6|The first Goblins were fallen angels...

11|A Goblin is a small and mean spirited little fairy. They bring cockroaches and horrible pranks with them when they move into your house.

16|Goblins leave distinct scratch marks on the walls where they have passed. They are known for turning milk sour and scaring cows.

21|Goblins, as utter cowards, won't go within 10ft of a cold iron object, like a horseshoe. Hanging them over the doors prevents the things entering but also stops those inside from leaving.

26|Holly-lime is deadly toxic to goblins, though it merely angers more powerful fae. Put in strategic places, it drives away the smarter ones and kills the dumber ones.[/table]


Hearth/Hob-Goblins [Hobbs]:
Hearth Goblins are the most commonly benevolent entities in their breed. Hob-goblins are also by far the ugliest of the goblins, which is saying something. Hobs adopt a home and spend their time at night doing housework and manual labour; they are utter perfectionists in their work and kick out a great deal of work every night. The trouble with having a fairy in your home is that they have somewhat specific rules of politeness, ones that they don't tell you and will punish you for violating.

Lore:
{table]DC|Lore

3|Hobs and Brownies are small goblin type creatures who keep houses looking nice

8|Upset a Hob and you'll regret it

13|When a Hob moves into a house, stock up on honey. Bake it into some bread and spread it onto the stuff

16|There is a specific Hob known as Hobhole Hob who has the ability to dismiss whooping cough

18|Never present clothes to a Hob or thank them. They leave or may even turn nasty

23|Hobs have some impressive magical powers. If one turns nasty, use iron filings and horseshoes to block their abilities if you can. These block line of sight like with spirit powers

26|Hobhole Hob was one of the first witches to come out of a small unseelie courtin northern England. He's been working hard for years to undo a curse done years ago

28|A useful way of driving off a Hob is to repeatedly inform him how good his work is and praise him genuinely [Manipulation at -10], even if he's turned malevolent[/table]

Under Goblins [Bluecaps]:
Under Goblins are a wildly varied set of temperaments but all dwell in caves and mines and seams of material. They have limited ability to shape rock themselves, instead either guiding miners and prospectors to good seams causing them to cut more material from the face, creating extra space for the goblins or else exploiting weaknesses the miners have left, collapsing roofs and the like on the hapless spelunkers.

Lore:
{table]DC:|Lore

3|Sometimes, those working under the ground hear faint knocking sounds. These lead to good ore

8|Knockers collapse tunnels on people without any real reason

13|Under-goblins are one of two tribes; Knockers with their red hats and Bluecaps, who are named for obvious reasons. Bluecaps are helpful unless threatened, Knockers are always dangerous

18|Both kinds of goblin are stuck underground so they encourage others to dig things out, either by collapsing tunnels or leading folk to seams

23|You probably don't want to drive off Bluecaps, but these goblins dislike tin in all its forms. Charms made of it grant a +4 bonus on Intimidate checks

28|Bluecaps dislike the Grand Seam, though Knockers are known for wandering it. The hats of the Undergoblins are their tools for these shifts and if you possess one, you can shift also. Organic trade goods are well thought of indeed within the seam[/table]

Mulletmanalive
2010-06-24, 07:00 AM
Goblins, Border [Dunters]:
Dunters are simply put, bastards; monstrous, evil bastards. They are the illegitimate spawn of belief in demons and the assumption that anyone scary must have supernatural assistance in staying that way. The earliest records of such beasts are actually connected to one Robin Redcap, a particularly brutal individual dunter that served as the familiar of lord William de Soulis, a Scottish noble in the time of the Bruce. The being was actually part of the elite of the country and seems to have been bartered into the service of the lord by a skilled witch having bound him.

Not that it would have taken all that much convincing, given that Redcap's duties were murderous and sadistic in the extreme.

Dunters in their basic form are wiry but powerful beings of slightly less than human height. Virtually unarmoured, save for a set of grieves and boots, they wield various weapons of cold black iron, most usually a pike between five and twelve feet in length. The face of a dunter is the most human of the goblins, with a long, broad nose like that of a boxer, slightly undersized eyes that have red "whites" and a gaunt, starved hollowness to their visage. Like all goblins, they have pointed ears.

The most pronounced traits of a Dunter are the sheer strength of their bodies and malice and their frankly terrifying ability to reach into the Hedge or some other place and pull out a weapon or tool of their choice. Often, they use this to keep up a supply of projectiles, but it can make fighting one very difficult. Fortunately for the hunter, there is a very concrete limit to this power; except in rare cases, no goblin can create an item with more than a single part.

D&D Version:Medium Monsterous Humanoid [Fae] 3
Hit Dice: 3d10 + 12 (28 hp)
Initiative: +1
Speed: 40ft (8 squares)
Armor Class: 14 (+1 Dex, +3 Natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+7
Attack: +8 Ranged Pike (1d10+7, x3, Range 20ft) OR +8 Melee Pike (1d10+7, x3)
Full Attack: +8 Ranged Pike (1d10+5, x3, Range 20ft) OR +8 Melee Pike (1d10+7, x3) OR +4/+4 Melee Iron Shoes (1d4+2, x2, +4 damage vs Prone target)
Space/Reach: 5ft/5ft [10ft with long-pike]
Special Attacks: Guided Shot [Swift action; ranged attacks made this round ignore cover [not total] and range penalties to hit], Sneak Attack +1d6 [Against Flatfooted or Flanked foe, deal +1d6 precision damage]
Special Qualities: Camouflage, Dissolve, DR 8/Cold Iron, Marked Man, Tweening
Saves: Fort +8, Ref +4, Will +3
Abilities: Str: 20/+5 Dex: 12/+1 Con: 18/+4 Int: 8/-2 Wis: 14/+2 Cha: 6/-2
Skills: Hide +11, Intimidate +14, Move Silently +7, Survival +8 [+12 while in Hedge, +18/+22 when hunting by blood]
Feats: Brutal Throw [Strength on thrown attacks], Frightening Continence [+3 on Intimidate, apply Cha penalty as a bonus when fear might help on social skills]SA, TrackB
Environment: Border Regions
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: by class

A Dunter is a wiry little humanoid with bad teeth and a murderous love of combat.

Combat
Dunters attack using thrown pikes until they have their target at their mercy, at which point they will switch to melee. They will escape if things seem to be going against the by fleeing tot he Hedge.

Camouflage [Ex/Su]: When within hilly terrain, including ruins located on them, Dunters may Hide, even if they don't have Concealment: they also receive a Supernal +10 bonus on Hide checks (already included in the stat block).

Cold Iron Draw [Su]: As a Move action, the Dunter may reach into an adjacent shadow and draw out a weapon or tool of their choice made of Cold Iron. The only limit is that this item must be of a single unbroken piece of iron, so no moving parts or chains. No-one is sure how the goblins are able to do this or why they are able to produce something that verges on the civilised but it makes them no friends amongst the other fæ, many of whom find the material to be toxic.

Dissolve: When slain, a Redcap breaks up into a stinking pile of soiled clothes, broken teeth, blood and tears.

Marked Man [Su]: As long as he has smelled your blood, a Dunter can track you from the Hedge, gaining a +10 bonus on Search and Survival checks to do so. He loses the memory of your scent if you can avoid him for 3 days.

Tweening: As a Fae, a Dunter may shift between the real world and the Hedge during Dusk and Dawn and through Physical Boundaries.
MV Version:Medium Fæ Beast 3 CP 5
Init: + 2 , Senses: Listen + 2 , Spot +2
Languages: Bad English, Gaelic 3
Defence: 15 Flatfooted: 10
Hardness: DR 8/Natural
HD: 3d10 + 12 + 18 Hp: 46
Massive Damage: 18
Thresholds: Green, [ 23 ] Yellow, [ 11 ] Orange, [ 4 ] Red
Fort: + 10 Reflex: + 2 Will: + 3 Psyche: 13 3
Speed: 40ft Space: 5 ft Reach: 5 ft
Ranged: +8 Pike (1d10+5, x3, Range 20ft)

Melee: +8 Pike (1d10+7, x3) AND +3/+3 Iron Shoes (1d4+2, x2, +4 damage vs Prone target)

BAB: + 3 Grapple: +8
Special Actions: Guided Shot [Swift action; ranged attacks made this round ignore cover [not total] and range penalties to hit], Sneak Attack +1d6 [Against Flatfooted or Flanked foe, deal +1d6 precision damage] 3
Abilities: Str: 20/+5 Dex: 8/-1 Con: 18/+4 Int: 8/-2 Wis: 14/+2 Cha: 6/-2
SQ: Camouflage, Tweening

Feats: Brutal Throw [Strength on thrown attacks], Frightening Continence [+3 on Intimidate, apply Cha penalty as a bonus when fear might help on social skills]SA, Stealthy, Track

Skills: Hide +11, Intimidate +14, Move Silently +7, Survival +8 [+12 while in Hedge, +18/+22 when hunting by blood]

Possessions: Iron Shoes. Can produce a near limitless supply of Pikes and other Iron weapons 3
Special Abilities:
Camouflage [Ex/Su]: When within hilly terrain, including ruins located on them, Dunters may Hide, even if they don't have Concealment: they also receive a Supernal +10 bonus on Hide checks (already included in the stat block).

Cold Iron Draw [Su]: As a Move action, the Dunter may reach into an adjacent shadow and draw out a weapon or tool of their choice made of Cold Iron. The only limit is that this item must be of a single unbroken piece of iron, so no moving parts or chains. No-one is sure how the goblins are able to do this or why they are able to produce something that verges on the civilised but it makes them no friends amongst the other fæ, many of whom find the material to be toxic.

Dissolve: When slain, a Redcap breaks up into a stinking pile of soiled clothes, broken teeth, blood and tears.

Marked Man [Su]: As long as he has smelled your blood, a Dunter can track you from the Hedge, gaining a +10 bonus on Search and Survival checks to do so. He loses the memory of your scent if you can avoid him for 3 days.

Tweening: As a Fae, a Dunter may shift between the real world and the Hedge during Dusk and Dawn and through Physical Boundaries.

Redcaps:
Redcaps are the elite of Dunter "society." The ambition of all Border Goblins is to learn the tricks of fæcraft learned by Robin Redcap himself and create a Redcap of their very own. For those blissfully in the dark, a Redcap is a tight skull cap that is sewn together from robin's breasts (the irony was not lost on the inventor) and soaked in the blood of murdered victims. As long as it remains wet, and Border Goblins are more than happy to wound themselves for this, the cap provides them with perverse strength and a junkie's need to kill for their next hit.

A Redcap is basically unkillable in his rage; the key to survival seems to be getting his cap off. Good luck!

D&D Version:
Medium Monsterous Humanoid [Fae] 3, Barbarian 4
Hit Dice: 3d10 + 4d12 + 42
Initiative: +1
Speed: 50ft (10 squares)
Armor Class: 10 (+1 Dex, +5 Natural, -2 Rage, -4 Frenzy), touch 5, flat-footed 9
Base Attack/Grapple: +7/+17
Attack: +17 Ranged Pike (1d10+10, x3, Range 20ft) OR +17 Melee Pike (1d10+15, x3)
Full Attack: +15/+15/+11 Ranged Pike (1d10+12, x3, Range 20ft) OR +13/+13/+8 Melee Pike (1d10+18, x3) AND +11/+11 Melee Iron Shoes (1d4+6, x2, +4 damage vs Prone target)
Special Attacks: Brutal [Once per encounter; auto-succeed on a Combat Manoeuvre],
Guided Shot [Swift action; ranged attacks made this round ignore cover [not total] and range penalties to hit],
Intimidating Strike [Standard; Make attack with -1 to -7 penalty. If attack hits, make free Intimidate check against target with bonus equal to penalty taken.],
Sneak Attack +1d6 [Against Flatfooted or Flanked foe, deal +1d6 precision damage]
Special Qualities: Camouflage, Cold Iron Draw, DR 12/Cold Iron, Dissolve, Marked Man, Rage, Redcap, Tweening
Saves: Fort +14, Ref +6, Will +5
Abilities: Str: 30/+10 Dex: 12/+1 Con: 22/+6 Int: 8/-2 Wis: 14/+2 Cha: 6/-2
Skills: Hide +14, Intimidate +23, Move Silently +9, Spot +7, Survival +12 [+16 while in Hedge, +22/26 when hunting by blood scent]
Feats: Brutal Throw [Strength on thrown attacks], Frightening Continence [+3 on Intimidate, apply Cha penalty as a bonus when fear might help on social skills]SA, Intimidating Strike, Quickdraw, TrackB
Environment: Border regions
Organization: Solitary, Gang [1 + 2-20 human brigands]
Challenge Rating: 7
Treasure: Standard
Alignment: Chaotic Evil [damned unhinged too]
Advancement: by class

Busting from the grass is a hideously ugly little being with a wet looking ret hat on his head. He smells disgusting but that's the least of your problems compared to the great black iron pike he's holding!

Combat
Redcaps, while savage, do not don their caps until they have advanced into position. After this, they burst from cover, impaling someone with a thrown pike and then close to start stomping. They aren't sofisticated and only flee if their cap is removed and they happen to still be conscious. Fear the wrath of such a Redcap as they're smarter than they seem, combined with a solid ability to tween.

Special Abilities:
Camouflage [Ex/Su]: When within hilly terrain, including ruins located on them, Redcaps may Hide, even if they don't have Concealment: they also receive a Supernal +10 bonus on Hide checks (this bonus is included in their stat block).

Cold Iron Draw [Su]: As a Free action, the Redcap may reach into an adjacent shadow and draw out a weapon or tool of their choice made of Cold Iron. The only limit is that this item must be of a single unbroken piece of iron, so no moving parts or chains. No-one is sure how the goblins are able to do this or why they are able to produce something that verges on the civilised but it makes them no friends amongst the other fæ, many of whom find the material to be toxic.

Dissolve: When slain, a Redcap breaks up into a stinking pile of soiled clothes, broken teeth, blood and tears.

Marked Man [Su]: As long as he has smelled your blood, a Redcap can track you from the Hedge, gaining a +10 bonus on Search and Survival checks to do so. He loses the memory of your scent if you can avoid him for 3 days.

Rage [Ex]: Redcaps, even before acquiring their disgusting hat of empowerment, are skilled at letting loose. In a Rage, they gain +4 to both Strenth and Constitution, a +2 bonus on Will saves and take a -2 penalty to Defence.

Redcap [Su]: A Redcap is a Fæ-craft item. While it is both soaked in blood and worn, it grants the wearer the effects of Frenzy. This means a +6 bonus to Strength, an extra attack per round, immunity to emotional manipulation, charm and compulsion, Immunity to the effects of Subdual damage, -4 Defence and deals 2 Subdual to the wearer every round. Additionally, while it is worn, the Redcap may remain in a state of Rage for as long as he chooses.

If the cap is removed, all the effects of the Subdual damage accrued comes into effect instantly. Redcaps don't usually don their hats, which they keep in bladders of blood, until they have snuck close to their prey.

Tweening: Redcaps are better at tweening than their lesser brethren, adding Shadows to the Physical Boundaries and Dusk/Dawn of their lessers.

Notes: Under normal circumstances, Class levels count for Fæ DR and Liminal Tweening, but not for spell-like abilities.

MV Version:Medium Fæ Beast 3 Brute 4 CP 10
Init: + 4 , Senses: Listen + 2 , Spot +2
Languages: Bad English, Gaelic 3
Defence: 12 Flatfooted: 6 Uncanny Dodge
Hardness: DR 12/Natural
HD: 3d10 + 4d12 + 42 + 22 Hp: 106 [88 if Rage is lost]
Massive Damage: 22
Thresholds: Green, [ 53/44 ] Yellow, [ 26/22 ] Orange, [ 10/8 ] Red
Resist: Immune: Charm and Compulsion
Fort: + 16 Reflex: + 4 Will: + 7 Psyche: 19 3
Speed: 50ft Space: 5 ft Reach: 5 ft
Ranged: +17/+17 [or +12/+12/+12] Pike (1d10+10, x3, Range 20ft)

Melee: +17/+17 [or +12/+12/+12] Pike (1d10+15, x3)
AND +12/+12 [+7/+7/+7/+7] Iron Shoes (1d4+5, x2, +4 damage vs Prone target)

BAB: + 7 Grapple: +17
Special Actions: Brutal [Once per encounter; auto-succeed on a Combat Manoeuvre],
Guided Shot [Swift action; ranged attacks made this round ignore cover [not total] and range penalties to hit],
Intimidating Strike [Standard; Make attack with -1 to -7 penalty. If attack hits, make free Intimidate check against target with bonus equal to penalty taken.],
Sneak Attack +1d6 [Against Flatfooted or Flanked foe, deal +1d6 precision damage]3
Abilities: Str: 30/+10 Dex: 8/-1 Con: 22/+6 Int: 8/-2 Wis: 14/+2 Cha: 6/-2
SQ: Camouflage, Tweening

Feats: Brutal Throw [Strength on thrown attacks], Frightening Continence [+3 on Intimidate, apply Cha penalty as a bonus when fear might help on social skills]SA, Intimidating Strike, Quickdraw, Stealthy, Track

Skills: Hide +14, Intimidate +23, Move Silently +9, Spot +7, Survival +12 [+16 while in Hedge, +22/26 when hunting by blood scent]

Possessions: Iron Shoes. Can produce a near limitless supply of Pikes and other Iron weapons 3
Special Abilities:
Camouflage [Ex/Su]: When within hilly terrain, including ruins located on them, Redcaps may Hide, even if they don't have Concealment: they also receive a Supernal +10 bonus on Hide checks (this bonus is included in their stat block).

Cold Iron Draw [Su]: As a Free action, the Redcap may reach into an adjacent shadow and draw out a weapon or tool of their choice made of Cold Iron. The only limit is that this item must be of a single unbroken piece of iron, so no moving parts or chains. No-one is sure how the goblins are able to do this or why they are able to produce something that verges on the civilised but it makes them no friends amongst the other fæ, many of whom find the material to be toxic.

Dissolve: When slain, a Redcap breaks up into a stinking pile of soiled clothes, broken teeth, blood and tears.

Marked Man [Su]: As long as he has smelled your blood, a Redcap can track you from the Hedge, gaining a +10 bonus on Search and Survival checks to do so. He loses the memory of your scent if you can avoid him for 3 days.

Rage [Ex]: Redcaps, even before acquiring their disgusting hat of empowerment, are skilled at letting loose. In a Rage, they gain +4 to both Strenth and Constitution, a +2 bonus on Will saves and take a -2 penalty to Defence.

Redcap [Su]: A Redcap is a Fæ-craft item. While it is both soaked in blood and worn, it grants the wearer the effects of Frenzy. This means a +6 bonus to Strength, an extra attack per round, immunity to emotional manipulation, charm and compulsion, Immunity to the effects of Subdual damage, -4 Defence and deals 2 Subdual to the wearer every round. Additionally, while it is worn, the Redcap may remain in a state of Rage for as long as he chooses.

If the cap is removed, all the effects of the Subdual damage accrued comes into effect instantly. Redcaps don't usually don their hats, which they keep in bladders of blood, until they have snuck close to their prey.

Tweening: Redcaps are better at tweening than their lesser brethren, adding Shadows to the Physical Boundaries and Dusk/Dawn of their lessers.

Notes: Under normal circumstances, Class levels count for Fæ DR and Liminal Tweening, but not for spell-like abilities.

Robin Redcap:

Robin Redcap was the first Border Goblin to discover the secrets of creating the redcap. Such was the impact of this moment that his reputation exploded overnight. He earned his status as "Robin," as a result of his horrible crimes thereafter. His murders as a servant of Lord Soulis were horrifying in the extreme; he led brigands across the north in his master's name and terrorised the locals. Robin was eventually slain by trapping him in a cauldron, filling it with molten lead and then boiling him to death with sufficient witnesses to state that he was slain. The sad part was that he was exhumed by accident in 1872 and has since been resurrected by the workings of a particularly malicious puck.

Nowadays, Robin is a little calmer than he was and much more careful in his planning. He has no intention of getting caught and exorcised like some of his brethren. He has recently been gathering the most dangerous brigands he can find, a collection of his imitators in the ruins of Hermitage Castle, though his intentions are unclear beyond possible self defence.

D&D Version:Medium Heritor of Robin-hood Monsterous Humanoid [Fae] 3, Barbarian 6
Hit Dice: 3d10 + 6d12 + 63 (118 hp)
Initiative: +3
Speed: (# squares)
Armor Class: 14 (+3 Dex, +7 Natural Armour, -2 Rage, -4 Frenzy), touch 7, flat-footed 11
Base Attack/Grapple: +9/+21
Attack: +21 Ranged Pike (1d10+12, x3, Range 20ft) OR +21 Melee Pike (1d10+18, x3)
Full Attack: +21/+21/+16 Ranged Pike (1d10+12, x3, Range 20ft) OR +19/+19/+14 Melee Pike (1d10+18, x3) AND +14/+14 Melee Iron Shoes (1d4+6, x2, +4 damage vs Prone target)
Space/Reach: 5ft/5ft [10 with Longpike option]
Special Attacks: Brutal [Once per encounter; auto-succeed on a Combat Manoeuvre],
Guided Shot [Swift action; ranged attacks made this round ignore cover [not total] and range penalties to hit],
Sneak Attack +1d6 [Against Flatfooted or Flanked foe, deal +1d6 precision damage]
Special Qualities: Being of LegendCamouflage, Cold Iron Draw, Dissolve, DR 19/Cold Iron, Human Form, Marked Man, Momentous Luck, Rage, Redcap, Tweening
Saves: Fort: + 19 Reflex: + 8 Will: + 9
Abilities: Str: 34/+12 Dex:17/+3 Con: 24/+7 Int: 15/+2 Wis: 17/+3 Cha: 16/+3
Skills: Bluff +12, Hide +15, Gather Information +12, Intimidate +20, Manipulate +4/12, Move Silently +10, Spot +10, Survival +14 [+18 while in Hedge, +24/28 when hunting by blood scent]
Feats: Brutal Throw [Strength on thrown attacks], Epic ReputationB, Multiweapon Fighting, Quickdraw, TrackB, Unnerving Continence [-3 on friendly Social Skill checks, +5 on hostile/fear-based Social checks]SA
Environment: The Hebredian Border
Organization: Solitary [Unique], Gang [1 + 2-14 Redcaps]
Challenge Rating: 11
Treasure: Incidental, GM's discretion
Alignment: Chaotic Evil
Advancement: By Class

Before you stands a Dunter that seems to utterly ooze malavolence. Well, not so much stand as having already impaled one of you with a great iron shaft and about to try to eat the second in line...

Combat
Robin, like all redcaps tries to attack with surprise, attempts to kill spellcasters first using thrown weapons and then closes for the kill.

Being of Legend: Robin is so reputed that if he is slain, his killers have 5 days to convince enough people that he is dead that his reputation states clearly that he is dead. If this is not the case, he will return in the ruins of Hermitage Castle at the end of the fifth night.

Bully the Soul [Su]: Robin Redcap is terrifying. This cannot be understated; such is his mastery of fear that an attempt to defy him can cause most men to grow feeble and die for fear of his retribution. As a Full action, Robin can issue a command, along with a threat so vile that it chills the soul. The target must make a Will save, DC 22 [Cha based, includes Unnerving Continence], or be struck with a Geas. The geas compels them to obey Robin's last command to them. Failure to comply for more and a day deals 1 Mental Wound to the target per day, to a maximum of 4 Wounds [half Robin's HD].

Camouflage [Ex/Su]: When within hilly terrain, including ruins located on them, Robin may Hide, even if he doesn't have Concealment: he also receives a Supernal +10 bonus on Hide checks (this bonus is included in his stats).

Cold Iron Draw [Su]: As a Free action, Robin may reach into an adjacent shadow and draw out a weapon or tool of their choice made of Cold Iron. The only limit is that this item must be of a single unbroken piece of iron, so no moving parts or chains. No-one is sure how the goblins are able to do this or why they are able to produce something that verges on the civilised but it makes them no friends amongst the other fæ, many of whom find the material to be toxic.

Dissolve: When slain, a Redcap breaks up into a stinking pile of soiled clothes, broken teeth, blood and tears.

Human Form [Su]: Like all Heritors of Robin-hood, Robin Redcap can adopt human form. When he does so, he resembles a rough looking man of around 40 with haggard features and eyes that look like they have been constantly crying blood. He is able to function normally, though should he don his Redcap, he basically reverts to his true form.

Marked Man [Su]: As long as he has smelled your blood, a Redcap can track you from the Hedge, gaining a +10 bonus on Search and Survival checks to do so. He loses the memory of your scent if you can avoid him for 3 days.

Momentous Luck [Su]: Robin Redcap has almost unparalleled fortune, though not as strong as say, Puck. He benefits from 6 Fortune points per encounter and may spend them as follows:
{table]Fortune: |Effect:
1 |+3 to Attack, Damage, Skill or Ability check
1 |Double area or duration of a spell like ability or increase dice size by one
2 |Auto-confirm a critical hit
3 |Make an extra Standard action this round[/table]

Rage [Ex]: Robin, even before acquiring his disgusting hat of empowerment, was skilled at letting loose. In a Rage, he gains +4 to both Strenth and Constitution, a +2 bonus on Will saves and take a -2 penalty to Defence.

Redcap [Su]: Robin's Redcap is a Fæ-craft item. While it is both soaked in blood and worn, it grants the wearer the effects of Frenzy. This means a +6 bonus to Strength, an extra attack per round, immunity to emotional manipulation, charm and compulsion, Immunity to the effects of Subdual damage, -4 Defence and deals 2 Subdual to the wearer every round. Additionally, while it is worn, the Redcap may remain in a state of Rage for as long as he chooses.

If the cap is removed, all the effects of the Subdual damage accrued comes into effect instantly. Redcaps don't usually don their hats, which they keep in bladders of blood, until they have snuck close to their prey.

Tweening: Robin can freely tween through dusk/dawn, physical boundaries, the space beneath and shadows.

MV Version:Medium Fæ Beast 3 Brute 6 CP 15
Init: + 5 , Senses: Listen + 2 , Spot +2
Languages: Bad English, Gaelic 3
Defence: 16 Flatfooted: 9 Uncanny Dodge + Improved Uncanny Dodge
Hardness: DR 19/Natural
HD: 3d10 + 6d12 + 63 + 24 Hp: 143 [123 if Rage is lost]
Massive Damage: 24
Thresholds: Green, [ 71/61 ] Yellow, [35/30 ] Orange, [ 14/12 ] Red
Resist: Immune: Charm and Compulsion
Fort: + 21 Reflex: + 8 Will: + 11 Psyche: 34 3
Speed: 50ft Space: 5 ft Reach: 5 ft
Ranged: +21/+21 [or +16/+16/+16] Pike (1d10+12, x3, Range 20ft)

Melee: +21/+21 [or +16/+16/+16] Pike (1d10+18, x3)
AND +16/+16 [+11/+11/+11/+11] Iron Shoes (1d4+6, x2, +4 damage vs Prone target)

BAB: + 9 Grapple: +21
Special Actions: Brutal [Once per encounter; auto-succeed on a Combat Manoeuvre],
Guided Shot [Swift action; ranged attacks made this round ignore cover [not total] and range penalties to hit],
Intimidating Strike [Standard; Make attack with -1 to -7 penalty. If attack hits, make free Intimidate check against target with bonus equal to penalty taken.],
Sneak Attack +1d6 [Against Flatfooted or Flanked foe, deal +1d6 precision damage]3
Abilities: Str: 34/+12 Dex: 8/-1 Con: 24/+7 Int: 15/+2 Wis: 17/+3 Cha: 16/+3
SQ: Camouflage, Tweening

Feats: Brutal Throw [Strength on thrown attacks], Close Quarter Fighting [May always make an AoO to prevent a Grapple, even against Improved Grapple and Improved Grab or when Flatfooted.]CW, Epic ReputationB, Intimidating Strike, Quickdraw, Stealthy, Track, Unnerving Continence [-3 on friendly Social Skill checks, +5 on hostile/fear-based Social checks]SA

Skills: Bluff +12, Hide +15, Gather Information +12, Intimidate +31, Manipulate +4/12, Move Silently +10, Spot +10, Survival +14 [+18 while in Hedge, +24/28 when hunting by blood scent]

Possessions: Iron Shoes. Can produce a near limitless supply of Pikes and other Iron weapons 3
Special Abilities:
Being of Legend: Robin is so reputed that if he is slain, his killers have 5 days to convince enough people that he is dead that his reputation states clearly that he is dead. If this is not the case, he will return in the ruins of Hermitage Castle at the end of the fifth night.

Bully the Soul [Su]: Robin Redcap is terrifying. This cannot be understated; such is his mastery of fear that an attempt to defy him can cause most men to grow feeble and die for fear of his retribution. As a Full action, Robin can issue a command, along with a threat so vile that it chills the soul. The target must make a Will save, DC 22 [Cha based, includes Unnerving Continence], or be struck with a Geas. The geas compels them to obey Robin's last command to them. Failure to comply for more and a day deals 1 Mental Wound to the target per day, to a maximum of 4 Wounds [half Robin's HD].

Camouflage [Ex/Su]: When within hilly terrain, including ruins located on them, Robin may Hide, even if he doesn't have Concealment: he also receives a Supernal +10 bonus on Hide checks (this bonus is included in his stats).

Cold Iron Draw [Su]: As a Free action, Robin may reach into an adjacent shadow and draw out a weapon or tool of their choice made of Cold Iron. The only limit is that this item must be of a single unbroken piece of iron, so no moving parts or chains. No-one is sure how the goblins are able to do this or why they are able to produce something that verges on the civilised but it makes them no friends amongst the other fæ, many of whom find the material to be toxic.

Dissolve: When slain, a Redcap breaks up into a stinking pile of soiled clothes, broken teeth, blood and tears.

Human Form [Su]: Like all Heritors of Robin-hood, Robin Redcap can adopt human form. When he does so, he resembles a rough looking man of around 40 with haggard features and eyes that look like they have been constantly crying blood. He is able to function normally, though should he don his Redcap, he basically reverts to his true form.

Marked Man [Su]: As long as he has smelled your blood, a Redcap can track you from the Hedge, gaining a +10 bonus on Search and Survival checks to do so. He loses the memory of your scent if you can avoid him for 3 days.

Momentous Luck [Su]: Robin Redcap has almost unparalleled fortune, though not as strong as say, Puck. He benefits from 6 Fortune points per encounter and may spend them as follows:
{table]Fortune: |Effect:
1 |+3 to Attack, Damage, Skill or Ability check
1 |Double area or duration of a spell like ability or increase dice size by one
2 |Auto-confirm a critical hit
3 |Make an extra Standard action this round[/table]

Rage [Ex]: Robin, even before acquiring his disgusting hat of empowerment, was skilled at letting loose. In a Rage, he gains +4 to both Strenth and Constitution, a +2 bonus on Will saves and take a -2 penalty to Defence.

Redcap [Su]: Robin's Redcap is a Fæ-craft item. While it is both soaked in blood and worn, it grants the wearer the effects of Frenzy. This means a +6 bonus to Strength, an extra attack per round, immunity to emotional manipulation, charm and compulsion, Immunity to the effects of Subdual damage, -4 Defence and deals 2 Subdual to the wearer every round. Additionally, while it is worn, the Redcap may remain in a state of Rage for as long as he chooses.

If the cap is removed, all the effects of the Subdual damage accrued comes into effect instantly. Redcaps don't usually don their hats, which they keep in bladders of blood, until they have snuck close to their prey.

Tweening: Robin can freely tween through dusk/dawn, physical boundaries, the space beneath and shadows.

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

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

The Tygre
2010-06-24, 02:27 PM
Live or die,
Win or lose,
You won't beat me,
I'm Iron Shoes!
:smallamused:


http://img.photobucket.com/albums/v257/overider/mx/hellboy%20blood%20n%20iron/ironshoes.jpg

Love Border Goblins.

Mulletmanalive
2010-06-24, 03:45 PM
Is there a third hellboy cartoon i've not heard about or is that a screen from Full Metal Alchemist or something?

The Tygre
2010-06-24, 04:00 PM
It was an animated special on the Blood and Iron DVD. I really need to go buy those movies...

Mulletmanalive
2010-06-24, 05:29 PM
Goblins, Common:
Goblin literally means "spirit" or something similar, though the term is usually used to mean a malicious entity. The common Goblin is the least of its brethren but also amongst the most dangerous through sheer weight of maliciousness. Goblins get their jollies by moving into houses and making life miserable for the people around them. They arrange accidents for the house owners by pushing things off shelves, arranging trips and releasing cattle. Should they ever successfully drive off the family living in the house, they move on as well, being parasites by nature and unwilling to make anything for themselves.

When visible, goblins are little creatures of no more than three feet in height, with bulbous noses, pointed ears and beady little eyes that seem to actually try to cut into their victim.

D&D Version:Small Fey [Fae]
Hit Dice: 1d6-1 (2 hp)
Initiative: +5
Speed: 30ft (6 squares)
Armor Class: 16 (+5 Dex, +1 Size), touch 16, flat-footed 10
Base Attack/Grapple: +0/-5
Attack/Full Attack: Trinket +7 Ranged (1 damage, x2, Range 10ft) OR Pinch +7 Melee (1 damage, no crits, Trip)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, Trip
Special Qualities: Dissolve, DR 1/Cold Iron, Invisibility, Tweening
Saves: Fort -1, Ref +5, Will +3
Abilities: Str: 8/-1 Dex: 20/+5 Con: 8/-1 Int: 10 Wis: 12/+1 Cha: 10
Skills: Climb +3, Escape Artist +9 Listen +5, Move Silently +9, Sleight of Hand +9, Spot +5
Feats: Weapon Finesse
Environment: Hills
Organization: Solitary, Blight (2-15), Unseelie Holding (2-20 + 1-2 Dunters + 1 Redcap + 3-4 Hobs + 1 Boggan)
Challenge Rating: 1
Treasure: Normally none
Alignment: Neutral Evil (Chaotic tendencies)
Advancement: by character class (Witch)

Goblins are ugly little devils that are usually solitary in behaviour and mindset. They are parasites and annoying, though generally only dangerous in the fact that they ruin your livelihood and occasionally push people down stairs. This might sound terrible but compared to getting rent limb from limb by a redcap, tormented by a Fear Derrig or infected by the Nuckelavee, folks count themselves lucky...

When goblins are found in numbers, it is generally at the beckon call of an Unseelie noble who has some design or other. They get on surprisingly well with Redcaps, who can't find them to stab them while their hats are on, and appreciate the fact that their victims are prone and thus easier to kill.

Combat
Goblins avoid combat if they can. They prefer to set it up so that you must save or fall down the stairs because of the marbles there, or to crush you with frightened cattle. If absolutely need be, they, make a point of letting their Infestation get to weapons, trip those who look dangerous and skedaddle.

Dissolve: When slain, goblins break apart into dust, shadows and a coughing sound.
Invisibility [Su]: as a Swift action the Goblin may become invisible until end of its next turn. This is dispelled when they attack, as normal.
Spell-like abilities [Sp]: Goblins, like all fey, have some magical abilities. They can use the following abilities at will, at a CL equal to their HD: Ghost Sound, Prestidigitation
Infestation [Su]: Common Goblins bring along a small hoard of cockroach-like beings that swarm into machines, fouling them and get into food stores and consume as much as they can. Machines that remain within 30ft of the Goblin for more than a minute have a 50% [11+ on d20] chance of fouling, preventing them from functioning until repaired or cleared. A natural 20 on this roll means that device has fouled so spectacularly that it cannot be repaired in the field.

Food left in range lost about ¼ of its mass every half an hour. Goblins usually help themselves and move off after a while, meaning that this rarely does a huge amount of damage.
Trip [Ex]: When it makes a successful melee attack against a flanked target or one denied his dexterity bonus to AC, the Goblin knocks the target prone automatically.
Tweening: Goblins are amongst the absolute least of the fey and can only enter the Hedge during Dusk and Dawn.

MV Version:
Small Fæ Thing 1 CP 2
Init: + 6 , Senses: Listen + 1 , Spot +1
Languages: Gaelic 3
Defence: 13 Flatfooted: 12 +5 as Swift action
Hardness: DR 1/Natural
HD: 1d6 - 1 + 8 Hp: 10
Massive Damage: 8
Thresholds: Green, [ 5 ] Yellow, [ 2 ] Orange, [ 1 ] Red
Resist: Evasion
Fort: -1 Reflex: + 6 Will: + 3 Psyche: 13 3
Speed: 30ft Space: 5 ft Reach: 5 ft
Ranged: +7 Trinket (1 damage, x2, Range 10ft)

Melee: +7 Pinch (1 damage, no crits, Trip)

BAB: + 0 Grapple: -9
Special Actions: Invisibility [Swift action; become invisible until end of next turn],
Ghost Sound [Standard action; create sound up to 4 humans within 30ft]
Prestidigitation [Standard action; create one magical effect, up to 1lb telekinesis, alter one quality of an object or spoil something]
Trip [On a successful attack on a Flatfooted or Flanked target, the target is knocked prone automatically]3
Abilities: Str: 8/-1 Dex: 20/+5 Con: 8/-1 Int: 10 Wis: 12/+1 Cha: 10
SQ: Agile, Evasion, Infravision 60ft, Scent

Feats: Weapon Finesse

Skills: Bluff +4, Climb +3, Disable Device +4, Hide +17, Move Silently +9. Open Locks +9, Sleight of Hand +9, Tumble +93
Special Abilities:
Dissolve: When slain, goblins break apart into dust, shadows and a coughing sound.
Infestation [Su]: Common Goblins bring along a small hoard of cockroach-like beings that swarm into machines, fouling them and get into food stores and consume as much as they can. Machines that remain within 30ft of the Goblin for more than a minute have a 50% [11+ on d20] chance of fouling, preventing them from functioning until repaired or cleared. A natural 20 on this roll means that device has fouled so spectacularly that it cannot be repaired in the field.

Food left in range lost about ¼ of its mass every half an hour. Goblins usually help themselves and move off after a while, meaning that this rarely does a huge amount of damage.
Tweening: Goblins are amongst the absolute least of the fey and can only enter the Hedge during Dusk and Dawn.

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

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

Mulletmanalive
2010-06-27, 07:10 AM
At the moment, only the MV version. Too lazy to make the conversion right at this second, though folks can probably foresee what it will look like anyway

Goblin, Hearth/Hob-:

Hobbs are an evolved form of goblin, basically a more powerful and benign form of the common goblin. Each hob is around twelve to eighteen inches tall, spindly and so hideously ugly that reality has trouble keeping track of them. No two reports seem to match, but homely is about as polite as one could possibly get about the appearance of a Hob.

Hobs move into homes and make their welcome. Note that the term "home" is used and not "house;" hobs can only live in places with a threshold, indeed, they draw power from them. Because their intentions, if not their eventual actions, are always benevolent, they are not held at bay by the bans of hospitality (the rule that fæ may not enter a home uninvited). Once inside, a hob does chores and keeps the house nice. In payment, it hopes for some nice cakes or fresh bread with honey each day. If not paid, the result varies wildly; some hobs simply take what they want and leave the leftovers of their baking for their hosts, while others become petulant and worse than a goblin.

Some hobs wear clothes, though they will never accept a gift. It must be made clear that their food is a returned gift for their own contribution of the chores. They are strictly bound by the bans of hospitality in exchange for their freedom of entry, and thus cannot allow themselves to enter into the debt of another.

D&D Version:
Tiny Fey [Fae]
Hit Dice: 3d6-3 (7 hp)
Initiative: +6
Speed: 30ft (6 squares)
Armor Class: 19 (+6 Dex, +2 Size, +1 Natural), touch 18, flat-footed 13
Base Attack/Grapple: +1/-8
Attack: +9 Touch
Space/Reach: 2.5 ft / 0 ft
Special Attacks: Affect Health [Standard, touch; Bestow a +/-2 adjustment to one of the target's stats, stacks to a maximum of +/-8. Duration 1 day, Fort DC 17 Neg],
Helper Trip [Standard; direct helper aura to move something in front of the feet of a target. Ref DC 14 or Prone.]
Invisibility [Swift; Hob becomes invisible until its next turn]
Special Qualities: Aura of Cleaning and Sweeping, Dissolve, Disturbing DC 16, Homesense, Tweening
Saves: Fort +0, Ref +7, Will +5
Abilities: Str: 8/-1 Dex: 22/+6 Con: 8/-1 Int: 16/+3 Wis: 14/+2 Cha: 16/+3
Skills: Bluff +10, Craft [Cooking] +9, Diplomacy +10, Heal +8, Listen +8, Move Silently +13, Profession [Cleaner] +9, Search +9, Sense Motive +9
Feats: Ability Focus (Affect Health),
Environment: Smallholdings in Border region
Organization: usually Solitary
Challenge Rating: 2
Treasure: half Standard
Alignment: Neutral
Advancement: by Class

Hobs are impossibly ugly, small humanoids, though surprisingly good natured with it.

Combat
Hobs avoid combat like the plague. One of their primary methods of dealing with threats is the "Helper Trip," where they use their aura to move an object into the path of a target. They use their Minor Quickness to remain invisible most of the time.

Aura of Sweeping and Tidying [Su]: As a Swift action, the Hob may radiate an aura of helpfulness that creates 6 [HD + Cha] invisible servants of force. These things are under his subconscious control and perform tasks that require them to move up to 40lb of material and have a skill check DC no greater than 10. They move, polish, shovel, dust, clean grates and even milk cows at the Hob's behest. This aura radiates out to 20ft, which is easily enough to allow the Hob to care for the type of small, cosy house that they like to frequent.

Dissolve: Hobs break apart into household dust, cobwebs and sticky stains if killed.

Disturbing: Hobs are sooo horribly ugly and yet still comprehensibly human looking that they cause a great dissonance for the viewer. Those who see a Hob may take no real action towards it unless it attacks, though a DC 16 Will save will allow them to act against the Hob, if they wish.

Homesense: Hobs have a unique perceptive ability that allows them to perceive a great deal in the home they adopt. They count as having Blindsense, Blindsight and Tremorsense that applies out to the limits of their family's threshold. They gain none of these benefits outside their home.

Minor Quickness [Ex]: Hobs are mercurial beings, even when not bulked out by reputation, and gain an additional Swift action each round. They often use this idly maintaining their Invisibility power from round to round.

Perfect Little Handyman [Su]: All Hobs have a great deal of skill about the house: they can perform more or less any task, simple ones with their Aura and more complex ones by personal skill, in the form of this magical trick of theirs. For every Full action spent on this action, the Hob can change one pound of matter; he can reshape matter into any form he wishes, as a polymorph effect. Hobs use this to repair items, spin straw into gold or make a hearty stew from the ashes of a starving family's fire. Hobs do not, however, take requests…

Tweening [Su]: A Hob can enter the hedge through doorways and the space beneath. They have little or no ability to use even the most basic of liminals, dusk and dawn, nor boundaries between terrains. They're just too house trained.

MV Version:Tiny Fæ Thing 3 CP 3
Init: + 9 , Senses: Listen + 2 , Spot + 2 Homesense, Low Light Vision
Languages: Gaulic, English, Bad English3
Defence: 15 Flatfooted: 12 Swift; Agile +6, Usually Invisible
Hardness: DR 3/Natural
HD: 3d6 -3 + 8 Hp: 15
Massive Damage: 8
Thresholds: Green, [ 7 ] Yellow, [ 3 ] Orange, [ 1 ] Red
Resist:
Fort: + 0 Reflex: + 9 Will: + 5 Psyche: 23 3
Speed: 30ft Space: 2-½ ft Reach: 0 ft

Melee: +9 Touch

BAB: + 1 Grapple: -8
Special Actions:
Affect Health [Standard, touch; Bestow a +/-2 adjustment to one of the target's stats, stacks to a maximum of +/-8. Duration 1 day, Fort DC 17 Neg],
Helper Trip [Standard; direct helper aura to move something in front of the feet of a target. Ref DC 14 or Prone.]
Invisibility [Swift; Hob becomes invisible until its next turn]3
Abilities: Str: 8/-1 Dex: 22/+6 Con: 8/-1 Int: 16/+3 Wis: 14/+2 Cha: 16/+3
SQ: Dissolve, Disturbing DC 16, Homesense, Tweening

Feats: Ability Focus (Affect Health), Corpse-man [Heal 2d4+3 damage with a DC 15 Heal check.]

Skills: Bluff +10, Craft [Cooking] +9, Diplomacy +10, Heal +8, Move Silently +13, Profession [Cleaner] +9, Search +9, Sense Motive +93
Special Abilities:
Aura of Sweeping and Tidying [Su]: As a Swift action, the Hob may radiate an aura of helpfulness that creates 6 [HD + Cha] invisible servants of force. These things are under his subconscious control and perform tasks that require them to move up to 40lb of material and have a skill check DC no greater than 10. They move, polish, shovel, dust, clean grates and even milk cows at the Hob's behest. This aura radiates out to 20ft, which is easily enough to allow the Hob to care for the type of small, cosy house that they like to frequent.

Dissolve: Hobs break apart into household dust, cobwebs and sticky stains if killed.

Disturbing: Hobs are sooo horribly ugly and yet still comprehensibly human looking that they cause a great dissonance for the viewer. Those who see a Hob may take no real action towards it unless it attacks, though a DC 16 Will save will allow them to act against the Hob, if they wish.

Homesense: Hobs have a unique perceptive ability that allows them to perceive a great deal in the home they adopt. They count as having Blindsense, Blindsight and Tremorsense that applies out to the limits of their family's threshold. They gain none of these benefits outside their home.

Minor Quickness [Ex]: Hobs are mercurial beings, even when not bulked out by reputation, and gain an additional Swift action each round. They often use this idly maintaining their Invisibility power from round to round.

Perfect Little Handyman [Su]: All Hobs have a great deal of skill about the house: they can perform more or less any task, simple ones with their Aura and more complex ones by personal skill, in the form of this magical trick of theirs. For every Full action spent on this action, the Hob can change one pound of matter; he can reshape matter into any form he wishes, as a polymorph effect. Hobs use this to repair items, spin straw into gold or make a hearty stew from the ashes of a starving family's fire. Hobs do not, however, take requests…

Tweening [Su]: A Hob can enter the hedge through doorways and the space beneath. They have little or no ability to use even the most basic of liminals, dusk and dawn, nor boundaries between terrains. They're just too house trained.

New Quirk:
Minor Quickness: Creature gains an additional Swift action each round.

Hobhole Hob:
Hobhole Hob is a particularly skilled hobgoblin from the border regions, near Hartlepool. He was a particularly skilled operator of sympathetic healing, able to take diseases, especially whooping cough from the young and transplant them into himself; the sad thing is, however, that Hobhole Hob wasn't so much beneficent as guilty. One of his first sympathetic curses had gone horribly out of control as he began his crude attempts to traffic with the unseelie orders of the region (in an attempt to avoid the displeasure of a particularly nasty Dunter warlord) and he has spent the last seven centuries trying to gather together the resultant curse to undo it.
Hobhole Hob remains in his lab under the Hobhole, working on ways of avoiding further conflict with the unseelie lord in the area. When a mother whose baby has whooping cough comes, she speaks a well known rhyme to attract his attention. While this is going on, he sneaks out invisibly and takes hair from the babe so he can use a Poppet to Take It Back. He is immune to the curse after many hundreds of years of doing so, though he purges himself once a month to prevent himself being infectious.
If actually engaged in conversation, he turns out to be more than a little paranoid but kind and good natured in a lonely kind of way.

D&D Version:
I'll get to this when i can figure out how to do it. Hobhole's MV version uses a class that's far too alien to conventional D&D for me to use this easily. I'll have an experiment with the Witch class from the Wizards boards in the next few days perhaps...

MV Version:
Tiny Fæ Thing 3, Witch 3 CP 6
Init: + 9 , Senses: Listen + 2 , Spot + 2 Homesense, Low Light Vision
Languages: Gaelic, English, Bad English3
Defence: 17 Flatfooted: 12 Swift; Agile +6, Usually Invisible
Hardness: DR 6/Natural
HD: 6d6 -6 + 8 Hp: 23
Massive Damage: 8
Thresholds: Green, [ 11 ] Yellow, [ 5 ] Orange, [ 2 ] Red
Fort: + 1 Reflex: + 10 Will: + 9 Psyche: 26 3
Speed: 30ft Space: 2-½ ft Reach: 0 ft

Melee: +11 Touch

BAB: + 3 Grapple: -6
Special Actions:
Affect Health [Standard, touch; Bestow a +/-2 adjustment to one of the target's stats, stacks to a maximum of +/-8. Duration 1 day, Fort DC 17 Neg],
Disease [10 minutes; use Poppet to inflict a disease on target with DC of up to 13]
Helper Trip [Standard; direct helper aura to move something in front of the feet of a target. Ref DC 16 or Prone.]
Invisibility [Swift; Hob becomes invisible until its next turn]
Poppet: [Move; create poppet using part of target. Requires Know (Religion) and Witchcraft vs Psyche. Allows use of curses at any range.]
Take It Back [As long as he has a Poppet of the target, Hob can take a spell or curse effect off the target by inflicting it on himself.]

Possessions: 2 x Potion of Cure Light Wounds [22hp], Potion of Gaseous Form3
Abilities: Str: 8/-1 Dex: 22/+6 Con: 8/-1 Int: 15/+2 Wis: 16/+3 Cha: 16/+3
SQ: Dissolve, Disturbing DC 16, Homesense, Minor Quickness [Extra Swift action each round], Tweening

Feats: Ability Focus (Affect Health), Corpse-man [Heal 2d4+3 damage with a DC 15 Heal check.], CultistB, Disease Immunity (Whooping Cough)B, Spell Mastery
Flaw: Malefacareum

Skills: Craft [Cooking] +8, Craft [Doll] +8, Heal +12, Knowledge [Nature] +11, Knowledge [Politics] +11, Move Silently +13, Profession [Cleaner] +10, Sense Motive +9, Witchcraft +123
Special Abilities:
Aura of Sweeping and Tidying [Su]: As a Swift action, the Hob may radiate an aura of helpfulness that creates 6 [HD + Cha] invisible servants of force. These things are under his subconscious control and perform tasks that require them to move up to 40lb of material and have a skill check DC no greater than 10. They move, polish, shovel, dust, clean grates and even milk cows at the Hob's behest. This aura radiates out to 20ft, which is easily enough to allow the Hob to care for the type of small, cosy house that they like to frequent.

Dissolve: Hobs break apart into household dust, cobwebs and sticky stains if killed.

Disturbing: Hobs are sooo horribly ugly and yet still comprehensibly human looking that they cause a great dissonance for the viewer. Those who see a Hob may take no real action towards it unless it attacks, though a DC 16 Will save will allow them to act against the Hob, if they wish.

Homesense: Hobs have a unique perceptive ability that allows them to perceive a great deal in the home they adopt. They count as having Blindsense, Blindsight and Tremorsense that applies out to the limits of their family's threshold. They gain none of these benefits outside their home.

Minor Quickness [Ex]: Hobs are mercurial beings, even when not bulked out by reputation, and gain an additional Swift action each round. They often use this idly maintaining their Invisibility power from round to round.

Perfect Little Handyman [Su]: All Hobs have a great deal of skill about the house: they can perform more or less any task, simple ones with their Aura and more complex ones by personal skill, in the form of this magical trick of theirs. For every Full action spent on this action, the Hob can change one pound of matter; he can reshape matter into any form he wishes, as a polymorph effect. Hobs use this to repair items, spin straw into gold or make a hearty stew from the ashes of a starving family's fire. Hobs do not, however, take requests…

Spells: Hobhole Hob has access to the following spells; Spell name [Level/Casting DC/Save DC/Effect]:
Entangle [1 / 15 / 15 /40ft area within 200ft; targets in area must save or be Immobilised and at -2 on all Dex based checks. Those who save are still at half movement because of the difficult terrain]
Goodberry [2 / 20 / - /Creates 5 berries. Each cures 1 hp and provides food for one day]
Healthful Rest [1 / 15 / - /5 creatures within 30ft make their next gains for healing in half the time normally required and gain twice the normal number of hp]
Obscuring Mist [1 / 15 / - /Create 30ft cloud within 50ft; grants concealment to all within]
Scare [2 / 20 / 16 /targets of 6 HD must save; success = Shaken, failure = Frightened]
Sleep [1 / 15 / 15 /affects 4HD of targets. Save or sleep for 5 minutes/25 rounds]
Smell of Fear [1 / 15 / 15 /Touch; Target is attacked by animals in preference to others at +3 bonus to hit]

Tweening [Su]: A Hob can enter the hedge through doorways and the space beneath. They have little or no ability to use even the most basic of liminals, dusk and dawn, nor boundaries between terrains. They're just too house trained.

Witch Powers: Hobhole Hob has the Curse From Afar, Disease and Take It Back powers. These are included in his abilities above.


This post is going to be updated soonish, though i've actually got to design a class in order to produce the advanced versions of this because Robin Goodfellow and the Pucks in general are going to be a pickler, though i think my proposed Witch class should cover it...

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

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

Debihuman
2010-06-27, 10:04 AM
These are really fun I am so glad that you've made more standard D&D versions of your creatures as that's what I'll be using (when I get around to it). :-) In the meantime, these are being saved for future use.

Debby

Draconi Redfir
2010-06-27, 10:12 AM
so are we allowed to make up storys? or do they need to be real ones? just wondering.

Cealocanth
2010-06-27, 10:34 AM
Is this where we go for someone to make stats for a monster? Does it have to be fairy like/ Fae related?

Mulletmanalive
2010-06-27, 10:46 AM
These are really fun I am so glad that you've made more standard D&D versions of your creatures as that's what I'll be using (when I get around to it). :-) In the meantime, these are being saved for future use.

Debby

Glad you're liking them. I presume that the stat-blocks have at least ok math? Any catches would be appreciated (I don't expect you to look over the MV ones).


so are we allowed to make up storys? or do they need to be real ones? just wondering.

Depends. If what you've come up with seems like a real-world legend, then possibly; if it's like most D&D original fey, then no. If you want a modified version of something real to act as a local hero type fae, maybe a specific hobgoblin or a unique Redcap, i can probably oblige.


Is this where we go for someone to make stats for a monster? Does it have to be fairy like/ Fae related?

This is for "real world" style fae only. It's a personal project of mine. If you have something from a book that you want made, I can see what I can do, otherwise you want Request a Homebrew

Debihuman
2010-06-27, 01:26 PM
I'll go over the statblocks when I can. Just a quick question. I get the Fae subtype you've created (it's rather world dependent), but what is "Thing?"

Debby

Mulletmanalive
2010-06-27, 01:31 PM
I mentioned this earlier, though i'm not sure where without trawling through; it's just Fay by another name. I'll change all of the references to it in the D&D blocks to Fay, so we have Fay [Fae] creatures.

Actually, that raises a point, are there non-Fae fay? or fey for that matter? Why can i never remember how Wizards spelt that?!

The Thing creature kit in MV was originally just intended to creatue wibbly monsters from beyond space but it proved so useful for creating "wizard" type creatures that i've just kept it as one of the standards. If it would be a Fey or Aberration elsewhere, it'd be a Thing with me...

EDIT: Worth noting: it turned out that i've been misunderstanding for 10 years that Ability Focus grants a +2 rather than the +3 i thought it did. Having used it for so long, i'll always make that mistake, i think, but i'll change them all once you've commented [the D&D ones anyway].

Farseer Lolotea
2010-06-27, 09:38 PM
I saw the word "nuckelavee," and had to ask: Paizo has recently statted out the nuckelavee for Pathfinder. If the OP has seen it (and isn't averse to Pathfinder), I'm curious to know what your opinions are on Paizo's version.

Mulletmanalive
2010-06-28, 05:46 AM
I saw the word "nuckelavee," and had to ask: Paizo has recently statted out the nuckelavee for Pathfinder. If the OP has seen it (and isn't averse to Pathfinder), I'm curious to know what your opinions are on Paizo's version.

I haven't seen it. It it's made it onto that online monster archive, linke me and i'll give an opinion.

I rather like Pathfinder, but i still find the magic too powerful for me to be able to indulge my swashbuckling needs while mages are around...

Farseer Lolotea
2010-06-28, 06:55 AM
I haven't seen it. It it's made it onto that online monster archive, linke me and i'll give an opinion.Not yet. IIRC, it's CR 10 and inflicts a disease that does Con damage. (I need to get my own copy of the module. :smallannoyed:)


I rather like Pathfinder, but i still find the magic too powerful for me to be able to indulge my swashbuckling needs while mages are around...Hmm. Seems to me like they buffed fighters and rogues quite a bit as well. What I need to do is actually get around to running a game.

Mulletmanalive
2010-06-28, 07:27 AM
In all honesty, it's just my nature to want to solve my problems with cunning use of the scenery and inventive plans, rather than spells that change stuff and basically become a game of M:tG between the mage players.

Pathfinder did very little to address this because magic can still do anything it wants. That and the fact that while the fighter got more powerful, it's no more interesting than it ever was and the monster design didn't change in such a way to actually reward flexible armament and limit magic a little.

Regardless, the disease fits, the pic is nicely done but a little squewiff in design and i thing CR 10 is too low for the creature in question. I'd make it higher if i hadn't decided that i wanted Diminished Gods like the Mither o' the Sea to be within the 17-20 CR range...

Farseer Lolotea
2010-06-28, 10:11 AM
Regardless, the disease fits, the pic is nicely done but a little squewiff in design and i thing CR 10 is too low for the creature in question. I'd make it higher if i hadn't decided that i wanted Diminished Gods like the Mither o' the Sea to be within the 17-20 CR range...I did find a write-up for 4e (http://ddiwiki.wikidot.com/monster:nuckelavee) that classed it as a level-15 solo monster.

Of course, if I was running the game, and the players had the misfortune of running into a nuckelavee...I wouldn't let them off that easily. It would be a nuckelavee cleric of the god of entropy and disease, or something similarly charming.

Debihuman
2010-06-28, 11:36 AM
I'm starting with the Nuckelavee:

Creatures with a Swim speed get a + 8 racial bonus to Swim (see Swim skill). You should note that in skills section.

DC for its breath weapon is 25 not 26. 10 +7 +6 +2.


Additionally, those within the aura have Concealment, though the Nuckelavee itself only gainst his benefit while moving.
I'm not sure what you were trying to say there.

More general stuff:

Fey is a Type of Creature, Fae is your new Subtype. I recommend that you keep these consistent.

Debby

Mulletmanalive
2010-06-28, 02:20 PM
Debbi, thanks. Changes made.

D&D version of the hobgoblin is up.

Can't decide whether to work on the Goblin variants, the Hobgoblin variants or the Under Goblins next so I think i'll take a break from these ones and go with a request: Leanen Shee!

Debihuman
2010-06-28, 04:43 PM
In the Black Hound you left "Name" in where it should read "Hound of the Wild Hunt".

There's a reason I prefer VT's statblock. It makes it a LOT easier to critique.

Clean up the stat block. If you need to add more than does XdX damage, there should be a line below the statblock for the details.

There should be a line for Skirmish. Is Skirmish your own design or from a book?

AC doesn't include magical bonuses from spells. barkskin readied or not].

If a creature only has one attack, it does 1.5 times its Str bonus in damage. Also, improved critical feat only doubles the threat range not triple it.

Attack: Bite +25 melee (3d6+15/19-20/x2)

BAB + Str + Size Modifier (16 +10 -2 +1 for weapon focus) = 25. A creature can't improve its critical without the Improved Critical Feat. I believe that should be one of its 6. It needs 6 feats. It has 5 (bonus feats don't count as part of the 6)

Feats: Improved Critical, Improved Initiative, Power Attack, RunB, Snatch, TrackB, Weapon Focus ,

Powerful Charge and Trip are Special attacks. Snatch is a monster feat and should be listed in the feats section.

Special Attacks are listed alphabetically and only include damage. If you need to explain more, put it in the comments section below the statblock.

[B]Special Attacks: Powerful Charge (+3d6), Skirmish (+2d6), Trip

The DC for spell-like abilities is 10 + the level of the spell the ability resembles or duplicates + the creature’s Cha modifier. DC for Fear as a spell-like ability is 11. Perhaps it should have a fear aura for DC 15.

As for your spell-like abilities: put obscuring mist as an "At will" and barkskin and hold animal at 3/day and airwalk 1/day. It probably won't need more than those abilities.

Debby

Mulletmanalive
2010-06-28, 06:01 PM
In the Black Hound you left "Name" in where it should read "Hound of the Wild Hunt".

There's a reason I prefer VT's statblock. It makes it a LOT easier to critique.

Clean up the stat block. If you need to add more than does XdX damage, there should be a line below the statblock for the details.

You'd prefer NOT to have explanatory notes in the block and have to read through the combat section while running the critter? And i was just beginning to like you...


There should be a line for Skirmish. Is Skirmish your own design or from a book?

Complete Adventurer. Included. Originally didn't because it's not OGL, strictly, though i have a version of it in MV, based on something by Mongoose that's exactly the same.


AC doesn't include magical bonuses from spells. barkskin readied or not].

Why would it not have an "at will" ability active? Doesn't cost it anything. Has been left for now.


If a creature only has one attack, it does 1.5 times its Str bonus in damage. Also, improved critical feat only doubles the threat range not triple it.

Attack: Bite +25 melee (3d6+15/19-20/x2)

BAB + Str + Size Modifier (16 +10 -2 +1 for weapon focus) = 25.

Done. Copy Pasta strikes again [correct for the MV version, which is an animal].


A creature can't improve its critical without the Improved Critical Feat. I believe that should be one of its 6. It needs 6 feats. It has 5 (bonus feats don't count as part of the 6)

Feats: Improved Critical, Improved Initiative, Power Attack, RunB, Snatch, TrackB, Weapon Focus ,

The WotC designers disagree with you. Check out the Guulvorg in MM5 for an example of the resurrection of Augmented Critical. I never knew why they decided that all teeth were made equal in MM1...


Powerful Charge and Trip are Special attacks. Snatch is a monster feat and should be listed in the feats section.

Special Attacks are listed alphabetically and only include damage. If you need to explain more, put it in the comments section below the statblock.

[B]Special Attacks: Powerful Charge (+3d6), Skirmish (+2d6), Trip

Done, kinda. Stat blocks are an Aide Memoire, so there's no good reason to avoid including Snatch as a reminder. Maybe i should put asterisks next to feats in those entries....

There's nothing so annoying as digging out a monster and then not realising the damn thing has Power Attack the whole way through...


The DC for spell-like abilities is 10 + the level of the spell the ability resembles or duplicates + the creature’s Cha modifier. DC for Fear as a spell-like ability is 11. Perhaps it should have a fear aura for DC 15.

As for your spell-like abilities: put obscuring mist as an "At will" and barkskin and hold animal at 3/day and airwalk 1/day. It probably won't need more than those abilities.

Debby

Removed the Fear ability, replaced it with the Bay [su] ability. All of the others are flat "at Will" abilities now. Doesn't make them noticably more powerful in a one off encounter but allows them to escape despite a Dispell Magic. It has no real benefit from spamming these non-aggressive abilities...

Debihuman
2010-06-28, 07:17 PM
You'd prefer NOT to have explanatory notes in the block and have to read through the combat section while running the critter? And i was just beginning to like you...

Yep. It's a matter of going through the statblock for editing and stuff. Granted for a DM it's not the preferred one, but it takes me a lot longer to count stuff if it is in several sections.


Complete Adventurer. Included. Originally didn't because it's not OGL, strictly, though i have a version of it in MV, based on something by Mongoose that's exactly the same. If it's not OGC, then just state "See Complete Adventurer pg. X."


Why would it not have an "at will" ability active? Doesn't cost it anything. Has been left for now. Technically it is because it is a spell and not part of the creature's standard AC. Like I said, this is something that the DM has to remember to include. It just doesn't belong in the standard creature statblock.


The WotC designers disagree with you. Check out the Guulvorg in MM5 for an example of the resurrection of Augmented Critical. I never knew why they decided that all teeth were made equal in MM1...

It should have Improved Critical too. WotC's statblock often have mistakes. It's a shame that they never put out the errata for the MMV. I'm sure there are a lot of mistakes in it.

Debby

Mulletmanalive
2010-06-28, 07:21 PM
Technically it is because it is a spell and not part of the creature's standard AC. Like I said, this is something that the DM has to remember to include. It just doesn't belong in the standard creature statblock.

That...makes no sense...

Besides, the Psionic Githzerai from EPH have Inertial Armour listed in their AC. Woo! Precident! :smallbiggrin:



It should have Improved Critical too. WotC's statblock often have mistakes. It's a shame that they never put out the errata for the MMV. I'm sure there are a lot of mistakes in it.

Debby

I would assume that in this particular case, the insane critical capabilities are intentional. There was an ability for this in 3.0 called Augmented Critical, and this was ignored in the 3.5 MM1 for whatever reason.

I've put in an Augmented Critical entry into the block to cover this.

Debihuman
2010-06-29, 12:55 PM
MA-- do you really find it necessary to find a single exception to standard rule (which are probably in error in the first place too) just to disagree with me? If so, you're not helping to standardize your own creations for 3.5. In that case, it's rather pointless of me to continue on this thread .

Augmented Critical is a Special Ability see Tarrasque. If your creature should have it, it should be listed in the special abilities.



Augmented Critical (Ex): The tarrasque’s bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.

[Edit] Inertial armor probably didn't belong in the sample creature's statblock either as it only lasts 1 hour per level. It's another thing for the DM to keep track of.

Debby

Croverus
2010-06-29, 01:14 PM
So this is a creature from the Hebrew mythology. It's blurred on whether it's a fae-like being or a demon. If you've seen the movie The Unborn then you've got a good idea on this creature.

It's called a Dybbuk.

There are two very different stories about them. The first is a creature that lives in an attic, often knocking things over at night to wake the children and tempt them up into the attack, where it would then kill them and force their way into their body, wearing the child's skin. It'd pretend to be the child then, witha ccess to the child's memories. It'd slowly act more violently, whicht he parents would assume were just tantrums and such. After a few days bad luck seems to surrund them. Playmates would have accidents and get injured, even killed. The Dybbuk would give other family members bad dreams and cause them to argue and fight eachother. If there are other siblings, older siblings would be affected liek teh aprents, with accidents and in fighting. But younger siblings would be untouched by this. Instead, they can tell something is wrong about their brother or sister, who acts meaner than before and who's eyes look wrong. The parents and older siblings will ignore the words of the youngest siblings, telling them their imagining things.

This spirals downwards for a few weeks, and after a month the household is filled with hate and sorrow. The Dybbuk feeds off all this and one night simply slaughters the family, leaving only one of the siblings alive. The Dybbuk then vanishes, leaving the only survivor scarred for life. Dybbuk's have a habit of targetting families with at least 3 or more children, especially when two or more children are still 10 or younger. They are vicious, and see the pain they inflict as a game. Killign the body the Dybbuk possesses gets rid of it, though the body is that of the child and so would seem as child murder to anyone not aware of what was happening. Their reflections are sometimes off, usually their eyes the wrong size or their noses just a bit crooked when they're viewed ina mirror, but most adult minds seem to ignore this. Dibik's hate holy symbols which can repel them, and gold seems to burn their skin. Often times a Dybbuk cna be tricked into trying to take over the body of a doll representing one of the children, leaving them trapped untilt he doll is destroyed. On very rare occassions a Dybbuk can possess the body of a stillborn child and will take that child's place.


... So yeah, that's the old folklore version. The movie version involves a creature possessing a dead twin to try and come back into the world. Powers have included dream haunting, creating waking nightmares, possession, altering film and audio recordings, and poltergiest-like abilities, including throwing people. Hebrew prayer and powerful objects holy to the Jewish people seem to weaken and possibly defeat it.

Debihuman
2010-06-29, 01:20 PM
I think you mean it lives in an "attic."

Croverus
2010-06-29, 01:22 PM
Fixed, and fixed other spelling errors, like the name. I was trying to recall the name from memory. The main part is the old-old folklore. The bottom paragraph is based on the movie's interpretation of a dybbuk.

Debihuman
2010-06-29, 01:27 PM
The dybbuk story is from Jewish folklore. This treads on some real world religion stuff so I recommend we tread very very softly here.

Also there is an official version of the Dybbuk in the Fiendish Codex I: Hordes of the Abyss page 36.

Debby

Croverus
2010-06-29, 01:28 PM
Well I am Jewish, and was working on a campaign using some actual real life demonology and fae-myths to create some new creatures. And if need be replace "Jewish symbols of G-D" with religious symbols of the character's diety.

Mulletmanalive
2010-06-29, 02:05 PM
MA-- do you really find it necessary to find a single exception to standard rule (which are probably in error in the first place too) just to disagree with me? If so, you're not helping to standardize your own creations for 3.5. In that case, it's rather pointless of me to continue on this thread

Nah, i was just in a funny mood last night. Sorry.

Croverus: I generally use the term "appropriate holy symbols" to avoid discussions. I actually have a similar game setting, so i know where you're coming from.

Your description is basically similar to my idea of Djinn as a category, which i've been debating if MV needs another subtype to handle. They have the ability to enter the otherworld like fae but have wholly different abilities beyond that...

I'll add that to the list, though, thanks.

Mulletmanalive
2010-06-30, 04:41 PM
A Personal Note: This creature is by far the most personally horrifying creature I have ever designed. It has a mechanic that causes strokes, a horrible illness that my father has suffered and will never truly recover from. While i love him dearly, i feel the loss of the wonderful man he was every day. I in no way take the condition lightly and cannot think of a worse fate for your player characters. Lucky for them, they have magic. The living do not...

Sluagh [Slooa]:
Scottish folklore claims that the Sluagh, or Host, are the unsanctified dead of world, gathered up into a cloud of whipped up ghosts, surging through the sky and chasing after enemies. The Sluagh surge through the sky, fighting vicious battles with each other in the sky and their blood scatters onto the rocks to become visible when the thaw comes.

In sad fact, they are mostly right. Most of the Sluagh aren't sinners who simply became such being, however; these ghosts have the ability to damn others to their condition and they have grown both massive in numbers and greatly feared in reputation and nothing that the reformists say about them can seem to dispute their existance.

Sluagh move in great clouds of incorporeal spirits that fly through the sky much like swallows; in great churning swarms of forms and screams. Dispite their lack of solidity, they can still touch bodies, lifting their mortal victims into the sky and carrying them with them. The Sluagh, like many ghostly spirits, are able to move into human bodies and invest them with some of their powers; the Sluagh choose those who hold vengence in their hearts and offer them the means to act upon their desires.

These folk are battered and tortured by the flock and will have their treatment guaged so that they expire only after successfully claiming the lives of twelve humans with their newfound abilities. After their deaths, they are drawn into the host and become part of the torturing horrors that are the Sluagh.

Those carried by the Sluagh are presented with the ability to call forth some of the most horrible fae-craft weapons in the world, weapons that produce the terrible Elf-shot magics that cause strokes in their victims. They shoot at those they are told, the arrows guided by the powers of the Sluagh, striking almost uneeringly.

This creature is more like a swarm of medium creatures. It uses a modified version of the Mob "template" from Cityscape, though don't assume anything, use this as it is written...

Colossal Undead Mob [Fae, Incorporeal]
Hit Dice: 30d12 + 30† [225† hp] Vindicators have 40hp, usually
Initiative: +5
Speed: Fly 50ft [Perfect] (10 squares)
Armor Class: 16* (+5 Dexterity, +1* Deflection), touch16*, flat-footed 11*
Base Attack/Grapple: +15/+31
Attack: Swarm 5d6, Vindicator - Elf-shot +20 Ranged (1d6/20/x3 plus 1d3 Negative Levels plus Confusion)
Full Attack: Swarm 5d6, Vindicator - Elf-shot +20 Ranged (1d6/20/x3 plus 1d3 Negative Levels plus Confusion)
Space/Reach: 20ft/0ft
Special Attacks: Choose Vindicator, Claim Vindicator, Elf-shot, Engulf, Pummel, Sweep Up
Special Qualities: Incorporeal, Multiplicity, Sunlight Annihilation, Turning Vulnerability, Tweening, Undead Traits, Unholy Toughness
Saves: Fort +11*, Ref +15, Will +18
Abilities: Str 10, Dex 20/+5, Con -, Int 8/-1, Wis +12/+1, Cha 13/+1*
Skills: Hide +22, Intimidate +34*, Sense Motive +34
Feats: Frightful PresenceLM, B, Ghostly GraspLM, B, Improved Turn ResistanceLM, B
Environment: Sky at night
Organization: Host [One mob], Grand Host [2-12 mobs]
Challenge Rating: 15
Treasure: Bow + 1d8 Elf-shots.
Alignment: Always Chaotic Evil
Advancement: n/a

Sluagh resemble nothing so much as a cloud of goblin ghosts, twisted by their own evils, whirling and fluttering like birds. In their midsts, you can make out a few humans and note the swish of bone shafted arrows emerging from the cloud.

Combat
Sluagh aren't sophisticated combatants rather than vicious. They allow their Vindicators to fire a volley of Elf-shot while closing on their targets, swoop through big groups with the plan of carrying a few off and then retaking the high ground in the amused hope that someone breaks free of the grapple. They then tend to either rinse and repeat or move off in search of more panicky targets.

Choose Vindicator [Su]: Any mortal who willingly invites a Sluagh to grant him power becomes a Vindicator. The Sluagh effectively possesses him partially, overwriting his abilities. From this point on, the Vindicator is treated as having either 40hp or twice his original total, whichever is higher. He gains the defences of the cloud and is able to attack using an Elf-shot bow using the cloud's BAB and Dexterity. Vindicators may count Concealment for a 20% miss chance against ranged fire, thanks tot he confusing mess of the sluagh around them. Vindicators are treated as Undead in all respects except they are vulnerable to Critical Hits and Precision damage.

Note that "willingly" can include coersion by Intimidation. A Sluagh cloud will generally carry 1d6 Vindicators when encountered.

Note that every Vindicator is able to attack once each round, as long as the Cloud is at least 30ft off the ground. On other rounds, at most one Vindicator may fire into each arc.

Claim Vindicator [Su]: If a Vindicator is killed after he has successfully slain a target with his bow, he is consumed by the cloud, adding to their number. Additionally, if the cloud manages to beat to death someone who was wicked in the extreme, they may also use this ability to add to their membership. Each time the Sluagh do this, they add a +2 bonus to their Cha score. Each time this occurs, all values noted with a * increase by +1, and their hit points, marked with a † as a reminder, increases by +30.

Elfshot: The arrows fired from the bows given to the Sluagh's Vindicators are charged with horrifying energy that causes a stroke, an "elf-stroke" in the victim. When so affected, a victim suffers 1d3 Greater Negative levels and must make a Fortitude save, DC 26* [Cha based] of become Dazed. The victim may save every round in an attempt to claw their shattered mind and nerves together.

Greater Negative Levels are identical to normal Negative Levels, save that they cannot be shrugged off normally, only by magic or some mundane therapy taking months. In this case, they represent the distressing brain damage that a stroke causes. Greater Negative Levels can be removed by any effect that can heal Ability Drain.

Engulf [Ex]: Sluagh do not settle at arms length and attack, instead sweeping up their victims by moving over them and carrying them away. A Sluagh cloud attacks by moving through an enemy's square at their level. The target is subject to both the Pummel and Sweep Up abilities. This provokes an attack of opportunity.

Multiplicity: There are dozens of Sluagh spirits within a given cloud, meaning that it's often rather difficult to make an impression on them. Any effect that targets a single entity but does not carry an attack roll, fails to function on the cloud, or rather, it makes so little impression that you just wouldn't notice.

Sluagh take double damage from area of effect abilities, along with Whirlwind Attack. Characters using Cleave may roll to confirm a Critical Hit at a x2 multiplier even if no Crit is threatened [or their normal value +1x on a real crit], while Great Cleave allows a x3 crit, [normal +2].

Pummel [Ex]: Those caught within the area of a Slaugh cloud are beaten, pinched and slapped against things as the cloud moves. They suffer 5d6 damage, like with a swarm each turn. Unlike with a swarm, they have no chance of being distracted and thus nauseated.

Sunlight Annihilation: If Sluagh are ever touched by genuine sunlight [not magically created] then they are annihilated. Making this actually happen is nigh impossible, but can be done with ingenuity.

Sweep Up [Ex]: Any creature inside a Sluagh cloud is doing well if he isn't getting grappled, pinned or other difficulties. The Sluagh aren't, on the other hand, good at working together. Each round, the Sluagh effectively roll a 31 [their bonus + a roll of "0"] and the target gets to resist this with either a Grapple check, Escape Artist check or Reflex save of their own.

If the Sluagh win, they move off, carrying the poor sod with them. If moving along the ground, they can choose to deal 5d6 damage to the poor victim as they bounce him off the ground for their amusement. Obviously, breaking free in the air may be even worse.

Turning Vulnerability: Sluagh, individually, count as having 5 HD, including their Turn Resistance. If successfully turned, they suffer the Turning damage roll as actual damage to the cloud. If they are affected by a cleric able to destroy them on that level, they take double this damage.

Tweening: Bering really a swarm of 1HD creatures, Sluagh clouds may only tween at dusk or dawn [emerging at the former and retreating in the latter].

Unholy Toughness: The Sluagh hold themselves together via mutual contempt and the mixed force of personality that sheer numbers brings. They may add their Cha bonus to the number of hit points rolled on each HD. This causes them to gain +30hp every time their Cha increases thanks to their Consume Vindicator ability.


MV Version:
Pending until i can figure out how the hell to represent it...

I know I said the next suggested fae would be Leannan Sidhe, but i got this one worked out on the bus to work and couldn't help myself. I'll post the lore later. Now, Leannan Sidhe goes back on the pending list and I'm back to the goblins...

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

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

The Tygre
2010-06-30, 09:09 PM
Ah, Mull. I knew that one must have been hard for ye. :smallfrown:

Mulletmanalive
2010-07-01, 05:50 AM
Thanks, Tygre; he's still lovely most of the time, just a little exaggerated in some of his behaviour...

We live and love, eh?

Hope folks like the beasty!

Debihuman
2010-07-01, 07:41 AM
Well, the mob rules in Cityscape are just awful. For some reason, they don't get the normal progression of feats. Yet, the game designers never bothered to address this issue. Major suckitude if you ask me. Would it have been so difficult to say that mobs only use the feats associated with the base creature? The mob of humans in the example has 30 HD and yet only has 3 feats and 2 bonus feats. Grr.

Debby

Mulletmanalive
2010-07-01, 07:48 AM
Well, the mob rules in Cityscape are just awful. For some reason, they don't get the normal progression of feats. Yet, the game designers never bothered to address this issue. Major suckitude if you ask me. Would it have been so difficult to say that mobs only use the feats associated with the base creature? The mob of humans in the example has 30 HD and yet only has 3 feats and 2 bonus feats. Grr.

Debby

Yeah, kinda why i changed it. It'd function more like a troop unit in MV, though i'm not sure how the mechanisms there would combine with them being spirits.

Major difference being that now its worth having Whirlwind Attack or Great Cleave. Really worth it.

The feats on the creature here are all just bonuses so i can make it do what it needs to; swarms don't get any so i don't see why disorganised humans/ghosts would...

Debihuman
2010-07-01, 08:17 AM
For the Barghest...

My changes are bolded in RED. Note: Creatures that can use weapons use weapons according to their BAB (BAB +8 gets 2 attacks with a weapon) but they still only get natural attacks based on appendages.

With the special abilities you should list whether they are Extraordinary, Supernatural or Spell-like (sometimes you leave this off).

Attack is your attack bonus with a melee weapon is: Base attack bonus + Strength modifier + size modifier

Bite, Claws and other melee weapons should have this as a base (Bite gets a +1 modifier for Weapon Focus. 8 + 6 -1 = +13. Secondary attacks are at a -5 penalty so they should be at +8.

What is a goblin pike? You have comments about it but didn't list it. See Goblin Form.

Again you should list the special abilities as Ex, Su or Sp. Some are missing. Yes, WotC leaves some off but they were WRONG to do so. This is the stuff that irks DMs no end. The griping on the message boards on WotC's site over this stuff was phenomenal.




The Barghest
Large Magical Beast (Fae, Shapechanger)
HD 8d10+40 (84 hp)
Speed 40 ft. (8 squares); Fly 80 ft. (good) in bat form
Init: +3
AC 24; touch 12; flat-footed 21
(-1 Size, +3 Dex, +12 Natural)
BAB +8; Grp +18, +14 in Human or Goblin form

Attack Bite +14 melee (3d6+6)
Full Attack Bite +14 melee (3d6+6) and 2 claws +8 melee (1d8+6)


Human Form: Club +13/+8 melee (1d6+6)

Goblin form: Cold Iron Pike +13/+8 (1d8+9/x3) Brace for Charge, Throw 15 ft)


Other things:

What does cursing glance actually do? Curse like the spell or something else? Ditto for Sight of Damnation? You didn't mention what happens if the target fail the saves.

Treasure should include the creature's weapons.

Debby

Mulletmanalive
2010-07-01, 10:46 AM
Cursing Glance and Sight of Damnation are both functions of Dooming Curse, effectively the way it uses the power. Hence, they increase your autofail to 2 on skills and attribute checks and 3 on attacks, saves and combat manoeuvres.

Can you think of a way of making this a little clearer? The two sub abilities are basically just the two ways that someone could actually come to be struck with the curse above them.

Most of the other things are my bad [shakes fist at copy pasta]. The attack bonuses on the Human and Goblin forms were actually correct, it's become a Medium creature by that point, so the penalty is negated and 8+6=14.

I've noted that the weapons are left behind after the creature, though that's a bit difficult to calculate a value for, given that that's entirely dependant on how many the GM has the thing throw around...

nonsi
2010-07-01, 04:04 PM
I came across something you might find useful:
http://vampirerpg.free.fr/Rules/Faerie.html

Farseer Lolotea
2010-07-03, 05:40 AM
Just got some clarification: the Pathfinder nuckelavee is CR 9. (Weeeeeeeak...)

Debihuman
2010-07-03, 10:08 AM
Getting back to the Barghest. I made an error in my calculations.

Melee Attack is BAB + Str modifier + Size modifier plus any other adjustments like feats. Ranged attack is BAB + Dex modifier + Size Modifier + range penalty. As is noted: clubs are one-handed but spear is two-handed. The Barghest has BAB of +8, Str Modifier of +6 and Dex Modifier of +3

A Large Barghest's attacks get 8 + 6 Str -1 Size penalty (+1 for Weapon focus for the bite only)

Barghest as Large Wolf: Bite +14 melee (3d6+6) and 2 claws +7 melee (1d8+6)

Barghest as Medium Human: Club +14/+9 melee (1d6+6) or Club +11 ranged (1d6+6, 10 ft)

Barghest as Medium Border Goblin: Cold iron spear + 14/+9 melee (1d8+6/x3) or cold iron spear + 11 ranged (1d8+6/x3).

Okay I think it's as right as I can get right now.

Debby

Mulletmanalive
2010-07-03, 11:21 AM
It states that the Barguest turns into a Border Goblin. Those are stated in the Goblins section, which is ongoing; Border Goblins are Medium, Goblins and Bluecaps are Small and Hobgoblins are Tiny.

Bugbears are strictly "Nursery Bogeys" by the definitions and linkages use by Briggs and thus me in this thread.

Accourding to the SRD, there is a spear, between short and long. Short is one handed, spear is two handed and longspear is two handed with reach. Spears and Longspears have exactly the same stats, it's just one is martial with reach, and the other simple. I've put a note in that Border Goblins are always armed with "pikes" in the legends, but the Cold Iron Draw ability is pretty oben ended. Morningstars, swords, axes, even halberds if you were so inclined.

You have highlighted that these guys can only make one ranged attack a round, given that they don't have Quickdraw...

I'll put a link into the entry bringing it to the Border Goblin [Dunter] entry.

Debihuman
2010-07-03, 11:23 AM
It states that the Barguest turns into a Border Goblin. Those are stated in the Goblins section, which is ongoing; Border Goblins are Medium, Goblins and Bluecaps are Small and Hobgoblins are Tiny.

Bugbears are strictly "Nursery Bogeys" by the definitions and linkages use by Briggs and thus me in this thread.

Accourding to the SRD, there is a spear, between short and long. Short is one handed, spear is two handed and longspear is two handed with reach. Spears and Longspears have exactly the same stats, it's just one is martial with reach, and the other simple. I've put a note in that Border Goblins are always armed with "pikes" in the legends, but the Cold Iron Draw ability is pretty oben ended. Morningstars, swords, axes, even halberds if you were so inclined.

You have highlighted that these guys can only make one ranged attack a round, given that they don't have Quickdraw...

I'll put a link into the entry bringing it to the Border Goblin [Dunter] entry.

Thanks. I've been so busy lately that I hadn't had time to read everything. Sheesh. I'll edit my previous post to correct that. It's a lot to go through.

More stuff...

Skills: it should have 11 skill points. 4 for its 1st HD and 1 for every hit die afterward for a total of 11 points.

If you put all of its skill points in Hide, then it has +11 ranks in Hide + 3 for a total of +14.

Debby

Mulletmanalive
2010-07-03, 05:45 PM
Skills: it should have 11 skill points. 4 for its 1st HD and 1 for every hit die afterward for a total of 11 points.

If you put all of its skill points in Hide, then it has +11 ranks in Hide + 3 for a total of +14.

Large = -4 penalty to Hide. Will include the scores for the alternate forms.

How's the holiday going?

Debihuman
2010-07-03, 06:12 PM
Large = -4 penalty to Hide. Will include the scores for the alternate forms.

How's the holiday going?

Gah, I completely forgot about the size modifier.

Perhaps we should note that it loses the penalty when in border goblin and human form. What size is the barghest in bat form? I assumed Diminutive like a normal bat; but perhaps it should be Large like a dire bat. You hadn't mentioned it, so I wasn't sure.

I wish the holiday had started. We've had to put it off due to car troubles (broken fan housing). Now, we expect to leave on Tuesday if the mechanic can fix the problem.

Debby

Mulletmanalive
2010-07-03, 06:14 PM
Sorry to hear that.

Seems you, like Robert Patterson, have no end of trouble with fans. :smallwink:

Thank you! I'm here all week, try the veal!

Debihuman
2010-07-03, 06:33 PM
Sorry to hear that.

Seems you, like Robert Patterson, have no end of trouble with fans. :smallwink:

Thank you! I'm here all week, try the veal!

Wow, I haven't heard that line in a while. Thanks for the memories!

Debby

Mulletmanalive
2010-07-03, 07:00 PM
Made all of the modifications other than the link for the Dunter entry.

Mulletmanalive
2010-07-09, 04:32 AM
A character called Hobhole Hob has been added as an MV critter in the Hobgoblin entry; couldn't figure out how the heck to make him D&D worthy without overloading him with Sorcerer levels...

Mulletmanalive
2010-07-25, 01:55 PM
Goblin, Under:
Under-goblins are a breed of spirit that inhabit the dark places of the world. While generalisations can be made about the other breeds [less so with Hobs], there is a great deal of variation between clans of under-goblins. Some, such as the knockers, are often malicious, while others such as the bluecaps are known primarily for their benign helpfulness and an odd desire to see the workings expand.

Under-goblins stand between one inch and three feet in height, thanks to their size changing abilities, and have blue-ish grey skin and strong, pointed features that leave them looking somewhat hawk-like. Unlike many of their cousins, they possess large, watery eyes that seem never to blink, though this is because they have multiple fine membranes designed to keep dust from their eyes and do not need to, instead swapping them regularly.

Under Goblins have a bizarre ecosystem, in that they constantly breed and never seem to eat, though those mines that have them are noticeably clearer of rats and other vermin than others. Their greatest problem is their limited ability to open out spaces underground thanks to their inability to venture to the surface due to one of their racial Gesa. As a result, they accelerate the rate of excavation in mines, either by the knocker method of causing cave-ins and disappearance to force the mine to be cleared out, or by the Bluecap method of leading miners to rich seams and helping them clear out and thus abandon the section as fast as possible.

D&D Version:
Under-Goblin

Tiny Humanoid [Fae]
Hit Dice: 3d8-6 (7 hp)
Initiative: +4
Speed: 30ft (6 squares)
Armor Class: 17 (+4 Dex, +2 Size, +1 Natural), touch 16, flat-footed 13
Base Attack/Grapple: +2/-4
Attack: Pick +9 Melee (1d2-2, x4)
Full Attack: Pick +9 Melee (1d2-2, x4)
Space/Reach: 2-1/2ft/0ft
Special Attacks: Cave In, Explode from Beneath
Special Qualities: DR 3/Natural, Immunity: Stone, Suffocation, Poison Gas, Tweening
Saves: Fort +1, Ref +7, Will +1
Abilities: Str: 6/-2 Dex: 18/+4 Con: 6/-2 Int: 10 Wis: 11 Cha: 9/-1
Skills: Escape Artist +19, Hide +19, Listen +6, Profession [Miner] +13
Feats: Endurance, MobilityB, Perfect Miner [+5 bonus on Profession [Miner] checks and add Dex to attack rolls with Pick]
Environment: Underground
Organization: Gang [2-12]
Challenge Rating: 2
Treasure: 3d6 GP in saleable ores and native metals
Alignment: Varies, Often Chaotic
Advancement: 4-8 HD Tiny

Combat
While quite dangerous, Under Goblins avoid combat, instead dropping heavy things, like the ceiling, on those they consider a threat. They can be very difficult to fight even then, with their habit of changing sizes on uneven floors making it rather like trying to play "wack-a-mole."

Cave In [Ex]: Another use of their baffling size changing, an Under Goblin is able to find a suitable fault in the stone, occupy it and change size, forcing it open. Doing so is a Standard action and the size change is considered to have a Strength bonus of +8, meaning that they are regularly able to force open any sedimentary or soft metamorphic rock they occupy, along with pumice. The Goblin suffers no ill effects if an attempt fails, though retrying takes a Full action as they have to shift their position.

Earth Glide [Su]: When making a 5ft step, an Under Goblin can pass through stone as if it weren't there, though it must end its movement in either air or a liquid. As a result of this ability, Under Goblins are immune to damage dealt by stone, dirt, sand and other silicate based matter, though not brick or pottery [unnatural, see].

Explode From Beneath [Ex]: Not so much an ability as a tactic, Under Goblins forced to defend their homes, such as when folks are attempting to render their homes part of the surface [tunnel cutting being the usual cause of Under Goblin aggression, often use their nigh instantaneous size changing to their tactical advantage. They shrink in size sufficiently to be able to hide in the dust kicked up by footfalls and then get beneath a target, then growing to medium size, surprising the poor devil and tripping or grabbing him. Victims of this tactic are considered Flatfooted against resultant attacks, usually Trips.

Massive Size Change [Ex]: Under Goblins have a strange, fluid size and shape, almost as if their scale compared to their background dictates their size. An Under Goblin is capable of shifting in size anywhere between being half an inch in height and thus Fine, to being a little over 7 feet tall, making them as big as Medium can go. Doing so is a Swift action that does not provoke Attacks of Opportunity . What this actually changes is the creature's Defence [Active/Flatfooted], Attacks and Hide bonus, which are included below for their various sizes:

{table]Size |Defence [Dodge] |Attack |Hide
Fine |20/18 [+8] |+21 Pick (1*, x4), Grapple -19 |+31
Diminutive |16/14 [+6] |+13 Pick (1d2-3*, x4), Grapple -13 |+25
Small |13/11 [+2] |+6 Pick (1d4*, x4), Grapple -4 |+13
Medium |12/10 [+0] |+4 Pick (1d6+1*, x4), Grapple +2 |+7[/table]

Tweening: Under Goblins are not able to Tween normally because very few Liminals exist below the ground. They can, however, enter the Grand Fault through a fault line, if they can find one. The Grand Fault is the nexus of all the dwarf and kobold kingdoms and trade routes and serves basically the same purpose as the Hedge does above the ground. Unlike the Hedge, however, the Grand Fault is heavily defended by very territorial fæ species so the Under Goblins, being relatively weak, rarely venture there except to trade…in numbers.

MV Version:
Usually Tiny Fæ Humanoid 3 CP 3
Init: + 7 , Senses: Listen + 0 , Spot +0 [I]Tremoursense 30ft
Languages: One of Welsh, Bad English, Cornish or Gaelic3
Defence: 14 Flatfooted: 12 +4 Swift
Hardness: DR 3/Natural
HD: 3d8 – 6 + 6 Hp: 13
Massive Damage: 6
Thresholds: Green, [ 6 ] Yellow, [ 3 ] Orange, [ 1 ] Red
Resist: Immune: Stone weapons and falls, Suffocation, Poison Gas
Fort: + 1, +5 Mass Reflex: + 7 Will: + 1 Psyche: 14 3
Speed: 30ft Space: 2-½ ft Reach: 0ft

Melee: +9 Pick (1d3-2*, x4)

BAB: + 2 Grapple: -4
Special Actions: Cave In [Standard: Grow inside a crack to cause a cave in. Str bonus +8 for a +10 attempt.]
Explode From Beneath [Enter square and change size. Target Flatfooted against attack.]
Size Change [Swift action; assume size between Fine and Medium.] 3
Abilities: Str: 6/-2 Dex: 18/+4 Con: 6/-2 Int: 10 Wis: 11 Cha: 9/-1
SQ: Tweening

Feats: Endurance, MobilityB [+5ft on Shift movement], Perfect Miner [+5 bonus on Profession [Miner] checks and add Dex to attack rolls with Pick]

Skills: Escape Artist +19, Hide +19, Listen +6, Profession [Miner] +13

Possessions: Masterwork Pick3
Special Abilities:
Cave In [Ex]: Another use of their baffling size changing, an Under Goblin is able to find a suitable fault in the stone, occupy it and change size, forcing it open. Doing so is a Standard action and the size change is considered to have a Strength bonus of +8, meaning that they are regularly able to force open any sedimentary or soft metamorphic rock they occupy, along with pumice. The Goblin suffers no ill effects if an attempt fails, though retrying takes a Full action as they have to shift their position.

Earth Glide [Su]: When making a Shift action, an Under Goblin can pass through stone as if it weren't there, though it must end its movement in either air or a liquid. As a result of this ability, Under Goblins are immune to damage dealt by stone, dirt, sand and other silicate based matter, though not brick or pottery [unnatural, see].

Explode From Beneath [Ex]: Not so much an ability as a tactic, Under Goblins forced to defend their homes, such as when folks are attempting to render their homes part of the surface [tunnel cutting being the usual cause of Under Goblin aggression, often use their nigh instantaneous size changing to their tactical advantage. They shrink in size sufficiently to be able to hide in the dust kicked up by footfalls and then get beneath a target, then growing to medium size, surprising the poor devil and tripping or grabbing him. Victims of this tactic are considered Flatfooted against resultant attacks, usually Trips.

Massive Size Change [Ex]: Under Goblins have a strange, fluid size and shape, almost as if their scale compared to their background dictates their size. An Under Goblin is capable of shifting in size anywhere between being half an inch in height and thus Fine, to being a little over 7 feet tall, making them as big as Medium can go. Doing so is a Swift action that does not provoke Attacks of Opportunity [it happens too fast and is like flexing a muscle to them]. What this actually changes is the creature's Defence [Active/Flatfooted], Attacks and Hide bonus, which are included below for their various sizes:

{table]Size |Defence [Dodge] |Attack |Hide
Fine |20/18 [+8] |+21 Pick (1*, x4), Grapple -19 |+31
Diminutive |16/14 [+6] |+13 Pick (1d2-3*, x4), Grapple -13 |+25
Small |13/11 [+2] |+6 Pick (1d4*, x4), Grapple -4 |+13
Medium |12/10 [+0] |+4 Pick (1d6+1*, x4), Grapple +2 |+7[/table]

Tweening: Under Goblins are not able to Tween normally because very few Liminals exist below the ground. They can, however, enter the Grand Fault through a fault line, if they can find one. The Grand Fault is the nexus of all the dwarf and kobold kingdoms and trade routes and serves basically the same purpose as the Hedge does above the ground. Unlike the Hedge, however, the Grand Fault is heavily defended by very territorial fæ species so the Under Goblins, being relatively weak, rarely venture there except to trade…in numbers.

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

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

----------------------------------------------

Under Goblins! Not decided if there's a subbreed of these things, though Kobolds of myth would probably be these with levels of Combat Trapsmith from Complete Scoundrel. Should be getting back into the swing of things now. Boggles are in progress, as are Pucks, Phookas and Leannan Sidhe...

Mulletmanalive
2010-08-03, 05:45 PM
Leannan Sidhe:
The "Fairy Lady" (Leen-SHEE) is not a particularly helpful name, but these beings are like a more benign and yet far more sophisticated variant on their cousins, the Boabhan Sith (bavaan SHEE), though for their victims, telling them apart is very difficult indeed.

To borrow from another myth system, a Leannan Sidhe is similar to a muse, though with vampiric feeding habits. Leannan Sidhe seek out the most talented and vibrant of human artists and inspire them. Their kiss consumes a tiny part of the victim's vitality each time but sets the rest of him, particularly his imagination aflame. No account has ever surfaced of a female artist being so consumed by one of these creatures, though whether this is because of a simple lack of witnesses or because the Leannan Sidhe simply prefer the taste of male creativity is a matter for conjecture.

Leannan Sidhe are born of a choice union of two fæ nobles and start out merely beautiful and smart, but as they consume more and more genius and imaginative potential, they become far more, shaped again and again by the artist's ability to see life's imperfections and make them beautiful and pure. Leannan Sidhe are surprising warriors, having stolen life force from so many over the years that their skill with a bow becomes almost ridiculous.

D&D Version:

Medium Fey [Fae]
Hit Dice: 10d6 + 20 (55 hp)
Initiative: +9
Speed: 30ft (6 squares)
Armor Class: 27 (+9 Dex, +8 Deflection), touch 27, flat-footed 18
Base Attack/Grapple: +5/+5
Attack: Dagger +14 Melee (1d4, Crit 19/x2)
Full Attack: Dagger +14 Melee (1d4, Crit 19/x2)
Space/Reach: 5ft/5ft
Special Attacks: Leannan Sidhe's Kiss, Leannan's Quiver
Special Qualities: Dissolve, DR 10/Cold Iron, Startling Beauty, Tweening
Saves: Fort +5, Ref +12, Will +12
Abilities: Str: 10 Dex: 29/+9 Con: 15/+2 Int: 14/+2 Wis: 20/+5 Cha: 26/+8
Skills: Bluff +23, Diplomacy +27, Gather Information +21, Knowledge [Nobility] +15, Knowledge [two additional] +15, Perform [Any 2] +21, Ride +15, Sense Motive +18
Feats: Ability Focus [Suggestion], Mounted Combat, Quicken Spell-like Ability [Dominate], Weapon Finesse
Environment: Ireland, mostly
Organization: Solitary + Unicorn or Celestial Charger
Challenge Rating: 8
Treasure: Quiver
Alignment: Always Neutral with mild tendencies to another alignment
Advancement: by character class
Level Adjustment: +4

Combat
Leannans avoid combat like the plague. If forced, she lets her mount do most of the work [they are almost always mounted on a unicorn or stag type beast] and escapes as soon as possible.

Dissolve: When slain, a Leannan Sidhe dissolves into little more than some sobbing sounds and a sigh of failed potential.

Leannan Sidhe's Kiss [Su]: While mere physical contact with a Leannan Sidhe has no effect but she can create a potent link with another person by spending a minute in contact with them, usually more. When doing so, a victim may make DC 15 [10 + ½ HD] Wisdom checks on each round after the second to realise that something is wrong.

At the conclusion of the fifth round, the victim suffers a Greater Negative Level. Note how many of these wounds he has suffered; the victim gains a +5 bonus on all checks with his "artist" skill, usually a Craft skill or a Perform skill. Because of the -1 penalty per Greater Negative Level on all checks, this runs to a final bonus of +4 on the skill per kiss. This bonus applies only for one week after the kiss is delivered, though the Greater Negative Level itself remains. While her kiss is in effect, a Leannan Sidhe gains a number of bonus Æther equal to the number of Wounds on her chosen mark. She may still dole out lesser kisses, if she so chooses.

The kiss of a Leannan is highly addictive, meaning that even people who realise this is what is making them sick cannot give it up. Those who go without a kiss for a week must make a Fortitude save, DC 23 [Cha based] or suffer a further Greater Negative Level. While in this state, the character becomes increasingly desperate and paranoid and will go to great lengths to satisfy his mistress to bring her back. If a character can successfully go a month without a kiss, he may make 3 saves against the ability. If he succeeds on all of them, he has shaken the addiction and become immune to the wiles of this breed of fairy.

Leannan Sidhe's Quiver [Ex]: The skill of a Leannan is in her ability to bend others to her will. Regardless of which court, if any, she belongs to, a Leannan will always possess a selection of arrows made by the mystical crafts of other fæ. Her quiver materialises in her hands, along with a bow, if she enters her "war aspect" as a Swift action [described below]. The quiver itself contains the following fæ-craft arrows:
2 x Elf-shot arrows (Sluagh) [1d3 Wounds and a Fort save, DC 23, or be Dazed]
5 x Sprite arrows [Deal 2d8‡ Subdual damage and cause Sleep for a like number of arrows instead of Threshold slips]
3 x Hawthorn reaver arrows [Stick in wound on a Crit. Grow thorns dealing 1d6 damage. Deals 1d8 + 1 per round in the wound to remove]
2 x Unseelie Hedge Reavers [Ignore cover and concealment as long as fired from one of the same; shot includes a Feint as arrows emerge from the Hedge in odd directions]
1 x Unicorn Horn arrow [Deal double damage to men, half to women (Trust me, the reason is best left unsaid)]
2 x Seelie Zephyr arrows [Automatically win Hide check for sniping attacks, immune to weather penalties]

Spell Like Abilities [Sp]: Caster level 10. At Will - Charm Person [DC 19], Dominate [DC 23], Suggestion [DC 23], Tree Stride

Startling Beauty [Ex]: When in her normal aspect, a Leannan Sidhe is beautiful, to the point of being awful. She inspires awe. All who encounter her have their mettle tested by her looks and until she demonstrates an actual threat, most struggle to raise a hand against her. All who look upon a Leannan must make a DC 28 [cha based] Will save or be unable to attack her until she takes some form of aggressive action.

Tweening [Ex]: As a lesser Noble Fae, a Leannan Sidhe is able to tween happily through Dusk, Dawn, Physical Boundaries, the Space Beneath and Shadows.

War Aspect [Su]: There are two sides to the perfect woman, as the Leannan represents it (i.e. that which artists tend to linger over); the Madonna and the Warrior maiden. As a Swift action, the Leannan can enter this alternate form. Leannan are loath to do so, however, because if their mark sees them do this, their hold on him is broken.

In her War Aspect, the Leannan gains the stats that would be appropriate to a being of her size, as indicated by her HD. This means her Strength rises to 18, as does her Constitution, while her Dex drops to 10. She loses her Agile ability, gains 2 x HD Temporary hit points and uses the attacks listed under "war aspect" below.

War Aspect, Ranged: Masterwork Longbow +15 (2d8+6‡, x3, Range 120ft)
War Aspect, Melee: Masterwork Sabre +10 (1d8 + 4, 19/x2, Double damage on charge when mounted)


MV Version: Below is an example of a relatively young Leannan Sidhe. Most of greater experience and feeding have a selection of class levels beyond this. Many are comparable in power to fairy nobles in the upper reaches of 15-20 CR.

Medium Fæ Humanoid 10 CP 9
Init: + 7 , Senses: Listen + 5 , Spot +5
Languages: Gaelic, English, Irish3
Defence: 31 Flatfooted: 10; +2 Swift action
Hardness: DR 20/Natural
HD: 10d8 + 10 Hp: 55 [+24 temporary in War Aspect]
Massive Damage: 10
Thresholds: Green, [ 27 ] Yellow, [ 13 ] Orange, [ 5 ] Red
Resist: a
Fort: + 7 Reflex: + 7 Will: + 10 Psyche: 40 3
Speed: 30ft Space: 5 ft Reach: 5 ft
Normal Melee: Dagger +9 (1d4, 19/x2)

War Aspect, Ranged: Masterwork Longbow +16 (2d8+6‡, x3, Range 120ft)
War Aspect, Melee: Masterwork Sabre +12 (1d8 + 4, 19/x2, Double damage on charge when mounted)

BAB: + 7 Grapple: +7, +11 War Aspect
Special Actions: : Arrow Storm [Swift + Full: may one bow attack against up to 10 foes within 120ft.]
Charm [Standard; one target within 30ft becomes Helpful to you, Will DC 19/Neg. 10 minutes]
Serene Glade [Full; all woodland within 60ft becomes idealistic and dreamlike. Fæ gain a +5 bonus to Hide in such terrain. 1 hour]
Veil of Lies [Standard; assume the appearance of any mortal female plus cosmetic changes]
Combat Gear: Leannan's Quiver3
Abilities: Str: 10 Dex: 14/+2 Con: 10 Int: 14/+2 Wis: 20/+5 Cha: 26/+8
SQ: Startling Beauty, Tweening

Feats: Charmed Arrows [Add Cha, not Dex to ranged attack rolls],
Contacts [Make 2 Gather Information checks rather than one whenever you use the skill],
Dashing and Daring [Cha bonus to Defence, +2 bonus on Cha skills vs males who see her fight],
Loyal Pet [The Leannan Sidhe is attended by a Unicorn or White Hart that has 10 effective HD and uses her BAB, though it retains its own hp in this case. As the beast lurks in the Hedge when not needed, she may call it as a Swift action],
Skill Focus (Manipulation)

Skills: Diplomacy +24, Gather Information +24, Knowledge [Politics] +15, Manipulation +24, Perform [Singing] +21, Ride +15, Sense Motive +183
Special Abilities:
Dissolve: When slain, a Leannan Sidhe dissolves into little more than some sobbing sounds and a sigh of failed potential.

Leannan Sidhe's Kiss [Su]: While mere physical contact with a Leannan Sidhe has no effect but she can create a potent link with another person by spending a minute in contact with them, usually more. When doing so, a victim may make DC 15 [10 + ½ HD] Wisdom checks on each round after the second to realise that something is wrong.

At the conclusion of the fifth round, the victim suffers a Mental Wound. Note how many of these wounds he has suffered; the victim gains a +5 bonus on all checks with his "artist" skill, usually a Craft skill or a Perform skill. Because of the -1 penalty per Wound on all checks, this runs to a final bonus of +4 on the skill per kiss. This bonus applies only for one week after the kiss is delivered, though the Wound itself remains. While her kiss is in effect, a Leannan Sidhe gains a number of bonus Æther equal to the number of Wounds on her chosen mark. She may still dole out lesser kisses, if she so chooses.

The kiss of a Leannan is highly addictive, meaning that even people who realise this is what is making them sick cannot give it up. Those who go without a kiss for a week must make a Fortitude save, DC 23 [Cha based] or suffer a further Wound. While in this state, the character becomes increasingly desperate and paranoid and will go to great lengths to satisfy his mistress to bring her back. If a character can successfully go a month without a kiss, he may make 3 saves against the ability. If he succeeds on all of them, he has shaken the addiction and become immune to the wiles of this breed of fairy.

Leannan Sidhe's Quiver [Ex]: The skill of a Leannan is in her ability to bend others to her will. Regardless of which court, if any, she belongs to, a Leannan will always possess a selection of arrows made by the mystical crafts of other fæ. Her quiver materialises in her hands, along with a bow, if she enters her "war aspect" as a Swift action [described below]. The quiver itself contains the following fæ-craft arrows:
Infinite numbers of basic arrows
2 x Elf-shot arrows (Sluagh) [1d3 Wounds and a Fort save, DC 23, or be Dazed]
5 x Sprite arrows [Deal 2d8‡ Subdual damage and cause Sleep for a like number of arrows instead of Threshold slips]
3 x Hawthorn reaver arrows [Stick in wound on a Crit. Grow thorns dealing 1d6 damage. Deals 1d8 + 1 per round in the wound to remove]
2 x Unseelie Hedge Reavers [Ignore cover and concealment as long as fired from one of the same; shot includes a Feint as arrows emerge from the Hedge in odd directions]
1 x Unicorn Horn arrow [Deal double damage to men, half to women (Trust me, the reason is best left unsaid)]
2 x Seelie Zephyr arrows [Automatically win Hide check for sniping attacks, immune to weather penalties]

Startling Beauty [Ex]: When in her normal aspect, a Leannan Sidhe is beautiful, to the point of being awful. She inspires awe. All who encounter her have their mettle tested by her looks and until she demonstrates an actual threat, most struggle to raise a hand against her. All who look upon a Leannan must make a DC 28 [cha based] Will save or be unable to attack her until she takes some form of aggressive action.

Tweening [Ex]: As a lesser Noble Fae, a Leannan Sidhe is able to tween happily through Dusk, Dawn, Physical Boundaries, the Space Beneath and Shadows.

War Aspect [Su]: There are two sides to the perfect woman, as the Leannan represents it (i.e. that which artists tend to linger over); the Madonna and the Warrior maiden. As a Swift action, the Leannan can enter this alternate form. Leannan are loath to do so, however, because if their mark sees them do this, their hold on him is broken.

In her War Aspect, the Leannan gains the stats that would be appropriate to a being of her size, as indicated by her HD. This means her Strength rises to 18, as does her Constitution, while her Dex drops to 10. She loses her Agile ability, gains 4 + 2/HD Temporary hit points and uses the attacks listed under "war aspect" in the stat block.

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

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

Ponderthought
2010-08-03, 06:54 PM
I may be abit late to this, but I have some things that might be appropriate, seeing as american folklore seems to have very little representation in dnd..

Wampus Cat
http://wapedia.mobi/en/Wampus_cat
Hidebehind
http://wapedia.mobi/en/Hidebehind
Nain Rouge
http://wapedia.mobi/en/Nain_Rouge
Splintercat
http://wapedia.mobi/en/Splintercat
Thunderbird
http://wapedia.mobi/en/Thunderbird_%28mythology%29

They may not seem like traditional fae, but they all have spirit-like qualities.

Mulletmanalive
2010-08-04, 12:54 PM
Thanks for those. The Thunderbird and Hidebehind [which i assumed was some kind of Cryptid] have already been suggested and i've apparently forgotten to put them into the to do list...

Mulletmanalive
2010-08-18, 02:59 PM
Thunderbird:
The thunderbird is a species of great bird from the Overworld of several American Indian nations, specifically the Ojibwa speaking nations. It takes the form of a mighty bird that blocks a chunk of the sky and whose wings gather clouds from the four winds to create storms of fearsome intensity. The beast itself can produce ball lightning with a glance and carries around a collection of three less powerful storm spirits, using their lightning as a weapon before devouring them like a delicacy.

D&D Version:
Thunderbird

Colossal Fey [Fae]
Hit Dice: 30d6 + 330 (329 hp)
Initiative: +5
Speed: Fly 120ft (Poor) (24 squares); Ground 20ft
Armor Class: 32 (+5 Dex, -8 Size, +20 Natural, +5 Deflection), touch 12, flat-footed 27
Base Attack/Grapple: +15/+34
Attack: Claws +18 Melee(4d6+11)
Full Attack: Claws +18/+18 Melee (4d6+11) and Bite +16 Melee (6d6+5)
Space/Reach: 25ft/20ft
Special Attacks: Chaining Breath [Meta +3; Breath creates chains of attacks from each target struck. Chains continue on to new targets until a miss is rolled.]
Dictate Weather [Swift; the Thunderbird can choose to alter wind direction, strength up to Hurricane force, rainfall and temperature in the area. If it calls a thunderstorm, it's Electricity based attacks roll d8s rather than d6s. Effects called take 1d10 rounds to manifest]
Frightful Presence [Reaction, you Attack or Charge; Creatures within 30ft with fewer HD than you must save [DC 31] or be Shaken. Save renders immune.]
Lightning Gaze [Standard, Once every 1d4-1 rounds; 120ft line of Lightning dealing 15d6 damage, Reflex DC 22/half]
Lightning Talons [Swift, once per round; make 2 ranged attacks into each 90° arc, each at +18 Lightning Snake (15d6 Lightning, Range 60ft, Resisted = Sonic). Errors hit allies.]
Snatch [Reaction, hit with claws; begin grapple against creature Large or smaller instead of damage.]
Wingstorm [Full; Produce 100ft high aura of Tornado force winds in a 200ft radius. Large or smaller, Fort DC 30 or Blown Away, Knocked prone on save; Huge, Fort DC 30 or be Knocked down. No effect on larger creatures]
Special Qualities: Backlash, DR 30/Cold Iron, Fast Healing 20, Resistance: Electricity 50, Sonic 50, Thunder and Lightning Healing, Tweening, Wind's Freedom
Saves: Fort +21, Ref +22, Will +19
Abilities: Str: 32/+11 Dex: 20/+5 Con: 32/+11 Int: 10 Wis: 14/+2 Cha: 4/-3
Skills: Listen +35, Spot +35
Feats: Chaining BreathMetabreath, Below, Frightful PresenceDraconomicon, Improved Snatch Draconomicon, Multiattack, Point Blank Shot (Far Shot), Power Attack, Rapid BreathDraconomicon, Snatch, WingstormDraconomicon
Environment: Mountains of America
Organization: Solitary or tribal in human form [1-12 + any number of humans]
Challenge Rating: 16?
Treasure: Standard
Alignment: Any
Advancement: 31-90 Colossal

Combat
Thunderbirds never land if they can help it. If a target moves under cover, it becomes a stiff choice as to whether it's worth burning the forest down with lightning to get at them. For the most part, they will abandon the chase and take up position on a nearby mountain to watch and wait.

Backlash [Su]: The very flesh of a Thunderbird is charged with the energy of lightning. Any creature that strikes the Thunderbird finds that either the blade or the trail of ionised air left by his bullet carries a powerful electrical charge back to him. Every character within 30ft who successfully damages the Thunderbird takes 5 points of damage. There is no save, but it is Electricity damage and Hardness applies.

Gaze of Lightning [Su]: The Thunderbird has the ability to produce blasts of lightning from its eyes as a sign of its power over the storms. This takes the form of the breath weapon described in the stat block. Because of the nature of the storm energy used in the attack, it possesses a unique quality:

Any creature that is struck by the attack but prevents some of the damage via resistance or immunity to Electricity suffers an amount of Sonic damage equal to the amount resisted as the energy is forced to go somewhere, in this case becoming a vicious crack of thunder. This applies only to resistance and immunity, not to Hardness or Damage Reduction.

Human Form [Ex]: All Thunderbirds have a human form; they can land and tip back their beak like a mask before shrugging off their true form like a cloak. When out of Thunderbird form, they assume a completely separate set of stats and abilities that make them unique. While in Thunderbird form, they run on instinct and volitional memories, while in human form they retain none of the power and perspective of the enormous birds. Their forms are unrelated, save that they revert to human form if slain and if killed in either form, the other form dies.

Parallax Error [Ex]: Thunderbirds are so large that they nearly block out the sky [more than a 150ft wingspan that can cause a near eclipse at a height of 1000ft]. When they come in to land, however, they become a Medium sized creature. Their stats remain the same, though many of their abilities do not function on the ground.

Thunder and Lightning Healing [Su]: Thunderbirds are basically made of storms. While not immune to Electricity or Sonic damage, they can absorb a great deal of it and be healed by it. When struck by such damage, they count as having 40 points of resistance and heal an amount equal to the damage that is stopped by their resistance.

Tweening: As a True Fae, a Thunderbird may tween at any time, at will.

Wind's Freedom [Sp]: The Thunderbird is completely unaffected by winds and weather conditions of all kinds.


MV Version:
Colossal Fæ Animal 20 CP 16
Init: + 0 , Senses: Listen + 25 , Spot +25 Ignore weather on all checks
Languages: Ojibwa, Numerous others3
Defence: 19 Flatfooted: 2
Hardness: DR 20/Natural
HD: 20d8 + 220 + 32 Hp: 342 Regeneration 20/Fire
Massive Damage: 32
Thresholds: Green, [ 171 ] Yellow, [ 85 ] Orange, [ 34 ] Red
Resist: Electricity 40, Sonic 40
Fort: + 23 Reflex: + 0 Will: + 12 Psyche: 313
Speed: Fly 120ft [Poor] Space: 30ft Reach: 20ft
Ranged: +18 Lightning Gaze (10d6, Range 75ft, Resisted = Sonic) Once every 1d4 rounds

Melee: +18/+18 Claws (4d6+11) and +16 Bite (6d6+5)

BAB: + 15 Grapple: +34
Special Actions: Chaining Breath [Meta +3; Breath creates chains of attacks from each target struck. Chains continue on to new targets until a miss is rolled.]
Dictate Weather [Swift; the Thunderbird can choose to alter wind direction, strength up to Hurricane force, rainfall and temperature in the area. If it calls a thunderstorm, it's Electricity based attacks roll d8s rather than d6s. Effects called take 1d10 rounds to manifest]
Frightful Presence [Reaction, you Attack or Charge; Creatures within 30ft with fewer HD than you must save [DC 31] or be Shaken. Save renders immune.]
Lightning Talons [Swift, once per round; make 2 ranged attacks into each 90° arc, each at +18 Lightning Snake (10d6 Lightning, Range 60ft, Resisted = Sonic). Errors hit allies.]
Snatch [Reaction, hit with claws; begin grapple against creature Large or smaller instead of damage.]
Wingstorm [Full; Produce 100ft high aura of Tornado force winds in a 200ft radius. Large or smaller, Fort DC 30 or Blown Away, Knocked prone on save; Huge, Fort DC 30 or be Knocked down. No effect on larger creatures]3
Abilities: Str: 32/+11 Dex: 2/-4 Con: 32/+11 Int: 10 Wis: 14/+2 Cha: 4/-3
SQ: Backlash, Thunder and Lightning Healing, Tweening, Wind's Freedom

Feats: Chaining BreathMetabreath, Draconomicon, Below, Frightful PresenceDraconomicon, Multiattack, Point Blank Shot (Far Shot), Snatch, WingstormDraconomicon

Skills: Intimidate +27, Listen +25, Spot +253
Special Abilities:
Backlash [Su]: The very flesh of a Thunderbird is charged with the energy of lightning. Any creature that strikes the Thunderbird finds that either the blade or the trail of ionised air left by his bullet carries a powerful electrical charge back to him. Every character within 30ft who successfully damages the Thunderbird takes 5 points of damage. There is no save, but it is Electricity damage and Hardness applies.

Gaze of Lightning [Su]: The Thunderbird has the ability to produce blasts of lightning from its eyes as a sign of its power over the storms. This takes the form of the breath weapon described in the stat block. Because of the nature of the storm energy used in the attack, it possesses a unique quality:

Any creature that is struck by the attack but prevents some of the damage via resistance or immunity to Electricity suffers an amount of Sonic damage equal to the amount resisted as the energy is forced to go somewhere, in this case becoming a vicious crack of thunder. This applies only to resistance and immunity, not to Hardness or Damage Reduction.

Human Form [Ex]: All Thunderbirds have a human form; they can land and tip back their beak like a mask before shrugging off their true form like a cloak. When out of Thunderbird form, they assume a completely separate set of stats and abilities that make them unique. While in Thunderbird form, they run on instinct and volitional memories, while in human form they retain none of the power and perspective of the enormous birds. Their forms are unrelated, save that they revert to human form if slain and if killed in either form, the other form dies.

Parallax Error [Ex]: Thunderbirds are so large that they nearly block out the sky [more than a 150ft wingspan that can cause a near eclipse at a height of 1000ft]. When they come in to land, however, they become a Medium sized creature. Their stats remain the same, though many of their abilities do not function on the ground.

Thunder and Lightning Healing [Su]: Thunderbirds are basically made of storms. While not immune to Electricity or Sonic damage, they can absorb a great deal of it and be healed by it. When struck by such damage, they count as having 40 points of resistance and heal an amount equal to the damage that is stopped by their resistance.

Tweening: As a True Fae, a Thunderbird may tween at any time, at will.

Wind's Freedom [Sp]: The Thunderbird is completely unaffected by winds and weather conditions of all kinds. In fact, it invited them because of the 3d6 healing each bolt will bring.

New Feat:
Chaining Breath [Metabreath]:
Your breath effects spread and leap to other targets as if they were alive.
Prerequisites: Breath Weapon, usually Electricity based
Description: For each target hit by your breath weapon, you may select another target within 15ft of him. Roll to hit this secondary target with a basic ranged attack, using the bonus of the primary blast. If the attack hits, resolve it and then select another target within 15ft of that victim. Continue this until all of your attack chains come to an end.

Using this feat is a +3 Metabreath effect and increases the recharge time of your breath weapon by +3 rounds.

Lore coing soon...

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

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

Mulletmanalive
2010-09-07, 04:40 PM
Fear Derrig:
The Fear Dearg or Red Man (Far Darrig [like "Derrick"]), is a kind of Irish fairy that is overall, a meddling tester of men and a mean spirited prankster. As they aren't truly mortal, they have no real understanding of what death and cannibalism can mean to mortals and use these things as teasing gestures when dealing with others.

The Red Man gets his name from his choice of garments; he wears red throughout, though this is often hidden by his reality defying powers of illusion. It is almost impossible to trust anything around a Red Man because he can weave glammer so real that your senses will convince you that it is solid matter. Similar to the Redcaps for the Scots borders, the Red Man uses human and animal blood to empower his garments with further powers and weave even greater power.

There are few limits to the powers of these varied beings; some are tall and some are squat and all have blotchy, infested faces but beyond that and their red, there is little to be said between them aside from their impossible illusions. The illusionary magic of the Red Man is actually a kind of Phantasmal technique, like many glammers. It, rather than creating actual images of light and sound, instead places childlike suggestions in the target's mind and then allows their imagination to fill in the blanks, hence why it is so effective. Think of it like how you almost always assume that people are talking about you when you hear your name mentioned.

D&D Version:
Medium Humanoid [Fae]
Hit Dice: 5d8 (22 hp)
Initiative: -1
Speed: 30ft (6 squares)
Armor Class: 15 (-1 Dexterity, +4 Natural, +2 Armour), touch 9, flat-footed 15
Base Attack/Grapple: +3/+3
Attack: Knife +3 melee (1d4, Crit 17/x3, 2 Bleed damage on a hit)
Full Attack: Knife +3 melee (1d4, Crit 17/x3, 2 Bleed damage on a hit)
Phantasmal Attacks: (Slam) +8 melee (by Size)
Space/Reach: 5ft/5ft
Special Actions: Begin Delusion [Standard; target up to 5 individuals and insert them into a Delusion; Swift sustain]
Capture Mind [Standard; add up to 5 targets to an existing delusion. Max 5 in delusion]
Change Delusion [Standard; add or remove up to 5 elements from the delusion]
Change Face [Swift; alter appearance of creature touched including up to 50% size change]
Fear [Standard; up to 5 targets in a 30ft cone; Will DC 20 or Panicked/Shaken]
Invisibility [Standard; up to 4 targets within 30ft become invisible for 5 rounds or until they attack]
Mimic [Swift; imitate any one voice and have it come from a point within 30ft.]
Siren [Standard; Manipulation, -1 per 5ft distance, vs Psyche. Target makes half move towards you, DC 16 Will save to stop at obstacles]
Special Qualities: Dissolve, Displacement, DR 5/Natural, Tweening
Saves: Fort +2, Ref +0, Will +2
Abilities: Str: 10/- Dex: 8/-1 Con: 10/- Int: 16/+3 Wis: 13/+1 Cha: 21/+5
Skills: Bluff +18, Craft [Sculpture] +11, Diplomacy +18, Sense Motive +9
Feats: Practical Psychology [Add Int bonus to Social skills used against targets with a lower Int], Siren, Skill Focus (Bluff)
Environment: Ireland
Organization: Solitary
Challenge Rating: 5 (?)
Treasure: Standard
Alignment: Usually Chaotic often Evil
Advancement: By Class level Favoured Class: Factotum or Rogue
Level Adjustment: +5

Combat
Fear Darrig do not engage in combat, instead creating massive illusions and hiding within them, usually working towards some horrific joke. They will try to force people to do horrible things; an ogre might pin you down in a hut where it presents you with a choice between it starving you out or allowing you to go free if you eat some of your mother who is currently roasting over the fire...

Special Abilities:

Cutter [Su]: Thanks to a fæcraft ointment that they coat their blades in, the knives wielded by a Red Man cause Bleeding 2 until the wound is staunched.

Displacement [Su]: The Red Man appears constantly 5ft from where he actually is and his outline is hazy. This leaves him with effective Total Concealment, though it doesn't allow him to hide. As he is actually in an adjacent square, the attacker must choose whether to aim to the left or the right, hence the miss chance.

Dissolve: When slain, a Red Man breaks down into firewood, bracken and some blood. Nothing is ever what you expect with these creatures.

Fæcraft: The key to the glammer powers of the fear dearg is their complex set of spell enhancing fæcraft items that take the form of their clothes. These devices, unlike most other such items, cannot be used by humans. They serves as an implement for the use of glammer, though they have no real effect unless doused in blood, in which case, they double the power of the Master of Glammer ability for 10 minutes.

Master of Glammer [Su]: The Fear Dearg can weave glammer almost unlike any other fæ. They create "delusions" in the mind of the target, akin to the drawings they made as children of different things and allow their brain's understanding of symbols to create the rest for them. A Dearg may target up to one individual within 60ft per Hit Dice it possesses, creating one shared element of reality per Hit Dice it has. Each element can be composed of a number of 10ft cubes equal to the square of the Dearg's Hit Dice.

The example creature above can affect 5 creatures, creating 5 elements with up to 25 cubes of total volume.

Elements can take one of three forms: creature, object or scenery. A target who interacts directly with the illusion has a small chance of realising that they aren't perceiving true reality. Each time they interact with the illusion, they may make a Will save, DC = Red Man's Charisma score + HD, to disbelieve the illusion. While it remains visible, it becomes possible to penetrate it and creatures can no longer damage the maker of the save. Knowing that something is illusion might not seem like a huge issue, but once it is known, it is subject to the normal methods of dispelling fæ powers.

Creature: When created by glammer, a creature is effectively real to the targets and invisible and intangible to everyone else. These creatures are treated as having the same AC as the Red Man, with modifiers for size and a number of hit points equal to the square of their creator's HD. As a creature gets larger, it gets easier and easier to disbelieve, meaning that the save is easier on larger creatures than it would have been on smaller ones. Tiny or smaller creature are incapable of dealing damage except when in a Swarm, in which case, use their equivalent size. Phantasmal creatures use the stats of the Fear Darrig for all actions, though their Space and Reach are determined by their size. A summary is included here:

Attack: Fear Darrig's BAB + Strength modifier + Charisma modifier. The creature receives one attack unless the Fear Darrig is able to make more.
Damage: See table.
AC: Fear Darrig's Defence + Charisma modifier – Size
DR/-: See Table
Hit Points: Fear Darrig's HD2

{table]Size: |Damage: |Armour: |Notes: |Disbelieve DC:
Small |1d6 + Cha |2 | |+1
Medium |1d8 + Cha |3 | |+0
Large |2d6 + 1.5 x Cha |5 |Fearsome |-1
Huge |3d6 + 1.5 x Cha |8 |Area 5ft |-2
Gargantuan |4d6 + 2 x Cha |10 |Area 10ft |-4
Colossal |6d6 + 3 x Cha |15 |Area 15ft| -8[/table]

Fearsome: All creatures who see a fearsome creature fight must compare their Psyche with the creature's Intimidate bonus . If the score is higher than their Psyche, they become Shaken. This is repeated whenever the creature attacks.
Area Attack: When a creature with this ability attacks, it may opt to treat the attack as a Barrage attack with the stated area of effect. As normal, the area attack has a Reflex save DC of 5 + Attack bonus for half damage. The area must be wholely within the creature's reach.
Multiple "creatures" may be combined together to allow for additional attacks; for instance, a Large creature plus two Small ones could be used to imitate the natural attacks of a Skagg Troll, for instance. Destroying the core would break the creature though if not dismissed, the "arms" might continue attacking on their own.

Objects: When created with Glammer, objects are basically real, from the point of view of those affected by the glammer and are invisible and intangible to all others. They can be interacted with normally but cannot bear weight and obviously cannot damage anyone that is not affected by the glammer. Both of these conditions can cause a victim to save against the effect.

Scenery: The Red Man can create terrain and buildings using his glammer powers. These are limited in scope because of the finite size of the effect he can create, but it can be moved so that the area remains surrounding his victims. The Red Man can create difficult terrain, convince people that they are in water and even fake an upstairs in a structure by meddling with perceptions so that you feel like you've climbed stairs when in fact all you've done is enter another room. Obviously, those trapped in these illusions look very odd to non-victims and interaction with such can provide a save for disbelief. People are oddly accepting of their surroundings, so as long as the image doesn't change abruptly, it would take someone stumbling on something hidden to notice that anything is amiss.
Beginning an illusion is a Standard action, as it adding elements or victims to an existing delusion. The Red Man must spend a Swift action each round to keep his illusion up and the effect can be disrupted.

Tweening: A Red Man is a reasonably powerful fæ and can port through Physical Boundaries and the Space Beneath and also through Shadows during Dusk and Dawn.
MV Version:
Medium Fæ Humanoid 5 CP 8
Init: + 1 , Senses: Listen + 1 , Spot +1
Languages: Gaelic 3
Defence: 15 Flatfooted: 10
Hardness: DR 5/Natural
HD: 5d8 + 10 Hp: 32
Massive Damage: 10
Thresholds: Green, [ 16 ] Yellow, [ 8 ] Orange, [ 3 ] Red
Fort: + 4 Reflex: + 1 Will: + 3 Psyche: 263
Speed: 30ft Space: 5 ft Reach: 5 ft

Melee: +3 Knife (1d4, Crit 17/x3, 2 Bleed damage on a hit)

BAB: + 3 Grapple: +3
Special Actions: Begin Delusion [Standard; target up to 5 individuals and insert them into a Delusion; Swift sustain]
Capture Mind [Standard; add up to 5 targets to an existing delusion. Max 5 in delusion]
Change Delusion [Standard; add or remove up to 5 elements from the delusion]
Change Face [Swift; alter appearance of creature touched including up to 50% size change]
Fear [Standard; up to 5 targets in a 30ft cone; Will DC 20 or Panicked/Shaken]
Invisibility [Standard; up to 4 targets within 30ft become invisible for 5 rounds or until they attack]
Mimic [Swift; imitate any one voice and have it come from a point within 30ft.]
Siren [Standard; Manipulation, -1 per 5ft distance, vs Psyche. Target makes half move towards you, DC 16 Will save to stop at obstacles]3
Abilities: Str: 10/- Dex: 8/-1 Con: 10/- Int: 16/+3 Wis: 13/+1 Cha: 21/+5
SQ: Dissolve, Displacement, Tweening

Feats: Practical Psychology [Add Int bonus to Social skills used against targets with a lower Int], Siren, Skill Focus (Bluff)

Skills: Bluff +18, Craft [Sculpture] +11, Manipulation +18, Sense Motive +93
Special Abilities:

Cutter [Su]: Thanks to a fæcraft ointment that they coat their blades in, the knives wielded by a Red Man cause Bleeding 2 until the wound is staunched.

Displacement [Su]: The Red Man appears constantly 5ft from where he actually is and his outline is hazy. This leaves him with effective Total Concealment, though it doesn't allow him to hide. As he is actually in an adjacent square, the attacker must choose whether to aim to the left or the right, hence the miss chance.

Dissolve: When slain, a Red Man breaks down into firewood, bracken and some blood. Nothing is ever what you expect with these creatures.

Fæcraft: The key to the glammer powers of the fear dearg is their complex set of spell enhancing fæcraft items that take the form of their clothes. These devices, unlike most other such items, cannot be used by humans. They serves as an implement for the use of glammer, though they have no real effect unless doused in blood, in which case, they double the power of the Master of Glammer ability for 10 minutes.

Master of Glammer [Su]: The Fear Dearg can weave glammer almost unlike any other fæ. They create "delusions" in the mind of the target, akin to the drawings they made as children of different things and allow their brain's understanding of symbols to create the rest for them. A Dearg may target up to one individual within 60ft per Hit Dice it possesses, creating one shared element of reality per Hit Dice it has. Each element can be composed of a number of 10ft cubes equal to the square of the Dearg's Hit Dice.

The example creature above can affect 5 creatures, creating 5 elements with up to 25 cubes of total volume.

Elements can take one of three forms: creature, object or scenery. A target who interacts directly with the illusion has a small chance of realising that they aren't perceiving true reality. Each time they interact with the illusion, they may make a Will save, DC = Red Man's Charisma score + HD, to disbelieve the illusion. While it remains visible, it becomes possible to penetrate it and creatures can no longer damage the maker of the save. Knowing that something is illusion might not seem like a huge issue, but once it is known, it is subject to the normal methods of dispelling fæ powers.

Creature: When created by glammer, a creature is effectively real to the targets and invisible and intangible to everyone else. These creatures are treated as having the same Defence as the Red Man, with modifiers for size and a number of hit points equal to the number of Cubes volume he is capable of creating. As a creature gets larger, it gets easier and easier to disbelieve, meaning that the save is easier on larger creatures than it would have been on smaller ones. Tiny or smaller creature are incapable of dealing damage except when in a Swarm, in which case, use their equivalent size. All damage dealt by created creatures is Mental damage. Phantasmal creatures use the stats of the Fear Darrig for all actions, though their Space and Reach are determined by their size. A summary is included here:

[B]Attack: Fear Darrig's BAB + Strength modifier + Charisma modifier. The creature receives one attack unless the Fear Darrig is able to make more.
Damage: See table.
Defence: Fear Darrig's Defence + Charisma modifier – Size
Armour: See Table
Hit Points: Fear Darrig's HD2

{table]Size: |Damage: |Armour: |Notes: |Disbelieve DC:
Small |1d6 + Cha |2 | |+1
Medium |1d8 + Cha |3 | |+0
Large |2d6 + 1.5 x Cha |5 |Fearsome |-1
Huge |3d6 + 1.5 x Cha |8 |Area 5ft |-2
Gargantuan |4d6 + 2 x Cha |10 |Area 10ft |-4
Colossal |6d6 + 3 x Cha |15 |Area 15ft| -8[/table]
Fearsome: All creatures who see a fearsome creature fight must compare their Psyche with the creature's Intimidate bonus . If the score is higher than their Psyche, they become Shaken. This is repeated whenever the creature attacks.
[B]Area Attack: When a creature with this ability attacks, it may opt to treat the attack as a Barrage attack with the stated area of effect. As normal, the area attack has a Reflex save DC of 5 + Attack bonus for half damage.
Multiple "creatures" may be combined together to allow for additional attacks; for instance, a Large creature plus two Small ones could be used to imitate the natural attacks of a Skagg Troll, for instance. Destroying the core would break the creature though if not dismissed, the "arms" might continue attacking on their own.

Objects: When created with Glammer, objects are basically real, from the point of view of those affected by the glammer and are invisible and intangible to all others. They can be interacted with normally but cannot bear weight and obviously cannot damage anyone that is not affected by the glammer. Both of these conditions can cause a victim to save against the effect.

Scenery: The Red Man can create terrain and buildings using his glammer powers. These are limited in scope because of the finite size of the effect he can create, but it can be moved so that the area remains surrounding his victims. The Red Man can create difficult terrain, convince people that they are in water and even fake an upstairs in a structure by meddling with perceptions so that you feel like you've climbed stairs when in fact all you've done is enter another room. Obviously, those trapped in these illusions look very odd to non-victims and interaction with such can provide a save for disbelief. People are oddly accepting of their surroundings, so as long as the image doesn't change abruptly, it would take someone stumbling on something hidden to notice that anything is amiss.
Beginning an illusion is a Standard action, as it adding elements or victims to an existing delusion. The Red Man must spend a Swift action each round to keep his illusion up and the effect can be disrupted.

Tweening: A Red Man is a reasonably powerful fæ and can port through Physical Boundaries and the Space Beneath and also through Shadows during Dusk and Dawn.

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

Lore:
{table]DC:|Lore:

5| Fear Darrig are giant ogres who force you to eat your babies

10| The Red Men can make you do anything they want and will do so if you don't carry bread in your pocket

15|Fear Darrig are a breed of small gnome like creatures who are masters of illusion. They tend to be cruel in their "tricks"

20|Showing fear before a Red Man is one of the worst things you can do. "Scream if you want to go faster" being their motto.

25|Turning your clothes works well against the glammer of a Red Man and you can dispel their illusions by throwing salt over them.

30|There are three children's songs that are perfectly designed to hold off Darrig. They cannot bear the sound of these songs and will be forced to move away, though this doesn't work once they have started fighting you, it only keeps them away.

|In MV terms, this last one deals Subdual damage equal to the amount your Perform [Singing] check exceeds their Psyche each round. Knowing the songs requires the right lore check, though anyone with at least 10 ranks in perform will have at learned at least one [though wouldn't know to sing it][/table]
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

Mulletmanalive
2010-09-27, 02:08 PM
Ballybog:
http://i833.photobucket.com/albums/zz256/mulletmanalive/Ballybog.jpg
To say that Ballybogs, a breed of peat fairy, are annoying is like saying that water is slightly moist. These rotund little creatures make their dwellings in the dense much of peat bogs and spend their time stealing what they cannot be bothered to produce themselves.

A ballybog is around eight inches wide around the middle with a head that simply grown like a lump from the top of its shoulders. Its gaping mouth is full of blunt, needle-like teeth and its nose hangs down over its top lip, matched by a pair of dog-like ears that sit up on their own. For the most part, the body and head resemble that of a toad with mismatched ears and nose but it is in the limbs, far too long and spindly to match the body, that they become alien. Their fingers are dexterous and their movements quick, though they struggle to move freely outside of the peat they choose to dwell in.

Fortunately for those they plague, ballybogs are neither smart nor magical; their sole ability is to cause people to sink into the bog and they rely on their ability to hide to get away with their petty thefts. If they need to lure someone into an area, they mock the target mercilessly through natural fog or darkness until the target comes to find his tormentors.

D&D Version:

Tiny Fey [Fae]
Hit Dice: 1d6-2 (1 hp)
Initiative: +3
Speed: 5ft (1 square), Burrow 20ft (4 squares)
Armor Class: 16 (+3 Dex, +2 Size, +1 Natural), touch 15, flat-footed 13
Base Attack/Grapple: +0/-10
Attack: Choke +5 melee (1d3-2)
Full Attack: Choke +5 melee (1d3-2)
Space/Reach: 2.5 ft/ 0 ft
Special Actions:
Filch [Standard; make an attack at -4, if it hits, roll Sleight of Hand as a Free action to steal an item.]
Soften [Swift, with target grappled; ground beneath target becomes liquid mud and target sinks. Stick in the Mud grants +10 bonus on Grapple for +0]
Special Qualities: Dissolve [Peat], DR 1/Natural, Low Light Vision, Tremoursense 40ft (burrowing only), Tweening [Physical Boundaries, dusk/dawn only]
Saves: Fort +0, Ref +3, Will +0
Abilities: Str: 6/-2 Dex: 16/+3 Con: 6/-2 Int: 6/-2 Wis: 10/- Cha: 6/-2
Feats: FilchB, Stick in the MudB [When grappling target in viscous liquid, gain a +10 bonus on the check.], Weapon Finesse
Skills: Bluff +2, Hide +15, Move Silently +7, Sleight of Hand +7, Spot +4, Swim +2
Environment: Dingy moores and bogs
Organization: Solitary, Cluster 2-8, Unseelie Hit Squad (4-12 + one Ankou)
Challenge Rating: 1/2
Treasure: None
Alignment: Always Chaotic, Usually Evil
Advancement: Tiny 2-4, Small 5-8

Combat
Ballybogs make good use of their ability to drag foes underground. One will usually lead an attempt, with Aid Another actions from his fellows and once the target has been dragged under the soil, the rest join in to sqeeze the life out of the unfortunate target.

Special Abilities:
Soften [Su]: As a Swift action, while grappling a foe, the Ballybog may cause the ground beneath it to become watery for a brief moment. This allows him to effectively Shift his target into the ground without rolling a Grapple check. Once used, the Ballybog must wait at least a minute before attempting to use this ability again.

MV Version:
Tiny Fae Humanoid 1 CP ½
Init: + 5 , Senses: Listen + 0 , Spot +4
Languages: Gaelic 3
Defence: 12 Flatfooted: 12 Swift; +3 Dodge
Hardness: DR 1/Natural
HD: 1d8 – 2 + 6 Hp: 8
Massive Damage: 6
Thresholds: Green, [ 4 ] Yellow, [ 2] Orange, [ 1 ] Red
Fort: + 0 Reflex: + 5 Will: + 0 Psyche: 7 Tussle: 23
Speed: 5ft, Burrow 20ft Space: 2.5 ft Reach: 0 ft

Melee: +5 Choke (1d3-2)

BAB: + 0 Grapple: -10
Special Actions:
Filch [Standard; make an attack at -4, if it hits, roll Sleight of Hand as a Free action to steal an item.]
Soften [Swift, with target grappled; ground beneath target becomes liquid mud and target sinks. Stick in the Mud grants +10 bonus on Grapple for +0]3
Abilities: Str: 6/-2 Dex: 16/+3 Con: 6/-2 Int: 6/-2 Wis: 10/- Cha: 6/-2
SQ: Dissolve [Peat], Tweening [Physical Boundaries, dusk/dawn only]

Feats: FilchB, Stick in the MudB [When grappling target in viscous liquid, gain a +10 bonus on the check.], Weapon Finesse

Skills: Manipulate +2, Sleight of Hand +7, Spot +4, Swim +23
Special Abilities:
Soften [Su]: As a Swift action, while grappling a foe, the Ballybog may cause the ground beneath it to become watery for a brief moment. This allows him to effectively Shift his target into the ground without rolling a Grapple check. Once used, the Ballybog must wait at least a minute before attempting to use this ability again.

New Feats: [OGL]
Filch:
You have mastered the art of combat theft…to say that it's annoying is to miss the point.
Prerequisites: Sleight of Hand 10 ranks, Weapon Finesse
Description: Up to once per round, you may attempt a Filch as an attack option. The attack suffers a -4 penalty to hit, but if the hit is scored, you may roll a Sleight of Hand check as a free action to relieve your target of one unattended item on his person.
Normal: Attempting a Sleight of Hand check is a Standard action that provokes an Attack of Opportunity.

Stick in the Mud [Monstrous]:
The beast is a deadly master of dragging its foes alive into a shallow grave.
Prerequisites: Burrow Speed
Description: If you can successfully move a grappled foe underground, you gain a +10 bonus on Grapple checks to begin or maintain a Pin. The victim is subject to Suffocation, as you might expect.

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

Lore:
{table=head]DC|Lore:

1|People go missing on the moores

6|Ballybogs are giant lizards that snatch children and do horrible things to them...

11|Ballybogs are annoying little ball shaped fae that live in the peat bogs

16|The sneaky little devils sneak up on you and try to steal your stuff or lure you to your death in the bogs

21|If they get a hold of you, they will turn the ground to liquid and pull you down. Stay on the paths if you can

26|Ballybogs dislike two things irrationally: the sound of magpies cawing or the sound of metal on metal. Driving a metal walking stick into the ground and hitting it with another piece of metal will keep them away for a little while.[/table]

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

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
as promissed, Ballybogs. Next up is...yeah, i've forgotten. Lunatashee possibly? At least im back in the swing here.

Morty
2010-09-27, 02:13 PM
Hm. This is a very interesting thread. I'll be sure to read it in entirety and in the meanwhile, I'm curious about your take on Lady Midday (http://en.wikipedia.org/wiki/Lady_Midday) from the Eastern European folklore.

Mulletmanalive
2010-09-27, 02:26 PM
Hm. This is a very interesting thread. I'll be sure to read it in entirety and in the meanwhile, I'm curious about your take on Lady Midday (http://en.wikipedia.org/wiki/Lady_Midday) from the Eastern European folklore.

I'm thinking that this could be a similar creature to the Lean sidhe i posted earlier in content. Possibly make the base creature sufficiently powerful to use my "making minor gods" idea work with her without any real modification.

I'll add her to the list.

Mulletmanalive
2010-09-30, 09:03 AM
Tokoloshe:
A kind of "zombie spirit," the Tokoloshe is an undead fairy created by the skills of an angry and vindictive shaman or priest amongst the Zulu. The process of creating a tokoloshe involves selecting a human corpse and using a hot iron to burn a hole through its forehead, put out its eyes and sew its mouth shut. When this is completed, the corpse distorts and tears its mouth open, revealing a new horror.

An animate tokoloshe is around nineteen inches tall with a bloated pot belly, overlong, thumbless arms that drag on the ground and a penis so long they sling it over their shoulder. Its muzzle resembles that of a chimpanzee and its body is covered in long, black, grass-like hair; its teeth are sharp and lopsided and its grin is a terror to behold.

Tokoloshe are not only difficult to control, they are outright sadistic. When not on a specific mission or freed by the completion of the torment they were created for, they like to wander, seeking new, unsuspecting victims and ruining their lives forever more. They use their horrible strength to carry off those they take a shine to, commit rape of startling violence and return night after night until they have claimed all of your digits…one by one…

D&D Version:
Tiny Undead [Fae]
Hit Dice: 6d12 + 12
Initiative: +3
Speed: 30ft (6 squares), Swim 20ft
Armor Class: 20 (+2 Size, +3 Dex, +5 Natural), touch 15, flat-footed 17
Base Attack/Grapple: +3/+9
Attack: Slam +12/+12 melee (1d3+6) OR +7 Bite (1d8+3, 20/x3 plus Sever plus Mosquito's Bite)
Full Attack: Slam +12/+12 melee (1d3+6) OR +7 Bite (1d8+3, 20/x3 plus Sever plus Mosquito's Bite)
Space/Reach: 2.5 ft / 5 ft
Special Attacks: Bestow Curse, Mosquito's Bite, Sever
Special Qualities: Dissolve, DR 10/Slashing, DR 6/Natural, Fearless, Greater Invisibility, Horror DC 14, Nexus [Head], Tweening, Undead Traits
Saves: Fort +3, Ref +6, Will +3
Abilities: Str: 22/+6 Dex: 16/+3 Con: - Int: 3/-4 Wis: 10/- Cha: 15/+2
Skills: Move Silently +12, Swim +14
Feats: Dodge, Mobility, Improved Grapple
Environment: South African Lowlands
Organization: Solitary, Master/Servant [1-4 plus Shaman]
Challenge Rating: 4
Treasure: None
Alignment: Always Chaotic Evil
Advancement: 7-20 Tiny

Combat

Bestow Curse [Sp]: At will, Touch range, counts as Bestow Curse CL 6, Save DC 15

Dissolve: When slain, the grotesque Tokoloshe reverts to the human corpse that was used to make it; it becomes recognisable as the original person, albeit with a hole burned in his skull.

Goofer Vulnerability: Because it was designed originally to deal with similar spirits and creatures, Goofer Powder [the Voodoo equivalent of Unholy Water] is highly effective against Tokoloshe. If any of the powder comes into contact with the creature, it loses all of its DR for 1d6 rounds and must make a Fortitude save, DC 15, or be Dazed for the duration.

Greater Invisibility [Sp]: As a Full round action, the Tokoloshe can swallow a pebble which renders it invisible to all creatures that it has not cursed. Attacking does not affect this ability but they are fully visible to any creature that they have cursed. See Invisibility requires a DC 16 caster level check to penetrate this effect.

Horror [Ex]: Seeing a Tokoloshe is a terrifying experience; twisted, mutilated and disfigured beyond all mortal recognition. On first laying eyes on the creature, all characters must make a Will save, DC 15, or become Shaken for the rest of the encounter. This save is Charisma based.

Mosquito's Bite [Ex]: The bite of a Tokoloshe is renowned for its ability to take the toes off a sleeping person or the finger off a nosey child without the target feeling it. Any critical hit with its bite that causes the Sever ability to activate requires a Will save, DC 15 to notice because of the numbing poison of its saliva. The save is Charisma based.

Nexus [Head]: The head of a Tokoloshe is vulnerable to attack because of the exposed spark that animates it. It is vulnerable to both Critical Hits and Precision damage if the attacker takes a -4 penalty to hit in aiming for the burned eyehole.

Sever [Ex]: The teeth of a Tokoloshe are impossibly able to liberate small portions of its target from the body, often without notice. Rolls the tokoloshe makes to confirm Critical hits are considered to have a Threat range of 16-20. If a threat is rolled, another confirmation roll may be made, resulting in a Wound for the target.

Tweening: The Tokoloshe is a fæ creature, after all else is said and done and can tween through Physical Boundaries and the Space beneath, along with Shadows during Dusk and Dawn.

MV Version:
Tiny Fae Undead Construct 6 CP 6+
Init: + 8 , Senses: Listen + 0 , Spot +0
Languages: Zulu3
Defence: 16 Flatfooted: 12
Hardness: DR 10/Piercing + DR 6/Natural
HD: 9d10 + 32 + 18 Hp: 99
Massive Damage: 19
Thresholds: Green, [ 49 ] Yellow, [ 25 ] Orange, [ 10 ] Red
Resist: Precision; Immunity: Disease, Life Support, Mind Effecting, Poison
Fort: + 6 Reflex: + 8 Will: + 3 Psyche: 12 Tussle: 183
Speed: 30ft, Swim 20ft Space: 2.5 ft Reach: 5 ft, 10ft for Shifting

Melee: +12/+12 Slam (1d3+6) OR +7 Bite (1d8+3, 20/x3 plus Sever plus Mosquito's Bite)

BAB: + 4 Grapple: +6
Special Actions:
Curse [Swift, requires physical contact; target gains one of the following, Will DC 16/Neg: -3 on all checks on one stat, DC 13 Balance or fall each time you move, -1 on all checks, infertility, impotence, disease, +1 Error range]
Greater Invisibility [Full; Swallow stone, becomes invisible to all except those cursed by it for 1 hour, attacking does not dispel]3Abilities: Str: 22/+6 Dex: 16/+3 Con: 16/+3 Int: 3/-4 Wis: 10/- Cha: 10/-
SQ: Dissolve, Fearless, Horror DC 14, Nexus [Head], Tweening

Feats: Dodge, Mobility, Toughness

Skills: Move Silently +12, Swim +233
Special Abilities:
Dissolve: When slain, the grotesque Tokoloshe reverts to the human corpse that was used to make it; it becomes recognisable as the original person, albeit with a hole burned in his skull.

Goofer Vulnerability: Because it was designed originally to deal with similar spirits and creatures, Goofer Powder [the Voodoo equivalent of Unholy Water] is highly effective against Tokoloshe. If any of the powder comes into contact with the creature, it loses all of its DR for 1d6 rounds and must make a Fortitude save, DC 15, or be Dazed for the duration.

Mosquito's Bite [Ex]: The bite of a Tokoloshe is renowned for its ability to take the toes off a sleeping person or the finger off a nosey child without the target feeling it. Any critical hit with its bite that causes the Sever ability to activate requires a Will save, DC 16 to notice because of the numbing poison of its saliva.

Sever [Ex]: The teeth of a Tokoloshe are impossibly able to liberate small portions of its target from the body, often without notice. Rolls the tokoloshe makes to confirm Critical hits are considered to have a Threat range of 16-20. If a threat is rolled, another confirmation roll may be made, resulting in a Wound for the target.

Tweening: The Tokoloshe is a fæ creature, after all else is said and done and can tween through Physical Boundaries and the Space beneath, along with Shadows during Dusk and Dawn.

Note: the Tokoloshe is made using the Compact upgrade, hence retaining it's medium size for Grappling modifiers. However, lacking thumbs puts it at a real disadvantage here and so it suffers a -4 penalty on Grapple checks.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Lore:
{table]DC:|Lore:

6|Tokoloshe are little monsters that eat children and toes

11|Putting your bed up on paper wrapped bricks or tin buckets will protect from Tokoloshe in the night

16|While imbued with fairy power, Tokoloshe are a kind of undead made by shamans from corpses in a horrible ritual

21|Tokoloshe are invisible and attack people near rivers. They bite off toes and you might not even notice

26|Goofer powder is effective against Tokoloshe as the similar magics interfere with each other. Tokoloshe can't climb refined materials, hence why standing your bed on paper or tin can protect you

31|The heart of a tokoloshe is its key weakness and is help by the shaman commanding it. Tokoloshe that break free of a shaman hide their heart amongst the stones of their favoured watery lair. Destroying the heart slays the creature instantly.[/table]

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

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

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

Sereq's suggestion of the Tokoloshe here. I originally tried to make a template but this was a middle of the road option. Greater versions are certainly possible, presumably with Alternate Form [I]to account for the additional shapes attributed to it.

Debihuman
2010-09-30, 09:18 AM
These are interesting. Unfortunately, I haven't been able to keep up with this thread. It just strikes me that the Under-Goblins should have masterwork picks.

Debby

Mulletmanalive
2010-09-30, 09:21 AM
These are interesting. Unfortunately, I haven't been able to keep up with this thread.

Debby

Hey Deb. How was the holiday [a little late, i know]?

Debihuman
2010-09-30, 09:27 AM
Hey Deb. How was the holiday [a little late, i know]?

Good. Thanks for asking. Unfortunately, things have been a bit hairy as my mother has been hospitalized (for the 3rd time now).

See my edit about the under-goblins having masterwork weapons. It just seems it goes with their profession.

Deb

Mulletmanalive
2010-09-30, 10:42 AM
Do tool-weapons apply to both functions? I agree with the idea but i'm seeing them more as miners than warriors so it wouldn't be a masterwork weapon, just a +2 on Profession [Mining]

MythMage
2010-10-04, 06:17 PM
Looking over the Fear Darrig's D&D incarnation, I have to say the ability sounds too strong for a 5 HD critter. He's got the defensive abilities of a CR 3-4 or so and the offensive abilities of at least a CR 7-9 or so at least, if I read the ability right. You need to clarify how much of the glammer critter's original stats are used and how much is derived from the fear darrig. If he whips up a few 12-headed hydras, can each one make 12 attacks that each deal 3d6+7 damage? I assume not, but it doesn't really say one way or the other.

Mulletmanalive
2010-10-04, 06:36 PM
Could you quote the part of the text that gives you the impression that you use the creature's stats so I can fix that.

The intention is that it should be using modified versions of the base stats of the Darrig itself and if that's not clear, i'm going to have to correct it or figure out another way of wording the sucker...

What it should be is:

Attack: Fear Darrig's BAB + Str + Cha - Size
Damage: See table
AC: Fear Darrig's - size
DR: See table.
HP: Darrig's HD2

You could make a vague copy of the Hydra by making a Huge body with one attack and then treating 4 heads as medium creatures, though that's creative use of illusions.

I'll clarify that it only get's a number of attacks based on the Darrig's BAB though. Infact, looking at it, the whole thing needs basically bulletpointing like above.

MythMage
2010-10-05, 02:58 AM
Here's the text on glammer monsters.

"When created by glammer, a creature is effectively real to the targets and invisible and intangible to everyone else. These creatures are treated as having the same AC as the Red Man, with modifiers for size and a number of hit points equal to the square of their creator's HD. As a creature gets larger, it gets easier and easier to disbelieve, meaning that the save is easier on larger creatures than it would have been on smaller ones. Tiny or smaller creature are incapable of dealing damage except when in a Swarm, in which case, use their equivalent size. Attacks use the Red Man's attack bonus with a further adjustment for his Charisma modifier."

The problem isn't what you say that makes me think the critter gets its original number of attacks; the problem is that you never say "A glammer creature's statistics are identical to the fear darrig's except as noted here." Without that sentence, you have only stipulated that the creature uses the red man's attack bonus, which it is plausible might be applied to the original creature's original number of natural weapon attacks (which don't depend on BAB to determine number). Establish that the starting point is the fear darrig and not the original monster, and things become easier... but there may be things you want to specify do get copied after all, such as space and reach and perhaps certain special attacks.

Mulletmanalive
2010-10-05, 03:11 PM
rectified...i think.

Mulletmanalive
2010-11-02, 01:43 PM
This time, I've actually coughed up a prestige class that explains how the "Courts" are involved with my version of the fae. This is not meant to be the definitive version of anything, just my version, which assumes that most campaigns aren't going to hit epic or even come close.

I'll figure out a way of doing the "pimping out spell powers" ability as soon as I can. Possibly just having a silly number of spell slots and some way of recharging a bunch of them...

Færie Queen:
D&D Version:

Prerequisites:
Skills: Knowledge [Nature] 13 ranks, Spellcraft 13 ranks
Feats: Faerie Fief
Spellcasting: Must be able to prepare 5th level spells

{table]Level |
BAB |
Fort |
Ref |
Will |
Holdings | Special |
Rank | Spellcasting

1 |
+0 |
+0 |
+0 |
+2 |
0 | Courtly Patron |
Baron/Baroness | +1 level of existing spellcasting class

2 |
+1 |
+1 |
+1 |
+3 |
0 | Demesne, Holdings || +1 level of existing spellcasting class

3 |
+2 |
+1 |
+1 |
+3 |
1 | Chariot, Touchstone || +1 level of existing spellcasting class

4 |
+3 |
+2 |
+2 |
+4 |
0 | Court Identity |
Lady/Lord | +1 level of existing spellcasting class

5 |
+3 |
+2 |
+2 |
+4 |
0 | Manor || +1 level of existing spellcasting class

6 |
+4 |
+3 |
+3 |
+5 |
1 | Chariot II, One with Weather |
Duchess/Duke | +1 level of existing spellcasting class

7 |
+4 |
+3 |
+3 |
+5 |
0 | Immortal Realm || +1 level of existing spellcasting class

8 |
+5 |
+4 |
+4 |
+6 |
0 | Bind Fealty |
Queen/King | +1 level of existing spellcasting class

9 |
+6 |
+4 |
+4 |
+6 |
1 | Chariot III, Fairy Castle || +1 level of existing spellcasting class

10 |
+7 |
+5 |
+5 |
+7 |
1 | Crone Empress |
Crone | +1 level of existing spellcasting class[/table]

Hit Dice: d6
MV Class Skills: Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Str/Cha), Knowledge [All skills, taken individually] (Int), Listen (Wis), Move Silently (Dex), Observation (Wis), Ride (Dex), Survival (Wis), Swim (Str), Witchcraft (Wis)
Skill Points per Level: 6 + Int

Class Abilities:
Weapon and Armour Proficiencies: A Faerie Queen gains no proficiency in weapons or armour usage.

Courtly Patron [Su]: Being a Færie Queen is about forming a symbiotic relationship with her court and establishing a base of cultists within it. Like a god, she can grant spells to petitioning spellcasters [usually witches or druid-like casters].

A Queen may have a total number of followers equal to her Charisma modifier plus her class level, at any point. She may grant spells of up a level up to her class level -1, or half her hit dice, whichever is lower. Granting a petitioner spells for the day requires a sacrifice of a number of spell levels equal to the highest spell level of the recipient. Queens normally set a time when all followers petition for spells, just as gods do. Practicality more than anything. In addition, she may choose to sacrifice additional spell levels, up to 50% of those required to empower the character, to grant free floating spell levels which may be applied to spells being cast by the character as a Swift action to add metamagic effects to spells without cost.

In return, she may demand power back from her followers. As a Full round action,she may demand they sacrifice any number of spell levels they have prepared in order to restore one of her expended spells or spell slots. The number of slots the target needs to sacrifice is equal to the level of the spell to be restored +1. A follower is allowed to refuse but this has possible consequences.

Finally, as a Full action, a Queen may strip all spells from a follower. No save, it just happens, though Queens gain no benefit aside from punishing the target, so it's not often done.

Demesne [Su]: At second level, the Færie Queen begins the process of founding a realm, or Demesne, beyond the Hedge. This realm consists of a number of square miles equal to the square of the Queen's royal level [(Færie Queen plus Færie King)2]; the minimum size of a building block that the queen may use in assembling the realm is an acre. There are 640 acres in a Square mile; an acre is equal to 43,560 square feet. A Demesne can contain any terrain that the Queen wishes and it grows organically based on the number of members in the court, adding 1 acre to its area per HD of fæ in the court [round up and guess for the most part here]. At this stage, the Queen may dictate the terrain and conditions when they form and could alter them using magic but has no control over them once the pocket realm has formed.

The Demesne contains any dwellings the Queen desires, though these buildings cannot be particularly grandiose at this stage. In general, the Queen will have a nice cottage or an underground facility of similar size. When a Demesne is created, a number of permanent paths into it equal to the Queen's class level are created between points in the realm and points in the real world. Characters with the correct incantations [Knowledge DC 30] can travel between the Demesne and the real world as a Full action without having to transverse the Hedge.

Holdings: In addition to the above qualities of a Queen's Realm [the compound term for the three different levels of the Demesne], the realm also includes the Queen's original Færie Fief gained holdings. These form a portion of the territory based on their normal size but are overlaid and incorporated into the realm rather than added on to it. The Queen retains all the qualities of her holdings and gains additional Holdings within her realm at 3rd, 6th, 9th and 10th level. It is possible for a Queen to gain additional holdings through means discussed in the Færie King class, usually through trades or færie duels. Her Royal Level is her levels in Færie Queen and Færie King, plus the number of Færie Fief feats she possesses.

Chariot: Færie Queens are known for their methods of conveyance, whether it is the tiny snail shell chariot of Mab or the skiffs of the Lady of the Lake or the vast longships associated with certain Norse figures. In any case, a Chariot is a construct of any size that is appropriate for its purpose; at 3rd level, the queen gains a conveyance that can carry herself and up to five others of the same size category at a Fly speed of 30ft [Clumsy] or either on land or on the top of the water at a speed of 60ft. Aquatic queens may opt to replace their land speed with the ability to move underwater at the same speed. A Chariot has a Defence of 14, 50hp per royal level and a Hardness equal to the queen's royal level +10.

This improves at 6th level, allowing the vessel to carry up to 20 extra creatures of the queen's size at a Fly speed of 40ft [Poor] or at 90ft on land or sea.

At 9th level, this improves again, allowing up to 50 extra creatures to be carried at a Fly speed of 60ft [Average] or at 120ft on land or sea. Additionally, it becomes an extension of the queen's Castle, allowing her to mount siege weapons on it. The state-room includes a miniature touchstone for her to use her abilities from it.

Touchstone: A Touchstone is the core of a Demesne and the core of a court. Prior to this point, the queen is able to hold allegiance with force or goodwill but when the Touchstone is founded, she can cause her members to swear allegiance to her. In the centre of a 3rd level Færie Queen's Demesne, a large stone forms; sometimes this is carved into an exquisite statue or fountain but at others it is simply an ugly lump of stone. Once per season, members of the court come in to swear allegiance to the Queen by placing their hand on the stone and swearing a simple but unique oath. Once this is done, the Queen gains a number of spell levels equal to 1/10 of the HD within her court, which may be used only for empowering followers and applying metamagic effects to her spells. and can tell instantly when one of them is slain, knowing the exact location.

Additionally, the Touchstone allows the Queen to swear Faerie Knights to her service; this allows her to foster a number of knights equal to the square of her class level at any given point, though the class level of any given knight may not exceed her class level.

Court Identity: There is a trend within courts to assume an identity, or "nature," by which they are known and reckoned. The two most common of these are the Seelie and Unseelie natures but there are also seasonal themes, themes linked to the times of day and occasionally themes linked to a unique area that the court occupies. At 4th level, a Færie Queen must select one of the following themes for her court. All members who pledge to the touchstone gain this benefit for the rest of the season, until the next Time of Gathering rolls around. Once selected, it takes a complete change of nature for the aspects of the court to change. This isn't impossible, but is usually as the result of a very serious blow to the court.

See the seperate Court Identity spoiler for details.

Manor [Su]: A Fairy Manor is a more advanced form of Demesne; at 5th level, the Queen's Demesne grows a new home for the Queen and her court in the form of a "Manor" which is a large house inside her realm. This structure must be partially within 100ft of the Touchstone and can have as many rooms as the Queen has followers [meaning that some have to share if everyone wants to stay at one time]. As long as she remains inside the structure, the Queen knows all that goes on within its walls and can alter the building as she sees fit, transplanting rooms to different places, altering their shape and size and changing their furnishings and internal conditions. For instance, she could move a room from one side of the building to another and fill is with snow-drifts and crystal figurines if she was that way inclined.

The ability to reshape the building costs one Full action and requires her to sacrifice five levels of spells per room altered. If she changes a room while it is occupied, she suffers one point of Subdual damage per occupant thanks to the strain of altering perceived reality. Some Queens use this to make never ending corridors and the like.

One with Weather [Su]: After a certain point, the triple bond between the Queen, her Touchstone and her realm becomes so great that the land warps in sympathy to her. When a 6th level Queen is angry, the weather takes on a harsh element [usually a storm, either a thunderstorm or a blizzard], when she is happy it is clement and when she is sad or defeated, it becomes overcast and miserable. This is automatic and she has little control over it outside of the structure of her mansion.

Immortal Realm [Su]: So strong is the connection between a 7th level Færie Queen and her realm, that she begins to leave her mark on the real world as well. The Touchstone of her realm grows a corresponding body in the real world and her influence applies to the real as well as it does to her realm.

By spending ten minutes and 100 spell levels, she may shunt her Mansion to or from the real world, along with as much of her Demesne as she can, as long as the territory is physically separated from the eyes of mortals at the time of the shift. This usually means that she has to form her mortal Demesne inside a large forest or inside a deserted valley, though in one notable occasion in Krakow, an entire section of a walled off ghetto was transplanted during the night by the Winter-Mother, Babba Yaga.

In addition, the Queen's One with Weather ability applies to the real world around her mortal Touchstone, whether she likes it or not.

Bind Fealty: At 8th level, the Queen becomes able to force other "Queens" of lesser rank (thus actually duchesses and below) under her banner. This is the manner in which the Seelie and Unseelie courts appear to cover the globe, by forcing others to become tenant courts of their greater ones.

A Queen of this power level may have a number of vassal Queens equal to her Charisma modifier [which can get pretty high]. Each vassal is subject to the same possibility of having demands levelled against her as a follower from the Courtly Patron feature, though the Queen may demand up to three spell slots to be refilled at once. Queens need only sacrifice spell slots equal to the Spell level -1 to refill a slot.

In exchange, in return, tenant queens may attempt to make demands of the high queen. This functions as normal but, as they have no threat of power stripping to level against her, is entirely at her discretion. When a high queen fills a demand, she sacrifices a number of spell levels equal to the spell slot to be refilled -1.

Fairy Castle [Su]: While a færie Manor is fantastic in its construction and mutability, it is still vulnerable to infiltration. At 9th level, the Queen's Manor becomes a true castle, complete with unassailable walls and the like. The Queen is free to shape it how she likes, but he walls are at least 4 feet thick, with 100hp per foot and a Hardness of 11 [Granite equivalent].

There are also defensive features which are powered by sacrificing her spell reserves, dealing 2d10 damage per spell level used, though they are aimed and operated by crews of 5 of her minions [large creatures counting as 4 medium ones]. She may choose which spells to surrender as a Free action at any time.

The inside of the castle remains mutable and lavish but can be readily filled with traps that function as automatic versions of the siege weapons. The Touchstone is generally located in the castle courtyard but not always; sometimes it is in a nearby glade, a cave or part of the outer wall .

Crone Empress: Along with the status of Crone, which reduces the base physical appearance of the Queen to that of an impossibly old woman [not that this cannot be hidden or even suppressed by magic], a 10th level Queen becomes an Empress. Though the term was used in the previous ability, it truly applies only here. From this point on, she may call upon all spells known by her vassals and their cultists, effectively allowing her to cast spells spontaneously from her class' full spell list [within limits].

As a ritual that takes one minute, she may touch any Touchstone within her empire [her court and those of her vassals] and move to it, supplanting the true ruler while in her realm, if applicable. Unlike previously, she has a greater control over her Vassals, allowing her to force a Geas of "Cannot disobey the commands of a specific individual [letter, not intent]" from the Geas menu onto them, in relation to her commands.

MV Version:
The top dog of any fairy court is known as a "Queen," though in many cases, the role is taken by a male or even a being of indeterminate gender. The power of a queen is dictated partly by her experience, partly by the size of her holdings and partially by the number of followers she possess.

Humans tend to assume that the fairy courts are great, world spanning, monolithic organisations; while this is theoretically true in many cases, in most, this is a vast miscomprehension. In general, a court will have around 20-300 members, at most (depending on the strength of the ruler) and may hold sway over ten times that many fæ creatures through force. The misconception is based on the fact that most courtly ladies of power less than Crone, have sworn allegiance to a greater queen and are nominally part of her court. These Great Courts are usually either Seeliee or Unseelie in nature, leading to the misconception, though the Court of the Bitter Sea that inhabits the North Sea is currently the most powerful over organisation in the west. The power that the Winter Crone, Baba Yaga, might have is only to be guessed at…

Prerequisites:
In order to become a Færie Queen, a character must meet the following prerequisites:
Species: Fæ
Skills: Diplomacy 13 ranks, Witchcraft 13 ranks
Feats: Faerie Fief

{table]Level |
BAB |
[B]Fort |
Ref |
Will |
Def |
Spell Level |
Holdings |Special |Rank

1 |
+0 |
+0 |
+0 |
+2 |
+0 |
1 |
0 |Courtly Patron |Baron/Baroness

2 |
+1 |
+1 |
+1 |
+3 |
+1 |
2 |
0 |Demesne, Holdings |

3 |
+2 |
+1 |
+1 |
+3 |
+2 |
3 |
1 |Chariot I, Touchstone |

4 |
+3 |
+2 |
+2 |
+4 |
+3 |
4 |
0 |Court Identity |Lady/Lord

5 |
+3 |
+2 |
+2 |
+4 |
+3 |
5 |
0 |Manor |

6 |
+4 |
+3 |
+3 |
+5 |
+4 |
6 |
1 |Chariot II, One with Weather |Duchess/Duke

7 |
+5 |
+3 |
+3 |
+5 |
+5 |
7 |
0 |Immortal Realm |

8 |
+6 |
+4 |
+4 |
+6 |
+6 |
8 |
0 |Bind Fealty |Queen/King

9 |
+6 |
+4 |
+4 |
+6 |
+6 |
9 |
1 |Chariot III, Fairy Castle |

10 |
+7 |
+5 |
+5 |
+7 |
+7 |
10 |
1 |Crone Empress| Crone[/table]
Hit Dice: d6
MV Class Skills: Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Str/Cha), Knowledge [All skills, taken individually] (Int), Listen (Wis), Move Silently (Dex), Observation (Wis), Ride (Dex), Survival (Wis), Swim (Str), Witchcraft (Wis)
Skill Points per Level: 6 + Int

Class Abilities:
Weapon and Armour Proficiencies: A Faerie Queen gains no proficiency in weapons or armour usage.

Courtly Patron: Being a Færie Queen is about forming a symbiotic relationship with her court and establishing a base of cultists within it. She gains the Patron Epic feat as a bonus feat and can teach others how to tap into her powers by spending a week with them. She may teach a number of students at once equal to her Int modifier and doing so grants the student the Cultist feat and Maleficareum flaw as a permanent addition. This counts as an Epic flaw, so it increases the number of total flaw activations possible in a session.

As she has the Patron feat, she gains one additional point of Æther per Cultist she possesses and can grant access to her Æther pool as a free action, or withdraw this permission, as she sees fit.

Spell Level: A Færie Queen is something of a living battery and being as such, she rapidly learns to channel her stores of newfound energy into a variety of new and interesting ways. At each level, she learns 10 spells, each of which may be of the stated maximum for that level or below. These spells are accessible not only to her, but to those cultists she may have and form the backbone of her "godlike" powers.

Demesne [Su]: At second level, the Færie Queen begins the process of founding a realm, or Demesne, beyond the Hedge. This realm consists of a number of square miles equal to the square of the Queen's royal level [(Færie Queen plus Færie King)2]; the minimum size of a building block that the queen may use in assembling the realm is an acre. There are 640 acres in a Square mile; a section may never be narrower than a Chain, 1/80 of a mile or 66ft. As standard, acres are one furlong, 1/8 mile, long and one chain, 1/10 furlong, wide. A Demesne can contain any terrain that the Queen wishes and it grows organically based on the number of members in the court, adding 1 acre to its area per HD of fæ in the court [round up and guess for the most part here]. At this stage, the Queen may dictate the terrain and conditions when they form and could alter them using magic but has no control over them once the pocket realm has formed.

The Demesne contains any dwellings the Queen desires, though these buildings cannot be particularly grandiose at this stage. In general, the Queen will have a nice cottage or an underground facility of similar size. When a Demesne is created, a number of permanent paths into it equal to the Queen's class level are created between points in the realm and points in the real world. Characters with the correct incantations can travel between the Demesne and the real world as a Full action without having to transverse the Hedge.

Holdings: In addition to the above qualities of a Queen's Realm [the compound term for the three different levels of the Demesne], the realm also includes the Queen's original Færie Fief gained holdings. These form a portion of the territory based on their normal size but are overlaid and incorporated into the realm rather than added on to it. The Queen retains all the qualities of her holdings and gains additional Holdings within her realm at 3rd, 6th, 9th and 10th level. It is possible for a Queen to gain additional holdings through means discussed in the Færie King class, usually through trades or færie duels. Her Royal Level is her levels in Færie Queen and Færie King, plus the number of Færie Fief feats she possesses.

Chariot: Færie Queens are known for their methods of conveyance, whether it is the tiny snail shell chariot of Mab or the skiffs of the Lady of the Lake or the vast longships associated with certain Norse figures. In any case, a Chariot is a construct of any size that is appropriate for its purpose; at 3rd level, the queen gains a conveyance that can carry herself and up to five others of the same size category at a Fly speed of 30ft [Clumsy] or either on land or on the top of the water at a speed of 60ft. Aquatic queens may opt to replace their land speed with the ability to move underwater at the same speed. A Chariot has a Defence of 14, 50hp per royal level and a Hardness equal to the queen's royal level +10.

This improves at 6th level, allowing the vessel to carry up to 20 extra creatures of the queen's size at a Fly speed of 40ft [Poor] or at 90ft on land or sea.

At 9th level, this improves again, allowing up to 50 extra creatures to be carried at a Fly speed of 60ft [Average] or at 120ft on land or sea. Additionally, it becomes an extension of the queen's Castle, allowing her to mount siege weapons on it. The state-room includes a miniature touchstone for her to use her abilities from it.

Touchstone: A Touchstone is the core of a Demesne and the core of a court. Prior to this point, the queen is able to hold allegiance with force or goodwill but when the Touchstone is founded, she can cause her members to swear allegiance to her. In the centre of a 3rd level Færie Queen's Demesne, a large stone forms; sometimes this is carved into an exquisite statue or fountain but at others it is simply an ugly lump of stone. Once per season, members of the court come in to swear allegiance to the Queen by placing their hand on the stone and swearing a simple but unique oath. Once this is done, the Queen gains Æther equal to 1/10 of the HD within her court and can tell instantly when one of them is slain, knowing the exact location.

Additionally, the Touchstone allows the Queen to swear Knights to her service; this allows her to foster a number of knights equal to the square of her class level at any given point, though the character level of any given knight may not exceed her own.

Court Identity: There is a trend within courts to assume an identity, or "nature," by which they are known and reckoned. The two most common of these are the Seelie and Unseelie natures but there are also seasonal themes, themes linked to the times of day and occasionally themes linked to a unique area that the court occupies. At 4th level, a Færie Queen must select one of the following themes for her court. All members who pledge to the touchstone gain this benefit for the rest of the season, until the next Time of Gathering rolls around. Once selected, it takes a complete change of nature for the aspects of the court to change. This isn't impossible, but is usually as the result of a very serious blow to the court.

See the seperate Court Identity spoiler for details.

Manor [Su]: A Fairy Manor is a more advanced form of Demesne; at 5th level, the Queen's Demesne grows a new home for the Queen and her court in the form of a "Manor" which is a large house inside her realm. This structure must be partially within 100ft of the Touchstone and can have as many rooms as the Queen has followers [meaning that some have to share if everyone wants to stay at one time]. As long as she remains inside the structure, the Queen knows all that goes on within its walls and can alter the building as she sees fit, transplanting rooms to different places, altering their shape and size and changing their furnishings and internal conditions. For instance, she could move a room from one side of the building to another and fill is with snow-drifts and crystal figurines if she was that way inclined.

The ability to reshape the building costs one Full action and five Æther per room altered. If she changes a room while it is occupied, she suffers one point of Subdual damage per occupant thanks to the strain of altering perceived reality. Some Queens use this to make never ending corridors and the like.

One with Weather [Su]: After a certain point, the triple bond between the Queen, her Touchstone and her realm becomes so great that the land warps in sympathy to her. When a 6th level Queen is angry, the weather takes on a harsh element [usually a storm, either a thunderstorm or a blizzard], when she is happy it is clement and when she is sad or defeated, it becomes overcast and miserable. This is automatic and she has little control over it outside of the structure of her mansion.

Immortal Realm [Su]: So strong is the connection between a 7th level Færie Queen and her realm, that she begins to leave her mark on the real world as well. The Touchstone of her realm grows a corresponding body in the real world and her influence applies to the real as well as it does to her realm.

By spending ten minutes and 100 Æther, she may shunt her Mansion into the real world, along with as much of her Demesne as she can, as long as the territory is physically separated from the eyes of mortals at the time of the shift. This usually means that she has to form her mortal Demesne inside a large forest or inside a deserted valley, though in one notable occasion in Krakow, an entire section of a walled off ghetto was transplanted during the night by the Winter-Mother, Babba Yaga.

In addition, the Queen's One with Weather ability applies to the real world around her mortal Touchstone, whether she likes it or not.

Bind Fealty: At 8th level, the Queen becomes able to force other "Queens" of lesser rank (thus actually duchesses and below) under her banner. This is the manner in which the Seelie and Unseelie courts appear to cover the globe, by forcing others to become tenant courts of their greater ones.

A Queen of this power level may have a number of vassal Queens equal to her Charisma modifier [which can get pretty high]. For each vassal she has, she gains a flat +10 Æther and can drain Æther from her vassals at any point she desires, as a Swift action. The amount drained has no limit and this is often used as a punishment. In exchange, the Tenents may treat themselves as Cultists of the Queen and draw on power from her with her permission. This makes imperial vassals very difficult to fight directly, especially as she draws power from the empress and spreads it amongst her subjects.

Fairy Castle [Su]: While a færie Manor is fantastic in its construction and mutability, it is still vulnerable to infiltration. At 9th level, the Queen's Manor becomes a true castle, complete with unassailable walls and the like. The Queen is free to shape it how she likes, but he walls are at least 4 feet thick, with 100hp per foot and a Hardness of 11 [Granite equivalent].

There are also defensive features which are powered by her Æther reserves, dealing 1d10 damage per point spent, though they are aimed and operated by crews of 5 of her minions [large creatures counting as 4 medium ones].

The inside of the castle remains mutable and lavish but can be readily filled with traps that function as automatic versions of the siege weapons. The Touchstone is generally located in the castle courtyard but not always; sometimes it is in a nearby glade, a cave or part of the outer wall .

[B]Crone Empress: Along with the status of Crone, which reduces the base physical appearance of the Queen to that of an impossibly old woman [not that this cannot be hidden or even suppressed by magic], a 10th level Queen becomes an Empress. Though the term was used in the previous ability, it truly applies only here. From this point on, she may call upon all spells known by her vassals and their cultists, effectively giving her access to all Witchcraft spells that exist [within limits].

As a ritual that takes one minute, she may touch any Touchstone within her empire [her court and those of her vassals] and move to it, supplanting the true ruler while in her realm, if applicable. Unlike previously, she has a greater control over her Vassals, allowing her to force a Geas of "Cannot disobey the commands of a specific individual [letter, not intent]" from the Geas menu onto them, in relation to her commands.

Court Identities:Seelie: The Seelie or blessed fairies are mostly kind to humans, though they have expectations that may seem unreasonable at best and tend to punish those who don't at least make a good show of trying to meet them. The seelie are amongst the most numerous of the fæ, second to the Unseelie only because they don't use conscription tactics.

Seelie fæ are innately more beautiful than other kinds of fæ, even those of the same breed from other courts. When dealing with mortals, this can come as a massive advantage wherever looks could prove an influence. Effectively, a Seelie fæ counts as having a Rank score equal to its HD [and so can use this in place of its Cha modifier, assuming that the target cannot shrug off this influence]. In D&D, a Seelie may replace her Charisma modifier on skill checks with half her HD, if this is higher. This only functions on checks to work positive emotions or trust. In return, a Seelie fæ's geas is that they may "Do no harm to mortals who have yet to break the fairy bans in sight of another fairy." The wording does indeed allow rogue seelie to mess with people but never in company.

Unseelie: The Unseelie is by far the largest of the courts, though its holdings are generally small. Individual courts are common and rarely control any lands of their own, unable to control their members well enough to enforce borders. The Unseelie aren't a voluntary group, rather they are forced into line by a queen with enough will and gumption to do so.

Unseelie are almost always deeply fearsome creatures, bent on causing suffering in humans, usually for their own amusement but sometimes because it actually required of them. The Unseelie gift is potent only against the innocent, making them truly distasteful; when an Unseelie attacks a target that they have no true quarrel with, they gain a bonus to hit or to the save DC of the effect equal to their Cha modifier [many Unseelie have negative modifiers but add this as a bonus, so -3 becomes a +3 bonus to hit]. The Unseelie geas is "take from others any joy or satisfaction they may have in their deeds, a bitter, sad geas if ever there was one.

Summer: The fæ with a summer queen are kind but negligent and struggle to understand the needs of humans more than others of their breed. They are inhuman in their thoughts and their aid can easily be the death of you.

Summer fæ are proud, passionate and want to help, but their strength is ridiculous, making them very dangerous. The area of effect of everything summer fæ do is increased by 50%. This includes melee attacks, granting them the qualities of a 5ft barrage weapon if they did not already have such [for D&D, treat this as the Sweeping Strike ability of the Waar Mind (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm). Additionally, any non-damaging effect they use deals 1d6-2 Subdual damage to the target in raw power. Their geas is "give not what is wanted, but that which is needed."

Winter: The fæ of a winter queen are chilly and cold in their ways, clear and still in their beauty. Mostly deadly to life by their mere nature, they are cruel in their disinterest; to a winter fæ, all life is mulch in waiting. These courts generally hold sway in mountains and cold places, though some bleached areas of cold stone are their dwellings as well.

Winter fæ are predictably cold, producing dancing patterns of rime around them as they move. Winter fæ give out a field of cold that causes all mortals within 10ft to save, Fort DC 10 + ½ HD + Con, or be numbed [-2 on checks] while in the area and creates a feeling of companionship in other Winter fæ, granting a stacking +1 bonus on checks [max +5]. The winter geas is "let no guest uninvited linger unserved," which forces these fæ to act decisively when disturbed.

Spring: The fæ of a spring court are not tightly bound. They are industrious beings who open flowers and tend to animals. As a result, the bulk of these courts is composed of sprites and dryads of various types, with the remainder of their number being made up of the most enthralling breeds of fæ, such as Nymphs and Leannan sidhe.

Spring fæ are wild and their moods contagious. They give off an aura of pollen that they may change the qualities of as a Swift action. It can grant either a bonus equal to ¼ their HD on Diplomacy and Manipulate checks with its sweet scent, cause all in the area to make a Fort save against poison, DC 10 + Con mod, or be Slowed for the round by the soporific effects or attract bees, creating a 30ft aura that deals ¼ of the fæ's HD as Subdual damage each round, which ignores Partial armour. The Spring geas is "never destroy that which can still grow," so no killing anyone who's not already too far gone to change.

Autumn: The end of the yearly cycle is the basis for the autumn courts and their ways. Most members join up to indulge their destructive urges in a productive or at least, non harmful manner. The autumn courts are generally small bodies that fit under the rulership of a local court, a little like a mercenary company within the fæ culture.

The autumn fæ are bringers of ruin. They are not specifically violent in some cases, but they are significantly more likely to slay than other members of their breed. An Autumn fæ adds it's Cha modifier to its Critical Threat Range for attacks and to the DC of any ability that requires a save. This only applies to harmful effects. Anything slain by an Autumn fæ begins to rot rapidly. The creedo of the Autumn Court is "never allow to remain, that which no longer has use." They are the greatest threat misers can know.

Stars: The courts of stars are a kind of refuge for the bizarre and dreamlike amongst the fæ. They hinge on a level of autonomy that other courts would not allow and seek knowledge outside of the moral bounds of humanity and the perceivable limits of reality. The courts of stars are linked together via a maddening over-place beyond the Hedge known as the Dreamtime and are all regulated, albeit slackly by an over-lord known as the Grandfather.

The star fæ gain two abilities: firstly, they may switch forms into that of a Spirit [Incorporeal] as a Full action. They may remain in their dream-form for as long as they please. They may buy Quirks and Upgrades [D&D: feats and Salient abilities from Libris Mortis] for their Spirit form if they wish, but gain no extras. Secondly, they can enter the Dreamtime, a sort of "higher Hedge" which allows them to travel at 100 times their normal movement rate, though the targeting is inexact. The credo of the Star Fæ is "never let the wonder escape the world." They are an ever present problem for scientists and cartographers in the wild places.

Waters above: The courts of the waters above are those that tie themselves to a particular body of water, specifically those that are not part of a sea or ocean. Water fæ are usually a member of one of these courts and express something of the personality of the river, talking about it as if it were sentient, which it is, after a fashion. The queens of the waters above are generally calm and mercurial in their thoughts.

The fæ of the Waters Above are mischievous and move like water, flowing around their foes. Part of this is the high quantity of liquid in their composition, but also their very attitude. Fæ of the Waters Above never provoke Attacks of Opportunity for moving and gain a +4 bonus to Defence against Readied actions. They may even move into the space of another creature without issue. Fæ of the Waters Above are bound to "wear smooth all that stand in their way, breaking off that which resists." They prize freedom above all things and anyone attempting to bind or change the watercourse can find themselves in for a fight.

Dark Waters: The seas and oceans are ruled by the courts of the dark waters. These fæ are surprisingly numerous and also, in general, substantially larger than other fæ. These courts know a lot of internal strife and sea monsters are counted as unruly members of their numbers.

Dark water fæ exemplify the capriciousness of the ocean. They all possess a rapid Swim speed of 50ft and the Aquatic subtype, making them able to exist in their realm, but their greatest danger is their ability to mimic the storm effect, Green Water. This ability takes the form of them being able to make a Flamer style attack [45 degree cone attack, range 30ft] with a range category of 10ft, as a Standard action. All in the area of effect are hit by a Bullrush effect resolved using double the fæ's HD as the bonus. This may be opposed directly, with the character's Grapple, with a Reflex save or with the Escape Artist skill. They use this ability to flush enemies over the side of boats. Dark Water fæ are bound to "reckon with those as disrespect the ways of the ocean."

Blasted: The blasted courts are the most capricious of the non-malicious fæ. They do not make it their task to hunt or haunt mortals and will occasionally help the desperate but their realm is bleak beyond all comparison and they too are harsh and unforgiving. Their biggest foible is their rules of hospitality, which make those of the Seelie or Djinn seem forgiving by comparison. Coming from deserts and wasteland, it's understandable, at least.

Blasted fæ are amongst the most powerful fæ, but deeply unforgiving. They gain several benefits: firstly, their DR becomes Hardness instead, along with the Toughened quality [meaning it can never be more than halved, no matter whether Adamantine or magic are applied to it]; second, they can grow armour spikes as a Swift action, adding +1d6 damage to their unarmed and grapple damage at medium size; finally, they have great powers of hospitality and can create a tent, food and water for up to 5 people per HD they possess, as long as their target observes the local rules of hospitality with religious devotion. The geas of Blasted Fæ is "duty and politeness are all and their opposites are abandonment and wrath." These beings will save you from starvation, only to abandon you for a single careless action.
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Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

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

Some edits have been made, some abilities have become less powerful. Rip it to shreds, round two, FIGHT!

Qwertystop
2010-11-04, 06:57 PM
Try adding the Ghostlight you made on the Request a Homebrew thread to this. It is definitely a Fey that was statted by you, so it belongs here as well (unless you think the Lore idea here would not work with it).

Mulletmanalive
2010-11-04, 07:03 PM
This is a D&D only player character race I created for a request in the Request a Homebrew thread for Master256. He seems happy with it but i have no idea how i might balance it for MV [not that it matters].

As always, my D&D work is pure OGL.

Ghostlight D&D Version:

-6 Strength, -2 Constitution, +4 Dexterity. Ghostlights are horribly fragile but fast and agile.
Fey - Ghostlights are fey and are this immune to effects specific to humanoids [charm person and the like].
Size - Tiny. The Ghostlight is Tiny [the size of a large cabbage] and gain a +2 bonus on AC and Attack rolls, along with a +8 bonus to Hide checks [see below, however]. They suffer a -8 penalty on Grapple, Bullrush, Sunder, Disarm, Overrun, and Trip checks.
Ghostlights zip along above the ground at an altitude of about 5ft. This is treated as a normal land movement of 40ft, though they are not affected by difficult terrain or very difficult terrain unless this is at least 5ft tall.
At 10th level, a Ghostlight gains the ability to zip along as long as they remain within 20ft of a solid surface, functioning like a very odd version of a Climb speed.
Electric Touch: The touch of a Ghostlight deals 1d6 damage.
Glow: All Ghostlights shed light as if they were carrying a torch. They can dim this to the levels of a candle by Concentrating [Standard action every round]. Undimmed, this inflicts a -10 penalty on stealth, while dimmed, it inflicts -5.
Low Light Vision: Ghostlights can see twice as far as humans in poor lighting conditions.
Bonus Feat - Ghostlights receive the Siren feat [see post 4 above for details], even if they do not meet the prerequisites.
No hands - Ghostlights have no hands. They cannot lift or touch anything and lacking much of a body, the only items they can possess are a pair of rings [most take the Vow of Poverty. They need not be exalted or even good to do so]. They cannot cast any spell that requires a Somatic component.


Siren [General]:
You are Adept at making things look so provocative as to draw folks to them, even against their better judgement.
Prerequisites: Bluff 6 ranks, Skill Focus
[B]Benefit: As a Standard action, you may attempt to draw an opponent to you. Make a Bluff check with a -1 penalty per 5ft apart you are from the target and compare it to a Sense Motive Check from the target. If you win, the target moves half their speed towards you. If they encounter an obstacle, they may make a Will save, DC 11+ Cha to realise the danger and stop.

Racial Feats:
Very Enticing [Racial]:
You have mastered how to draw mortals to their doom.
Prerequisites: Ghostlight, Bluff 6 ranks.
Description: You may add half your HD to all Bluff checks made as part of the Siren ability. Additionally, if you possess the feat Skill Focus , you gain an additional +3 bonus on Siren checks.

Dim Bulb [Racial]:
Unlike most of your kind, you can dim your light completely, appearing rather like a floating mass of fluff.
Prerequisites: Ghostlight
[B]Description: When concentrating to restrain your glow, you can completely quench it, nullifying your light. The downside is that you cannot deal energy damage in this state.

Will'o'Fire/Rot/Chill etc [Racial, Fighter]
You can change the energy your body exudes, a useful skill.
Prerequisites: Ghostlight, BAB +3
Description: Pick an energy type from Fire, Cold, Acid or Sonic. You may switch your touch damage to this as a Swift action. This feat may be taken multiple times, each time adding a new damage type.
Notes: A Ghostlight Fighter may select this as a bonus feat.

Surface Admixture [Racial, Fighter]:
You have mastered the ability to combine different energy types on your surface.
Prerequisites: Ghostlight, Will'o'fire etc, BAB +11
Description: As a Swift action, you can imbue your touch attack with an additional kind of energy. Your attack now deals full damage with its primary energy type and full damage with a secondary damage type of your choice.
Notes: A Ghostlight Fighter may select this feat as a bonus feat.

High Charge [Racial]:
Your touch deals more damage than normal.
Prerequisites: Ghostlight
Description: Your touch attack deals 2d6 Electricity damage.

High Charge, Improved [Racial]:
Your touch grows more powerful every day.
Prerequisites: Ghostlight, High Charge
Description: Each time you select this feat, your Touch attack damage increases by +2d6 damage. You may select this feat multiple times, it's effects stack.

Mulletmanalive
2010-11-08, 07:18 PM
Right, another nice little class for you to play with. I know the "fairy knight" idea has been done to death, but i was simply trying to get the right flavour for what i was going for: The generically awesome knight of Lancelot and Galahad fame, along with some thematic links to my fae designs.

No big magic, no shapeshifting, in general, not a lot of the more modern cliches, especially no generic blasting powers

I posted this now because I have a design for an example character ready using this class. Of initial note, the weapons may need a little pimping for the D&D version. The conversion was done on the fly. Either that or it could have a weak progression of manoeuvres...

Færie Knight:
The more powerful an organisational structure becomes, the more power tends to end up collected at the very top; this is something of the way of things in human nature. This is reflected in the fact that their beliefs apply this to the behaviour of the fæ as well. As a court becomes increasingly large and powerful [for there are many courts by many names, though most all are identifiably either seelie or unseelie (blessed or unblessed) in nature] it becomes more and more akin to a genuine feudal system than the collection of thugs and bullies and petty chieftains it may have started out as. Færie Knights are the chosen weapons of the "queens," a non-gendered term amongst the fæ indicating the mightiest of the chieftains.

The power of Færie Knights is not to be sniffed at, for there is one shining example of these champions in literature in the form of Lancelot, champion of Nain, the Lady in the Lake. While gifted in martial prowess, Færie Knights have a variety of tricks and glammers that allow them greater power in the field, not least of which is the blessing of a steed of great and bizarre power, though it is their weapons that must be most feared, for even the slightest prick of their weapons can drive a man to his death.

Fictional examples: Though thin on the ground, the Green Knight and Lancelot of the Matter of Britain are both knights of this sort, as are, to a lesser extent, the Knights of Summer and Winter from the Harry Dresden books by Jim Butcher.

Prerequisites:
In order to become a Færie Knight, a character must meet the following prerequisites:
Skills: Knowledge (Nature) 8 ranks
Flaws: Geas [Any one], Geas [Oath of service]
Special: Must be formally accepted as a champion by a Færie Queen, though he/she may accept more than one champion.

New Flaw: Geas
[I]Geas is the old word for "taboo" or forbiddance. You have a rule that you cannot break, lest you lose your mythical powers.
Desciption: Choose two of the following rules that you may not break. Should you break one of these rules, you suffer a cumulative -1 penalty on all rolls until the end of your current mission:
Cannot disobey the commands of a specific individual [letter, not intent]
Cannot refuse hospitality
Cannot cross rivers
Cannot speak an angry word [cussing is out]
Cannot slay an owned beast [if anyone can claim ownership, you're in trouble]
Cannot refuse a lawful challenge
Cannot cross the threshold of a home without invitation [shops and public buildings, except religious buildings, lack thresholds]
Cannot go armed inside a village
Cannot reveal the boundaries of his territory
Cannot ignore a violation of a protected area; requires deadly force
Note: The reason you must choose two is simply because one of these on its own is not enough to warrant a feat.
{table]Level |
BAB |
Fort |
Ref |
Will |
Def |Special

1 |
+1 |
+0 |
+2 |
+2 |
+1 |Living Armour (Ivy), Mount

2 |
+2 |
+1 |
+3 |
+3 |
+2 |Geas Power, Moonsilver Draw

3 |
+3 |
+1 |
+3 |
+3 |
+3 |Hand of the Queen, Living Armour (Oak)

4 |
+4 |
+2 |
+4 |
+4 |
+4 |Geas Power, Silver reaver

5 |
+5 |
+2 |
+4 |
+4 |
+5 |Infectious Blade, Living Armour (Birch)

6 |
+6 |
+3 |
+5 |
+5 |
+5 |Bless the Mount, Geas Power

7 |
+7 |
+3 |
+5 |
+5 |
+6 |Infectious Blade, Living Armour (Willow)

8 |
+8 |
+4 |
+6 |
+6 |
+7 |Cast back the Hedge, Geas Power

9 |
+9 |
+4 |
+6 |
+6 |
+8 |Infectious Blade, Living Armour (Hawthorn)

10 |
+10 |
+5 |
+7 |
+7 |
+9 |Final Geas, Immortal Servant[/table]

D&D Version:Hit Dice: d8
Class Skills: Balance [Dex], Bluff [Cha], Climb [Str], Diplomacy [Cha], Intimidate [Str/Cha], Jump [Str], Knowledge [Nature] [Int], Knowledge [Politics] [Int], Listen [Wis], Move Silently [Dex], Ride [Dex], Sense Motive [Wis], Spot [Wis]
Skill Points per Level: 4 + Int


Class Abilities:
Weapon and Armour Proficiencies: Færie Knights learn rapidly to use almost any weapon. They gain proficiency with all Simple and Martial weapons, along with all Bow-like weapons. Similarly, they gain proficiency with all forms of armour and shields.

Living Armour: All Færie Knights are clad in a suit of green armour. This normally looks like a suit of thin looking green tinted plate armour. The exact characteristics vary somewhat with between knights and courts.

When inside the Hedge or if the knight wishes, as a Full action, it transforms into a suit of thin wood, crusted with leaves. In this form, the Færie Knight recovers a number of hit points equal to his class level every ten minutes while exposed to at least partial sunlight.

At first level, this armour is made of Ivy and grants an armour bonus of 5 and a Climb speed of 10ft. As he gains levels, the knight gains further types of armour that he can choose from, though the abilities are discreet and do not stack. Selecting a kind of armour is a one hour preparation action.
Oak: Gained at 3rd level, armour of oak grants the knight an armour bonus of 5 + class level and when in direct sunlight, allows the wearer to grant himself a bonus to his Str equal to his class level for one round, as a Swift action.
Birch: Gained at 5th level, armour of birch grants the wearer an armour bonus of 5 + ½ class level and allows him to grant an equal amount of healing to a number of allies equal to his Cha by remaining in contact with them while under sunlight.
Willow: Gained at 7th level, armour of willow grants the wearer an armour bonus of 4 + ½ class level and the ability to Shift as if he had a Reach of 5ft per 2 Færie Knight levels he possess.
Hawthorn: Gained at 9th level, armour of hawthorn grants the wearer an armour bonus of 5 + class level and the armour is covered with hard wooden spikes. These count as armour spikes [2d6 damage] and also protects from attacks from Natural and Unarmed attacks, dealing damage to the attacker if they hit.

Mount: Færie Knights need to be able to get around and so are gifted with a steed of finest fæ breeding. This creature usually resembles a horse and is identical to a horse Animal Companion owned by a druid of your HD. The mount is marked either by a Bite or Gore primary natural attack that deals 1d10 damage + 1½ strength and is constantly loyal to you. As the mount is fæ in origin, it gains DR/Natural equal to its HD and can Tween as though it was your character level.

Geas Power [Su]: At the indicated levels, the Færie Knight gains an additional Geas, though he may refuse it. As of this point, as long as the Knight has no penalties from these Geas, he gains an Enhancement bonus on all skill checks, attack and damage rolls equal to the number of Geas he possesses.

Moonsilver Draw [Su]: Almost all Færie Knights are armed with weapons made of moonsilver. Under chemical testing, this material is an alloy of silver with a certain amount of organic component, though the knights claim that it is actually congealed moonlight. The truth is unknown even to the Queens to empower them.

In game terms, the Færie Knight gains the ability to reach into a shadow other than his own and pull out a weapon of Moonsilver. Doing so requires a Move action and provokes Attacks of Opportunity. The weapon produced can be any weapon that the Knight is proficient with, though not those with chemical or technological components.

Moonsilver weapons count as both Silver and a Natural Material for purposes of hurting things.

Moonsilver is considered highly prized by the fæ courts, so there is a big bounty on its return. If a character possesses it, he must keep it carefully or the first time it is entirely unguarded, it will be stolen from beneath his nose by a soon to be very rich goblin or hobgoblin.

Hand of the Queen [Su]: As the champion of a Queen, a 3rd level Færie Knight tends to get followed around by other fæ, who like to watch. He can make demands of them, forcing them to use spell-like abilities in his name. once per encounter, he may demand that a watching fæ creature with a CP/CR no greater than his class level use an ability in his defence.

This ability requires a Swift action on his part and generally allows him access to spell effects from the Witch spell list [see DMG page 192, i think], up to level 2 + ½ his class level, though the GM might rule there are specific abilities available beyond this. The Knight is automatically aware of which fæ are tagging along in each encounter [this should be resolved by asking if he can call on, say, an Ogre, rather than listing them before the encounter begins].

Silver Reaver [Su]: In the hands of a 4th level Færie Knight, moonsilver weapons count as both Silver, Natural and also as a Magical attack. As a result of being a Magical weapon, with an equivelent enhancement bonus equal to your class level. The enhancements are the same for each weapon you draw, though they may be changed with an hour's meditation at dawn.

Infectious Blade [Su]: While armed with a piercing melee weapon of moonsilver, a 5th level Færie Knight can elect to snap off the tip of the weapon after he deals damage successfully by expending a Swift action to twist the blade. Those infected by such a blade suffer one Wound and become immune to magical and natural healing until it is removed, which requires a DC 30 Heal check by someone with the Surgery Feat. Removing the shard cures the Wound.

At 5th, 7th and 9th level, a knight may select one of the following abilities to add to the effects of the blade while a sliver remains in the target. Only one effect can be applied to a single sliver and only one copy of each ability may be active at any one time. You may only use this ability on a target if you have an unused courier effect for it.
Encroaching Shard: Each time that someone attempts to touch it, the blade shard moves deeper into the victim. Each time the victim is touched for surgery, first aid or magical healing [even though the latter two cannot function] the victim suffers 1 point of damage. For simplicity, the act of removing the shard is considered to deal 2d6 damage.
Feverish Wound: The victim suffers a horrible fever, becoming Fatigued. If he exerts himself, the victim must make a Fortitude save, DC 10 + Class Level + Cha, or become Exhausted for 10 minutes.
Hallucinatory Knight: The victim becomes convinced that a copy of the knight is coming to get him; a ghostly spectre indeed stalking him. This hallucinatory knight means that the poor victim seems to be being Flanked at all times and takes a -1 penalty to all perception based skills because of the constant distraction.
Marked by the Court: The poor victim has a supernatural bounty placed on his head by the Queen. All fæ who confront him gain a +2 morale bonus to attack rolls against him, though their enthusiasm makes them reckless, causing a -1 passive penalty to their Defence.
Plagued Forever: The victim is marked by the knight. The knight need only enter the Hedge and spend a Full action concentrating to find the direction and distance of the target to within 5% error. This is easily corrected by checking again near the target.

Bless the Mount: At 6th level, a Færie Knight's mount becomes a little more powerful, gaining a +2 Deflection bonus to defence, which it also grants to its rider. Additionally, the mount gains the ability to walk on water as if it were slippery and unstable ground .

Cast Back the Hedge [Su]: The thing with mortals, is they're very good at killing things, so it's usually worth either indirectly recruiting them to help you or charging them en masse. Unfortunately, the Hedge makes it very difficult to do either of these things, so the Færie Knight develops the ability to render a section of it inert around 8th level. As a Full action, from either side of the barrier, the knight may temporarily destroy a 100ft radius section of the Hedge, dumping all of its residents into the world that he uses this ability from; obviously, the real world is the most usual target. This allows either a massed charge of fæ or the mortals to turn their guns on your troublesome enemies.

Final Geas [Su]: The ultimate bond of the Færie Knight is what is known as "the Final Geas." At 10th level, the knight must accept a Geas more all encompassing than the others. As long as he keeps this code, he still suffers the penalties of violating his other Geas, but may still claim the bonuses provided by the Geas Power class feature. Depending on the conditions of the Final Geas accepted, the knight gains other powers. Below are three examples of codes that a knight may accept, though feel free to define your own, equally powerful options:
[B]Be thee eternal enemy of mine foe: The knight accepts a demand from his mistress to slay all examples of her greatest foe, often simply members of another court, though in terms of færie thoughts, this could be virtually anything. Should he leave something alive on purpose, including failing to check that they are dead through any means other than life or death pursuits [as pursuer or pursued], he is considered to have violated the Geas. As long as he keeps the code, he will return to life, without consequence, at either dawn or dusk [chosen by his patron when the oath is sworn] of the next day after being slain by the weapons of his designated foe.

Preserve all blameless souls that thou can, in thine reach: The knight accepts a demand, usually from a Seelie mistress, to protect all those around him that are blameless in a conflict. This includes all unarmed children, non-combatants who have not taken up arms, animals and fæ who are mere bystanders. While he maintains this code, the knight radiates an aura out to 100ft, that grants the following boons to those who are not his enemy: DR 10/Epic, Immunity to disease and poison, Immunity to emotion manipulation and he can sense what threshold each of them is at, at all times.

Defend my realm inviolate from agents of other powers: The knight accepts the tricky and demanding task of carving a region for his Queen that is free from agents of all other fæ, demons, angels and divine powers. Yes, he is required to stamp out religion in the area, save for oblation of your mistress, including driving off or killing all preachers, destroying all churches and holy symbols and preventing prayers. As long as he keeps this Geas, and note that being in process of dispatching such foes is considered keeping the oath, the knight gains Spell Resistance equal to his Character level + 15 and gains the ability to completely ignore partial effects from divine spells that he successfully saves against, as per the Evasion and Mettle abilities.

Immortal Servant [Ex]: As of 10th level, the Færie Knight has reached a sort of symbiotic relationship with his Queen rather than a servant one that he held previously. As long as he is suffering no Geas penalties, he does not age, at all. Thus, his life is best measured in days rather than years. Whenever he breaks his Final Geas, however, he ages at five times the normal rate until he has made good. Some of the most skilled and cautious knights have managed to endure for two thousand years or more.
MV Version:Hit Dice: d8
Class Skills: Balance [Dex], Bluff [Cha], Climb [Str], Diplomacy [Cha], Intimidate [Str/Cha], Jump [Str], Knowledge [Nature] [Int], Knowledge [Politics] [Int], Listen [Wis], Move Silently [Dex], Ride [Dex], Sense Motive [Wis], Spot [Wis]
Skill Points per Level: 4 + Int


Class Abilities:
Weapon and Armour Proficiencies: Færie Knights learn rapidly to use almost any weapon. They gain proficiency with all Simple and Martial weapons, along with all Bow-like weapons. Similarly, they gain proficiency with all forms of armour and shields.

Living Armour: All Færie Knights are clad in a suit of green armour. This normally looks like a suit of thin looking green tinted plate armour. The exact characteristics vary somewhat with between knights and courts.

When inside the Hedge or if the knight wishes, as a Full action, it transforms into a suit of thin wood, crusted with leaves. In this form, the Færie Knight recovers a number of hit points equal to his class level every ten minutes while exposed to at least partial sunlight.

At first level, this armour is made of Ivy and grants a Harness of 5 and a Climb speed of 10ft. As he gains levels, the knight gains further types of armour that he can choose from, though the abilities are discreet and do not stack. Selecting a kind of armour is a one hour preparation action.
Oak: Gained at 3rd level, armour of oak grants the knight a Hardness of 5 + class level and when in direct sunlight, allows the wearer to grant himself a bonus to his Str equal to his class level for one round, as a Swift action.
Birch: Gained at 5th level, armour of birch grants the wearer Hardness 5 + ½ class level and allows him to grant an equal amount of healing to a number of allies equal to his Cha by remaining in contact with them while under sunlight.
Willow: Gained at 7th level, armour of willow grants the wearer a Hardness of 4 + ½ class level and the ability to Shift as if he had a Reach of 5ft per 2 Færie Knight levels he possess.
Hawthorn: Gained at 9th level, armour of hawthorn grants the wearer a Hardness of 5 + class level and the armour is covered with hard wooden spikes. These count as armour spikes [2d6 damage] and also protects from attacks from Natural and Unarmed attacks, dealing damage to the attacker if they hit.

Mount: Færie Knights need to be able to get around and so are gifted with a steed of finest fæ breeding. This creature usually resembles a horse and is identical to that granted by the Loyal Pet feat. The mount is marked either by a Bite or Gore attack that deals 1d10 damage + 1½ strength [Horses have a Strength of 18] and is constantly loyal to you. As the mount is fæ in origin, it gains DR/Natural equal to your level and can Tween as though it was your level.

Geas Power [Su]: At the indicated levels, the Færie Knight gains an additional Geas, though he may refuse it. As of this point, as long as the Knight has no penalties from these Geas, he gains a bonus on all skill checks, attack and damage rolls equal to the number of Geas he possesses.

Moonsilver Draw [Su]: Almost all Færie Knights are armed with weapons made of moonsilver. Under chemical testing, this material is an alloy of silver with a certain amount of organic component, though the knights claim that it is actually congealed moonlight. The truth is unknown even to the Queens to empower them.

In game terms, the Færie Knight gains the ability to reach into a shadow other than his own and pull out a weapon of Moonsilver. Doing so requires a Move action and provokes Attacks of Opportunity. The weapon produced can be any weapon that the Knight is proficient with, though not those with chemical or technological components.

Moonsilver weapons count as both Silver and a Natural Material for purposes of hurting things.

Moonsilver is considered highly prized by the fæ courts, so there is a big bounty on its return. If a character possesses it, he must keep it carefully or the first time it is entirely unguarded, it will be stolen from beneath his nose by a soon to be very rich goblin or hobgoblin.

Hand of the Queen [Su]: As the champion of a Queen, a 3rd level Færie Knight tends to get followed around by other fæ, who like to watch. He can make demands of them, forcing them to use spell-like abilities in his name. once per encounter, he may demand that a watching fæ creature with a CP/CR no greater than his class level use an ability in his defence.

This ability requires a Swift action on his part and generally allows him access to spell effects from the Witchcraft list, up to level 2 + ½ his class level, though the GM might rule there are specific abilities available beyond this. The Knight is automatically aware of which fæ are tagging along in each encounter [this should be resolved by asking if he can call on, say, an Ogre, rather than listing them before the encounter begins].

Silver Reaver [Su]: In the hands of a 4th level Færie Knight, moonsilver weapons count as both Silver, Natural and also as a Magical attack. As a result of being a Magical weapon, these blades ignore armour and hardness in all its forms.

Infectious Blade [Su]: While armed with a piercing melee weapon of moonsilver, a 5th level Færie Knight can elect to snap off the tip of the weapon after he deals damage successfully by expending a Swift action to twist the blade. Those infected by such a blade suffer one Wound and become immune to magical and natural healing until it is removed, which requires a DC 30 Heal check by someone with the Surgery Feat. Removing the shard cures the Wound.

At 5th, 7th and 9th level, a knight may select one of the following abilities to add to the effects of the blade while a sliver remains in the target. Only one effect can be applied to a single sliver and only one copy of each ability may be active at any one time. You may only use this ability on a target if you have an unused courier effect for it.
Encroaching Shard: Each time that someone attempts to touch it, the blade shard moves deeper into the victim. Each time the victim is touched for surgery, first aid or magical healing [even though the latter two cannot function] the victim suffers 1 point of damage. For simplicity, the act of removing the shard is considered to deal 2d6 damage.
Feverish Wound: The victim suffers a horrible fever, becoming Fatigued. If he exerts himself, the victim must make a Fortitude save, DC 10 + Class Level + Cha, or become Exhausted for 10 minutes.
Hallucinatory Knight: The victim becomes convinced that a copy of the knight is coming to get him; a ghostly spectre indeed stalking him. This hallucinatory knight means that the poor victim seems to be being Flanked at all times and takes a -1 penalty to all perception based skills because of the constant distraction.
Marked by the Court: The poor victim has a supernatural bounty placed on his head by the Queen. All fæ who confront him gain a +2 morale bonus to attack rolls against him, though their enthusiasm makes them reckless, causing a -1 passive penalty to their Defence.
Plagued Forever: The victim is marked by the knight. The knight need only enter the Hedge and spend a Full action concentrating to find the direction and distance of the target to within 5% error. This is easily corrected by checking again near the target.

Bless the Mount: At 6th level, a Færie Knight's mount becomes a little more powerful, gaining a +2 Deflection bonus to defence, which it also grants to its rider. Additionally, the mount gains the ability to walk on water as if it were slippery and unstable ground .

Cast Back the Hedge [Su]: The thing with mortals, is they're very good at killing things, so it's usually worth either indirectly recruiting them to help you or charging them en masse. Unfortunately, the Hedge makes it very difficult to do either of these things, so the Færie Knight develops the ability to render a section of it inert around 8th level. As a Full action, from either side of the barrier, the knight may temporarily destroy a 100ft radius section of the Hedge, dumping all of its residents into the world that he uses this ability from; obviously, the real world is the most usual target. This allows either a massed charge of fæ or the mortals to turn their guns on your troublesome enemies.

Final Geas [Su]: The ultimate bond of the Færie Knight is what is known as "the Final Geas." At 10th level, the knight must accept a Geas more all encompassing than the others. As long as he keeps this code, he still suffers the penalties of violating his other Geas, but may still claim the bonuses provided by the Geas Power class feature. Depending on the conditions of the Final Geas accepted, the knight gains other powers. Below are three examples of codes that a knight may accept, though feel free to define your own, equally powerful options:
[B]Be thee eternal enemy of mine foe: The knight accepts a demand from his mistress to slay all examples of her greatest foe, often simply members of another court, though in terms of færie thoughts, this could be virtually anything. Should he leave something alive on purpose, including failing to check that they are dead through any means other than life or death pursuits [as pursuer or pursued], he is considered to have violated the Geas. As long as he keeps the code, he will return to life, without consequence, at either dawn or dusk [chosen by his patron when the oath is sworn] of the next day after being slain by the weapons of his designated foe.
Preserve all blameless souls that thou can, in thine reach: The knight accepts a demand, usually from a Seelie mistress, to protect all those around him that are blameless in a conflict. This includes all unarmed children, non-combatants who have not taken up arms, animals and fæ who are mere bystanders. While he maintains this code, the knight radiates an aura out to 100ft, that grants the following boons to those who are not his enemy: DR 10/magic, Immunity to disease and poison, Immunity to emotion manipulation and he can sense what threshold each of them is at, at all times.
Defend my realm inviolate from agents of other powers: The knight accepts the tricky and demanding task of carving a region for his Queen that is free from agents of all other fæ, demons, angels and divine powers. Yes, he is required to stamp out religion in the area, save for oblation of your mistress, including driving off or killing all preachers, destroying all churches and holy symbols and preventing prayers. As long as he keeps this Geas, and note that being in process of dispatching such foes is considered keeping the oath, the knight gains Spell Resistance equal to his Cha bonus and gains the ability to completely ignore partial effects from divine spells that he successfully saves against.

Immortal Servant [Ex]: As of 10th level, the Færie Knight has reached a sort of symbiotic relationship with his Queen rather than a servant one that he held previously. As long as he is suffering no Geas penalties, he does not age, at all. Thus, his life is best measured in days rather than years. Whenever he breaks his Final Geas, however, he ages at five times the normal rate until he has made good. Some of the most skilled and cautious knights have managed to endure for two thousand years or more.

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

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

Heliomance
2010-11-11, 06:39 AM
Could I get some stats for the Mishibizhiw (http://en.wikipedia.org/wiki/Mishibizhiw) please? I'd like it to be Fey type, and give it whatever CR you think it deserves. Thanks!

Reposted as requested.

Mulletmanalive
2010-11-12, 05:55 PM
Mishibizhiw:

http://i833.photobucket.com/albums/zz256/mulletmanalive/Underwater-Laguar-small.jpg
Mishibizhiw by Mulletmanalive (Thom Clegg)

D&D Version:

Gargantuan Fey [Fae, Aquatic]
Hit Dice: 30d6+240 (315 hp)
Initiative: +7
Speed: 60ft (12 squares), Burrow 20ft, Swim 60ft
Armor Class: 53 (+7 Dex, -4 Size, +40 Natural), touch 13, flat-footed 46
Base Attack/Grapple: +15/+46
Attack: +26 Bite melee (6d6+15 plus Poison) OR +18 Lightning ranged touch (10d6 plus Grounding) 300ft range
Full Attack: +26 Bite melee (6d6+15 plus Poison), +24/+24 Claws melee (4d6+7), +24 Tail melee (Grab, Constrict 4d6+15) OR +18 Lightning ranged touch (10d6 plus Grounding) 300ft range
Space/Reach: 20ft / 15 ft (30ft with tail)
Special Attacks: Awaken the Wilds, Bind, Constrict, Energy Conversion, Grounding, Medicine Maker, Pounce [+2 rake attacks], Rake [+17, 4d6+4], Roar, Sink, Tail, Wave of the Tail
Special Qualities: Darkvision 60ft, Dissolve, DR 20/-, DR 40/Natural, Evasion, Fae Traits, Scent, SR 35, Tweening
Saves: Fort +18, Ref +24, Will +19
Abilities: Str: 41/+15 Dex: 24/+7 Con: 26/+8 Int: 10 Wis: 14/+2 Cha: 10
Skills: Climb +48, Hide +28, Jump +60, Listen +35, Move Silently +48, Spot +35, Survival +35, Swim +23
Feats: Alacritous Dodge [Races of the Wild], Mobility, Multiattack, Natural Flurry [See Below], Improved Natural Flurry [See Below], Power Attack, Spring Attack
Environment: Mississippi basic and surrounding evirons
Organization: Soliitary, Clan [2-5], Warparty [2-5 plus 1-100 serpentine creatures]
Challenge Rating: 16
Treasure: none conventional, but corpse represents magic item components [half gold and xp] for standard magic items
Alignment: Usually Chaotic
Advancement: 31+ Gargantuan

Special Abilities:
Awaken the Wilds: Once every 1d4 rounds, a Mishibizhiw can utter a roar that they have trained long and hard to master the Medicine vales of. It may have any of the following effects:
Awaken forest: This use creates 2d4 Level 10 Water Sentinels, then 1d4 Level 15 Wood Sentinels 10 rounds later and then one level 20 Earth Sentinel. These remain for 1 hour after summoning. A Mishibizhiw my not have more than 8 Water, 4 Wood and 1 Earth Sentinel at any given time.
Awaken the Mud: The Mishibizhiw designates a point within 300ft. From this point expands a 40ft shockwave of mud. Anyone hit by this takes 4d6 damage and is buried. A reflex save, DC 22 halves the damage and negates the burial. The ground left in the wake of this is slippy, requiring a DC 10 Balance check to navigate.
Stir the Earth: This effect creates an earthquake in a 100ft radius around the Mishibizhiw. Those in the open must make a DC 15 Reflex save or fall prone and have a 25% chance of falling down a fissure, which closes after 5 rounds [10ft deep]. Buildings collapse, trees fall and anyone caught in the way takes 8d6 damage, save negates, assuming they have a chance to get out of the way; those who fail are buried.
Unleash the river: The Mishibizhiw calls the river, almost in totalis, to dispatch his foes. Starting from a river within 100ft, he creates a 400ft long, 40ft high wall of water that surges out 60ft per round for 15 rounds. Those hit take 20d6 damage [Ref 29 half] and are swept up. Those swept up can escape with a DC 30 Swim check, but otherwise take 8d6 damage per round and are considered to be Drowning.
Bind [Sp]: With a Swift action and a whip of its horns, the Mishibizhiw tosses a piece of water weed out of its fur that flies through the air and grabs a target. This requires a ranged touch attack [+19, range limit 300ft] and if successful, grapples the target with a bonus of +45 until the target successfully breaks free. The weed requires no concentration and takes no actions other than hanging onto the target.

Cloak of the Waters: While submerged, the Mishibizhiw gains Concealment [or improves his Concealment to Total Concealment if deep enough], is immune to effects that would slow or inhibit his movement and can breath water normally]. This applies only while underwater, so he can be entangled while onland.

[B]Dissolve: A slain Mishibizhiw breaks up into swamp weed, raw copper and some entrails. A DC 30 Witchcraft chech yields 1d4 pieces suitable for use in fetishes. These items grant a +4 bonus to cast fortune based magics.

Energy Conversion: Targets struck by the lightning that a Mishibizhiw shoots from its horns discover that resistance is less helpful than it should be as the energy converts to fire on their skin. Creatures who resist the lightning attack of a Mishibizhiw suffer fire damage equal to the lightning damage negated.

Grounding: When a creature is struck by the lightning of a Mishibizhiw's horns, they must make a DC 22 Fort save of lose any fly speed they may possess, descending at a mere 100ft a round, which deals 1d6 damage on impact. The loss lasts 20 rounds.

Human Form: As with Thunderbirds, Mishibizhiw appear in the real world by bartering with the spirit of a human. They then completely overlay the physical form of the human in question. The Mishibizhiw can sit down and tip its head back, releasing the human, who then shrugs the now cloak-skin of the beast easily. They can communicate with the human like a rider, but not influence him directly. The human vessel has complete autonomy when not possessed and has unique stats and personality not expressed in this stat block.

King of Snakes: For no known reason, Snakes obey the words of a Mishibizhiw. The Mishibizhiw may order any serpentine creatures within vocal range of itself as a Free action. As long as the serpents are not smarter than the Mishibizhiw, its orders are obeyed without question, otherwise, they will not obey without agreeing to serve beforehand.

Medicine Making: Mishibizhiw are powerful users of Witchcraft and Medicine magic; indeed, most of their powers are such. As a 1 minute action, the Mishibizhiw can produce any of the following effects effecting targets up to 5 miles away:
Bolster or Blight Crops: All cultivated food within 5 miles is either improved, yielding half again as much food or blighted, yielding only ¼ of the expected amount. This effect lasts a year and can be revoked or changed by the Mishibizhiw.
Bless or Curse individual: Either the target gains a +3 bonus on every roll he makes or he suffers the effects of a Bestow Curse spell. Common curses are impotence, blindness and disease. Disease is a favourite because it spreads. Targets of curses gain a Will save, DC 22.
Extinguish: All sources of fire within a nominated range [up to 5 miles] are extinguished. No save is granted against this.

Poison: Type: Injected, Initial: 1d6 Dex & Str, Secondary: 1d6 Con, Resist: Fort DC 33 [Con based]

Roar: As a Swift action, the Mishibizhiw roars so loud that it's anger shakes the land and disturbs the slumbers of the dead giants. All those within 30ft of the beast must make a DC 33 Reflex save or fall prone. The save is Con based.

Powerful Build: The Mishibizhiw is treated as being Colossal on all occasions that it would be beneficial to it.

Sink [Sp]: As a Swift action, the Mishibizhiw can strip a target of the blessings of nature that allow it to float. The target must make a DC 25 Will save [Cha based] or lose all boyancy and sink like a rock, unable to swim.

Tail [Ex]: The Mishibizhiw is able to maintain a Grapple as a Free action, holding its grappled target with it's tail. It gains the benefit of the Constrict special rule, meaning that it deals it's Tail damage every time it wins a grapple check with it.

Tweening [Su]: Mishibizhiw have almost unprecedented Tweening ability. On their turn, they may switch their location between the real world and either the Hedge or the Grand Seam as either a Swift action or a Free action as part of other movement. They can tween at will, even when not in any kind of special terrain. This allows them to enter and leave the Hedge as part of a move action, doubling their speed if they so wish. Some use this and their Immediate action Shift to move 40ft away from an attack, avoiding it utterly.

Wave of the Tail [Ex]: With a wave of the tail [necessitating having nothing grappled] you create a 90° blast of water out to 30ft. Anyone caught in this are affected by a Bullrush at +32 and must make a DC 33 Reflex save or be knocked Prone. The save DC is Constitution based

MV Version:
Gargantuan Aquatic Fæ Animal 20 CP 16
Init: + 4 , Senses: Listen + 25 , Observation + 25 Thermal Vision, Tremorsense, Scent
Languages: Obijiwa and others3
Defence: 23* Flatfooted: 6 , +2 if moving over 40ft this round.
Hardness: 20 + DR 20/Natural
HD: 20d8+ 160 + 26 Hp: 276
Massive Damage: 26
Thresholds: Green, [ 138 ] Yellow, [ 69 ] Orange, [ 27 ] Red
Resist: Evasion
Fort: + 20 Reflex: + 9 Will: + 12 Psyche: 34 3
Speed: 60ft, Burrow 20ft, Swim 60ft Space: 20 ft Reach: 15 ft
Ranged: +11 Lightning (10d6 plus Grounding) 300ft range

Melee: +19 Bite (6d6+8 plus Poison),
+17/+17 Claws (4d6+4),
+17 Tail (Grab, Constrict 4d6+4)

BAB: + 15 Grapple: +39
Special Actions:
Bind [Swift; fires a vine or piece of weed at target [ranged attack which binds him as if it were grappling with the following abilities +39/49. Deals no damage and can take no actions]
Poison [Bite; 2d6 courier damage (Bleed) and target is Nauseated [may take no swift actions]; Fort 28 ends both]
Roar: [Swift; your roar shakes the ground, requiring a DC 32 Reflex save or knocked prone; 30ft]
Shift [Swift; move 20ft, no AoOs]
Sink [Swift; Target loses ability to swim and sinks, Will DC 22/neg]
Tail [Swift; maintain grapple and deal constrict damage if you win. Shaking tail causes Displacement effect, which grants Total Concealment]
Wave of the Tail: [Swift; with a wave of the tail [necessitating having nothing grappled] you create a 90° blast of water out to 30ft. Anyone caught in this are affected by a Bullrush at +32 and must make a DC 24 Reflex save or be knocked Prone]3
Abilities: Str: 26/+8 Dex: 2/-4 Con: 26/+8 Int: 10 Wis: 14/+2 Cha: 10
SQ: Dissolve, Tweening

Feats: Alacritous Dodge [+2 defence if moved more than 40ft last round] Evasion, Lightning reflexes [+7 Reflex], Mobility, Multiattack, Natural Flurry [See Below], Improved Natural Flurry [See Below]

Skills: Climb +31, Jump +43, Listen +25, Observation +253
Special Abilities:
Awaken the Wilds: Once every 1d4 rounds, a Mishibizhiw can utter a roar that they have trained long and hard to master the Medicine vales of. It may have any of the following effects:
Awaken forest: This use creates 2d4 Level 10 Water Sentinels, then 1d4 Level 15 Wood Sentinels 10 rounds later and then one level 20 Earth Sentinel. These remain for 1 hour after summoning. A Mishibizhiw my not have more than 8 Water, 4 Wood and 1 Earth Sentinel at any given time.
Awaken the Mud: The Mishibizhiw designates a point within 300ft. From this point expands a 40ft shockwave of mud. Anyone hit by this takes 4d6 damage and is buried. A reflex save, DC 22 halves the damage and negates the burial. The ground left in the wake of this is slippy, requiring a DC 10 Balance check to navigate.
Stir the Earth: This effect creates an earthquake in a 100ft radius around the Mishibizhiw. Those in the open must make a DC 15 Reflex save or fall prone and have a 25% chance of falling down a fissure, which closes after 5 rounds [10ft deep]. Buildings collapse, trees fall and anyone caught in the way takes 8d6 damage, save negates, assuming they have a chance to get out of the way; those who fail are buried.
Unleash the river: The Mishibizhiw calls the river, almost in totalis, to dispatch his foes. Starting from a river within 100ft, he creates a 400ft long, 40ft high wall of water that surges out 60ft per round for 15 rounds. Those hit take 20d6 damage [Ref 29 half] and are swept up. Those swept up can escape with a DC 30 Swim check, but otherwise take 8d6 damage per round and are considered to be Drowning.

Cloak of the Waters: While submerged, the Mishibizhiw gains Concealment [or improves his Concealment to Total Concealment if deep enough], is immune to effects that would slow or inhibit his movement and can breath water normally]. This applies only while underwater, so he can be entangled while onland.

Dissolve: A slain Mishibizhiw breaks up into swamp weed, raw copper and some entrails. A DC 30 Witchcraft chech yields 1d4 pieces suitable for use in fetishes. These items grant a +4 bonus to cast fortune based magics.

Energy Conversion: Targets struck by the lightning that a Mishibizhiw shoots from its horns discover that resistance is less helpful than it should be as the energy converts to fire on their skin. Creatures who resist the lightning attack of a Mishibizhiw suffer fire damage equal to the lightning damage negated.

Grounding: When a creature is struck by the lightning of a Mishibizhiw's horns, they must make a DC 22 Fort save of lose any fly speed they may possess, descending at a mere 100ft a round, which deals 1d6 damage on impact. The loss lasts 20 rounds.

Human Form: As with Thunderbirds, Mishibizhiw appear in the real world by bartering with the spirit of a human. They then completely overlay the physical form of the human in question. The Mishibizhiw can sit down and tip its head back, releasing the human, who then shrugs the now cloak-skin of the beast easily. They can communicate with the human like a rider, but not influence him directly. The human vessel has complete autonomy when not possessed and has unique stats and personality not expressed in this stat block.

King of Snakes: For no known reason, Snakes obey the words of a Mishibizhiw. The Mishibizhiw may order any serpentine creatures within vocal range of itself as a Free action. As long as the serpents are not smarter than the Mishibizhiw, its orders are obeyed without question, otherwise, they will not obey without agreeing to serve beforehand.

Medicine Making: Mishibizhiw are powerful users of Witchcraft and Medicine magic; indeed, most of their powers are such. As a 1 minute action, the Mishibizhiw can produce any of the following effects effecting targets up to 5 miles away:
Bolster or Blight Crops: All cultivated food within 5 miles is either improved, yielding half again as much food or blighted, yielding only ¼ of the expected amount. This effect lasts a year and can be revoked or changed by the Mishibizhiw.
Bless or Curse individual: Either the target gains a +3 bonus on every roll he makes or he suffers the effects of a Bestow Curse spell. Common curses are impotence, blindness and disease. Disease is a favourite because it spreads. Targets of curses gain a Will save, DC 22.
Extinguish: All sources of fire within a nominated range [up to 5 miles] are extinguished. No save is granted against this.

Poison: Target takes 2d6 damage and is Nauseated [No Swift actions, -10 move] and the damage becomes Bleed damage [Recovery save, DC 28].

Tweening: Mishibizhiw have almost unprecedented Tweening ability. On their turn, they may switch their location between the real world and either the Hedge or the Grand Seam as either a Swift action or a Free action as part of other movement. They can tween at will, even when not in any kind of special terrain. This allows them to enter and leave the Hedge as part of a move action, doubling their speed if they so wish. Some use this and their Immediate action Shift to move 40ft away from an attack, avoiding it utterly.


Sentinels:Sentinels:
A sentinel is a cut down version of a Construct, usually created by a spell. The Sentinel has a defence of 10+level, an attack bonus equal to their level and hit points equal to the square of their level.

{table]Level|Size |Speed: |Defence |Hit]br]Points: |Attack |Grapple: |Damage

1 |Tiny |20ft |11 |1 |+1 |-9 |1d3-2 (1)

2 |Small |20ft |12 |4 |+2 |-4 |1d4 (2)

3 |Small |20ft |13 |9 |+3 |-3 |1d4 (2)

4 |Small |20ft |14 |16 |+4 |-2 |1d4 (2)

5 |Medium |30ft |15 |25 |+5 |+5 |1d6+1 (4)

6 |Medium |30ft |16 |36 |+6 |+6 |1d6+1 (4)

7 |Medium |30ft |17 |49 |+7 |+7 |1d6+1 (4)

8 |Medium |30ft |18 |64 |+8 |+8 |1d6+1 (4)

9 |Medium |30ft |19 |81 |+9 |+9 |1d6+1 (4)

10 |Large |30ft |20 |100 |+10 |+15 |1d8+5 (8)

11 |Large |40ft |21 |121 |+11 |+16 |1d8+5 (8)

12 |Large |40ft |22 |144 |+12 |+17 |1d8+5 (8)

13 |Large |40ft |23 |169 |+13 |+18 |1d8+5 (8)

14 |Large |40ft |24 |196 |+14 |+19 |1d8+5 (8)

15 |Large |40ft |25 |225 |+15 |+20 |1d8+5 (8)

16 |Huge |40ft |26 |256 |+16 |+25 |2d6+9 (16)

17 |Huge |40ft |27 |289 |+17 |+26 |2d6+9 (16)

18 |Huge |40ft |28 |324 |+18 |+27 |2d6+9 (16)

19 |Huge |40ft |29 |361 |+19 |+28 |2d6+9 (16)

20 |Gargantuan |50ft |30 |400 |+20 |+36 |3d6+13 (23)[/table]
In addition, Sentinels have a subtype from the energy array, granting one of the following abilities:

Air: The creature can Fly at it's base speed , Stunned by Lightning attacks.
Earth: Immune to Precision damage, no nexus.
Fire: Immune to Fire, Attacks deal Ongoing damage [dealing dice again each round]. Reflex 20 ends [Shake it off] Their attacks lose the static bonus.
Water: DR 10/-
Wood: Immune to Lightning, Flammable, Fast Healing 10
New Feats [OGL]:
Natural Flurry [Monstrous]
You have learned to make the most of attacking on the move rather than on the charge.
Prerequisites: Pounce, 2+ Natural Weapons
Description: Select two of your natural attacks. As a Standard action, you may make an attack with each of these weapons. If you choose both of a pair of class [say] you may employ Rapidstrike with that pair of weapons if you have it.
Note: You may select this feat more than once, each time selecting two additional natural weapons to include amongst your options. You may still only use two weapons at a time, however.

Greater Natural Flurry [Monstrous]:
Even when moving and concentrating on other actions, you can still get in a bat with your claws...
Prerequisites: Natural Flurry
Description: If you make no other attacks this round, you may opt to make a single attack with one of the natural weapons that you selected with your Natural Flurry feat as a Swift action.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

Heliomance
2010-11-15, 05:55 PM
Thanks! That looks quite grim, where did you source the info from? There's far more stuff there than Wikipedia mentioned. Now I know what the top dog of the spirit world is in the area my PCs are in.

Not to seem greedy or anything, but could I request another? One of my players has a (http://www.bellaterreno.com/art/irish/fairy/irishgancanagh.aspx) Gancanagh (http://en.wikipedia.org/wiki/Gancanagh) as (http://www.monstropedia.org/index.php?title=Gancanagh) a (http://bythegods.tumblr.com/post/596802811/gancanagh-gancanagh-or-love-talker-comes-from) faerie godfather, (http://www.sacred-texts.com/neu/yeats/fip/fip89.htm) and I was wondering if you could possibly find the time to throw together some stats for it? Thanks!

Mulletmanalive
2010-11-15, 06:03 PM
The info is mostly from Wikipedia. I looked up the Southeastern Ceremonial Complex and then noted any and every reference to the horned serpent and the Mishibizhiw as there seemed to be a lot of crossover between them.

I also googled the thing and found some actual legends about it on the First People's stories website...thing...

Incidentally, if you use it before I get the section up, it's top lore, DC 50, is that the thing is vulnerable to Cedar [severs bits which regrow over a week or so] if the exclaimation "Thunder strike you!" is used.

I'll add that other one to my list. I owe other people other critters first, mind.

Heliomance
2010-11-16, 06:22 AM
Oh, naturally.

Incidentally, what would a Witchcraft check best be represented by in the normal skill system? Survival? Craft (Alchemy)?

Mulletmanalive
2010-11-16, 12:11 PM
Actually, as i've got a plan to make it into a kind of male leanan sidhe, i might go about retooling it tonight.

As opposed to the muse/warrior woman split, he'll be irrisistable enigmatic stranger/raging, primal beast in his two forms.

Either makes sense...Knowledge [Arcana] or [Religion] would work too.

AtlanteanTroll
2010-11-16, 04:01 PM
Would you stat up a Fae race?

Mulletmanalive
2010-11-16, 04:08 PM
Would you stat up a Fae race?

As long as it has some lore, yes. Otherwise, you'll be wanting the Request a Homebrew thread...

Mulletmanalive
2010-11-25, 04:24 PM
Boabhan Sith [Baavan Shee]:
The imaginatively named "Fairy woman" [literally "woman of the mounds"], is a succubus like being that loves to dance. Usually found in small groups, like any woman at a dance, these creatures join in dancing sessions and when they have ensnared their prey in their whirling dance, begin to feed on his blood. Even when the prey is dead, it continues dancing as long as the Sith does. The geas of their race is that they cannot approach a player while he is playing, making the most common accounts of these blood-thirsty beings those of individuals who were playing an instrument and managed to keep it up until dawn…
Boabhan Sith look like a beautiful human female, with hair as black as night and eyes like sapphires. They are always found barefoot and in gossamer thin dresses, relying on their damage reduction to protect them from the cold.

D&D Version:
When I figure out how the hell to do their magical dance without Shift actions...

MV Version:
Medium Fæ Humanoid 6 CP 4
Init: + 8 , Senses: Listen + 9 , Observation +9
Languages: Gælic, usually Bad English3
Defence: 14 Flatfooted: 10, +5 while Dancing
Hardness: DR 6/Natural
HD: 6d8 + 10 Hp: 37
Massive Damage: 10
Thresholds: Green, [ 19 ] Yellow, [ 9 ] Orange, [ 3 ] Red
Resist: Evasion
Fort: + 5 Reflex: + 8 Will: + 3 Psyche: 20 Tussle: 14, 19 while Dancing
3Speed: 30ft Space: 5 ft Reach: 5 ft, 15ft for Shift

Melee: +9/+9 Claws (1d4 plus Bleed 2)
+10 Noble Fæ Dagger (1d6 plus 2 Bleed)

BAB: + 4 Grapple: +4
Special Actions:
Backing Music [Standard; a jaunty tune begins to play within a 60ft radius. While music plays, gain +2 on Grapple checks and Harmless DC (now 21)]
Being Forward [Standard; the Boabhan Sith begins a Grapple with a +9 bonus]
Spring Attack [Full; Shift, Standard action, Shift]
Vampiric Dance [Shift; add +5 to defence and tussle, move grappled victim, Fast Healing 10 and 15ft aura that makes blood invisible]3
Abilities: Str: 10/- Dex: 20/+5 Con: 10/- Int: 14/+2 Wis: 10/- Cha: 14/+2
SQ: Dissolve, Fast Healing 10 (see below), Harmless DC 19

Feats: Mobility, Skill Focus (Manipulation), Spring Attack, Weapon Finesse
Flaw: Unholy

Skills: Listen +9, Manipulation +14, Observation +9, Perform (Dance) +14,

Possessions: Noble Fæ Dagger3
Special Abilities:
Backing Music [Su]: Dancers need music and Boabhan Sith, being nobles, albeit lowly ones, have a small group of servants who follow them and play music for their dances. They can be started playing as a Standard action and while music [whether from this band or not] is playing, the Boabhan Sith adds +2 to her Grapple checks and save DCs.

Being Forward [Ex]: A Boabhan Sith that intends to start a grapple adds her Dexterity modifier to her initial grapple check rather than her strength.

Bleeding Savagery [Ex]: Whenever a Boabhan Sith inflicts a wound, their innate magic causes it to bleed violently, spattering everywhere. The victim suffers Bleed 2 and like all Bleed damage, this effect is cumulative.

Dissolve: When slain, a Boabhan Sith collapses to the ground and collapses like a bed of rose petals into a single blood-spattered bush of bracken.

Harmless [Ex]: A Boabhan Sith doesn't seem like a threat. When unarmed, it is virtually impossible to see a Boabhan Sith as a threat and thus next to impossible to attack them. Anyone wishing to attack one of these creatures must succeed on a DC 19 Will save or be forced to pick another target or a non-hostile action. An armed [including with claws and fangs out] Boabhan Sith does not benefit from this effect.

Tweening: Boabhan Sith are able to tween through Physical Boundaries and the Space Beneath and during dusk and dawn may also tween through Shadows.

Vampiric Dance [Ex]: The Boabhan Sith are known for their magical dances, which draw others in to its whirling, twirling footwork and patterns. When the Boabhan Sith Shifts, either as part of a Shift action or the use of their Spring Attack feat, they bring along any victim they have grappled, automatically maintaining the grapple [no check] and adds their Dexterity bonus to their Defence [Passive Dodge bonus] and Tussle scores.

While dancing with a bleeding partner, the Boabhan Sith gains Fast Healing 10. All those within 15ft of a dancing Boabhan Sith must make a Will save, DC 15 or become effectively blind to the presence of blood. They simply cannot detect it. This is a Phantasmal Glammer effect, lasts for as long as the Boabhan Sith continues to dance and anyone who saves is immune to this effect until the next moonrise.

Lore:
{table]DC:|Lore:

6|Boabhan Sith [Baavan Shee] are beautiful fairies of the highlands.

11|They judge all men they meet and grant wishes to those who pass their judgements and resist their charms

16|Boabhan Sith are also known as Fairy Dancers. They have a magical form of dance that makes them very hard to confront.

21|Boabhan Sith drink blood, though they seem to spill an awful lot of it in the process. If you join a dance with them, it is like being carried along by a current.

26|Boabhan absorb blood through their skin and possess curses that force blood to continue flowing rather than clotting. They are empowered by music but are cursed to be unable to avoid musicians.

31|A Boabhan is vulnerable, both to magics intended to wound unholy beasts and to binding but also to sunlight. On exposure, they suffer 1d6 Conflagration [cumulative 1d6 fire per turn] [/table]

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

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

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

I'm working on how to get this thing's ability to work in D&D. If i used conventional movement, then i'm in for a lot of very careful explaining to avoid being condemned by those who like to mix RAW and Polymorph. Anyone with any suggestions, spiffy. The Gancanagh is stalled by the difficulty in designing interesting encounters with social elements and not just overriding everything with spell-like abilities...

The Tygre
2010-11-25, 04:37 PM
The Boabhan's got me thinking; how about a banshee? A real, honest fae banshee. I've seen two or three undead versions but those don't really fit with the mythology.

Mulletmanalive
2010-11-25, 05:27 PM
Well...it's certainly do-able, it's just that they're not really "monsters" in normal terms.

The lore on them basically states that they're ghosts, fairies or whatever, that attach themselves to a family and sing songs [called Keening] of mourning to inform the family that one of them is going to snuff it [not even one that's able to hear the song either].

I've done a basic piece of design for how the song could work already [in the Bard] but i'm kind of stumped on the creature it's attached to.

Any thoughts?

The Tygre
2010-11-25, 08:22 PM
I've heard various descriptions. One had them simple; beautiful women with red eyes and dark clothing. Another version I recall was more like a hag, wild and ugly, with a single tooth in her upper jaw. Maybe they vary from family to family?

Mulletmanalive
2010-11-26, 05:18 PM
Not quite my issue, though i could easily do that as a template.

I was more thinking that strictly, in the legends, they're non-aggressive and don't actually do any harm.

Frightening but not really a monster...

Of course, i could embellish that with bardic music typr stuff but..y'know...what?

The Tygre
2010-11-26, 08:08 PM
Gotcha'. Goal is to stick to the source material and not veer away too far.

Heliomance
2010-11-28, 08:54 PM
Lion's Den Press's Classic Fey has a pretty good beansidhe.

Mulletmanalive
2010-11-29, 05:55 PM
Lion's Den Press's Classic Fey has a pretty good beansidhe.

Well, it's not bad but I can't figure out where the heck the lore came from...

Bean Sidhe :
Bean Sidhe, like Boahban Sith, literally just means "Fairy Woman," which is not the most descriptive name. A better name, though one rarely used is Bean Chaointe, the "weeping woman," so named for their primary role. It is the place of the banshee to attend the life and death of the old lines, those with blood stretching back into Time Unremembered; those with a touch of the unbelievable in their veins. They can be found keening [not screaming but singing a high, mournful lament] at the funerals of members of specific clans and occasionally appear to warn of a forthcoming death, though rarely directly to the deceased. The only time they are found in numbers is when proclaiming the death of someone truly significant.

Banshees have varied appearances as they take on the continence of their family's reputation; one cannot be a true herald if one does not look the part. In many cases, this means that they look utterly hideous; twisted crones and deformed mutants if the family is ill thought of, while in other cases, they may well be beautiful in a way that mortals cannot quite understand, though in either case, their appearance is unsettling.

The most mysterious power of the banshee is to know all that a family knows of their members. If one were to confront a banshee, one would find that it knows that your brother suspects you of betrayal and the name of your first love and what scars you might have. Because of a bleed with the myth of the Morrigan, the Banshees have gained some small ability to shapeshift and some worry that they may well be working for her, should she truly exist…

D&D Version:
Medium Humanoid [Fae]
Hit Dice: 6d8 [27 hp]
Initiative: +3
Speed: 30ft (6 squares)
Armor Class: 19 (+3 Dex, +6 Deflection), touch 19, flat-footed 16
Base Attack/Grapple: +4/+3
Attack: Unarmed +3 melee (1d3-1)
Space/Reach: 5ft/5ft
Special Attacks: Keening
Special Qualities: Alternate Form, Dissolve, DR 6/Natural, SR 16, Tweening.
Saves: Fort +2, Ref +8, Will +4
Abilities: Str: 8/-1 Dex: 17/+3 Con: 10 Int: 14/+2 Wis: 15/+2 Cha: 14/+2
Skills: Bluff +10, Diplomacy +10, Perform (Singing) +10, Sense Motive +10
Feats: Ability Focus (Keening), Improved Flight, Quick Change
Environment: Irish or Scotish Highlands
Organization: Solitary or one accompanying other group.
Challenge Rating: 4 [3 when alone]
Treasure:
Alignment:
Advancement: 7-12 Medium or by Character class Favoured Class Bard

Combat:
Bean Sidhe do not engage in combat except as an aide to another fairy. THey use their songs to slow the advance and debuff the combat abilities of enemies during the fight and flee if threatened.

Adaptive Appearance [Ex]: A fundamental quality of the Bean Sidhe is that they adapt to the nature of the family or personage they are there to mourn. As a result, many are hideous beasts of corruption, akin to Formorians in appearance, especially with rich and proud houses, while others a beatific in appearance; either way, the effect is extreme. Because of the mildly disturbing nature of extreme appearance, a Bean Sidhe receives a +4 bonus on all Cha based skills as long as her target is not immune to Fear effects.

Alternate Form [Ex]: As a Move action, the Bean Sidhe may adopt the form of a murder of crows. Refer to Tome of Magic, page 87 for statistics [not OGL material]. The Bean Sidhe retains her own hit points in this form and has Good manoeuvreability.

Dissolve: A Bean Sidhe breaks up into the kinds of flowers laid on graves locally and grave dirt if slain.

Faerie Grace: A Bean Sidhe gains a Deflection bonus to defence equal to it's Humanoid HD.

Keening [Su]: The singing tradition known as Keening is potent and sad in a way that is truly wrenching. The primary task of a banshee is to sing the laments of those about to die within specific bloodlines but because of their potency, they can be used as an offensive weapon as well. There are three songs that a banshee can sing, each with different effects, along with the processional wail, a fourth effect that brings misfortune to those who hear it.

Singing in this manner requires a Standard action on the part of the Banshee and the number of targets is dictated by the song used. Unlike normal yelling, Keening carries eerily and can be heard up to a mile away. All creatures who hear the song and are viable targets must make a Will save, DC 15 each turn or be affected. This ability counts as Bardic Music, has no per day limit and has Charisma based saves.
Keen of Grief: This form of the song is the mildest and least specific, predicting the death of someone described in very general terms. Each listener will recognise someone they know in the words and worry because of it. This song does not require Lineal Knowledge to use and causes the Shaken and Sickened conditions in the victims. Roll once for the skill check and compare it to the nearest six enemies.
Lament of the Nearest: This version of the song includes commonalities of the stories of those near to the Banshee and is sufficiently detailed yet sufficiently vague to make every listener wonder if it is about them. This ability requires Lineal Knowledge to affect a target, can affect up to six targets and causes the Frightened and Nauseated conditions.
Personal Lament: This form of the keen is specific to a single victim and reveals the exact time and nature of their death and goes into detail about the feelings of those they leave behind and twists them into betrayal and hate. It can affect only one target of whom the Banshee has Lineal Knowledge and is truly devastating. The song causes the Cowering and Staggered conditions in the target.
Defensive Wail: A final use of her voice is most comparable to the Lion's Roar martial arts technique. The banshee focuses her voice and its inherent magic on a single target, fanning their ill fortune like a gentle breeze fans a fire. This version can be used either on multiple targets or focused on a single target. With multiple targets, each of them has their Error range increased by +2 on all checks, while if it is focused on a single target, he instead suffers a +4 increase in his Error range.

Lineal Knowledge [Su]: Gaze attack, range 30ft, Reflex DC 15/Negates. It is practically impossible to keep a secret from your family in its entirety, unless you don't actually have one, and the Bean Sidhe have such a flexible understanding of the word family. They know everything that is known to those who have claim to be responsible for you by bonds of friendship and love, simply by looking at you. The actual mechanism of this is that the Bean Sidhe must make eye contact, though few know this and thus, she can determine the entire story of a man's life [except his deepest secrets] by making eye contact with someone who knows him. Because of the way this works, she need only meet the eyes of one member of most groups to know all of them. The save is Charisma based

Tweening: A Bean Sidhe is a lesser noble form of fæ and can tween through the Physical Boundaries between terrain types and the Space Beneath objects. At dusk and dawn, they add Shadows to their list of possible gateways.

MV Version:
Medium Fæ Humanoid 6 CP 4
Init: + 3 , Senses: Listen + , Spot +
Languages: Gaelic or Irish3
Defence: 16 Flatfooted: 10
Hardness: DR 6/Natural + [Swarm DR10/Area or Aimed]
HD: 6d8 + 10 Hp: 37
Massive Damage: 10
Thresholds: Green, [ 18 ] Yellow, [ 9 ] Orange, [ 3 ] Red
Resist: None
Fort: + 5 Reflex: + 3 Will: + 5 Psyche: 25 Tussle: 133
Speed: 30ft [Swarm Fly 50ft (Good)] Space: 5 ft [swarm 10ft] Reach: 5 ft [swarm 0 ft]

Melee: +3 Unarmed (1d3-1)

BAB: + 4 Grapple: +3
Special Actions:
Alternate Form [Move; change to or from Swarm Form]
Keening [Standard; various effects, see below]
Swarm Form [Tiny Swarm, Def 18, Infiltration 2/4/immune, Damage 1d6 mounting, Blinding (Reflex, DC=dam/Neg)]3
Abilities: Str: 8/-1 Dex: 10 Con: 10 Int: 14/+2 Wis: 15/+2 Cha: 14/+2
SQ: Dissolve, Tweening

Feats: Improved Flight, Quick Change, Skill Focus (Perform – Singing)

Skills: Diplomacy +12, Manipulation +12, Perform (Singing) +15, Sense Motive +123
Special Abilities:
Adaptive Appearance [Ex]: A fundamental quality of the Bean Sidhe is that they adapt to the nature of the family or personage they are there to mourn. As a result, many are hideous beasts of corruption, akin to Formorians in appearance, especially with rich and proud houses, while others a beatific in appearance; either way, the effect is extreme. Because of the mildly disturbing nature of extreme appearance, a Bean Sidhe receives a +4 bonus on all Cha based skills as long as her target is not immune to Fear effects.

Alternate Form [Ex]: As a Move action, the Bean Sidhe may adopt the form of a murder of crows. The stats for this form are covered in the Special Actions section. Unlike a conventional Swarm, the Bean Sidhe retains her own hit points when she changes form. Most Bean Sidhe use this for escape, given that they are not innately aggressive beings. A Bean Sidhe cannot sing nor communicate by any means in swarm form.

Dissolve: A Bean Sidhe breaks up into the kinds of flowers laid on graves locally and grave dirt if slain.

Keening [Su]: The singing tradition known as Keening is potent and sad in a way that is truly wrenching. The primary task of a banshee is to sing the laments of those about to die within specific bloodlines but because of their potency, they can be used as an offensive weapon as well. There are three songs that a banshee can sing, each with different effects, along with the processional wail, a fourth effect that brings misfortune to those who hear it.

Singing in this manner requires a Standard action on the part of the Banshee and the number of targets is dictated by the song used. Unlike normal yelling, Keening carries eerily and can be heard up to a mile away. Successfully affecting a target with a song requires a Perform (Singing) check against the target's Psyche. This check suffers a -1 penalty per 10ft separating the target from the Banshee. Banshees usually switch regularly between songs. Affected characters can save in each Endphase against a DC of 10 + ½ HD + Cha, though the effect itself allows no save.
Keen of Grief: This form of the song is the mildest and least specific, predicting the death of someone described in very general terms. Each listener will recognise someone they know in the words and worry because of it. This song does not require Lineal Knowledge to use and causes the Shaken and Sickened conditions in the victims. Roll once for the skill check and compare it to the nearest six enemies.
[B]Lament of the Nearest: This version of the song includes commonalities of the stories of those near to the Banshee and is sufficiently detailed yet sufficiently vague to make every listener wonder if it is about them. This ability requires Lineal Knowledge to affect a target, can affect up to six targets and causes the Frightened and Nauseated conditions.
Personal Lament: This form of the keen is specific to a single victim and reveals the exact time and nature of their death and goes into detail about the feelings of those they leave behind and twists them into betrayal and hate. It can affect only one target of whom the Banshee has Lineal Knowledge and is truly devastating. The song causes the Cowering and Staggered conditions in the target.
Defensive Wail: A final use of her voice is most comparable to the Lion's Roar martial arts technique. The banshee focuses her voice and its inherent magic on a single target, fanning their ill fortune like a gentle breeze fans a fire. This version can be used either on multiple targets or focused on a single target. With multiple targets, each of them has their Error range increased by +2 on all checks, while if it is focused on a single target, he instead suffers a +4 increase in his Error range.

Lineal Knowledge [Su]: It is practically impossible to keep a secret from your family in its entirety, unless you don't actually have one, and the Bean Sidhe have such a flexible understanding of the word family. They know everything that is known to those who have claim to be responsible for you by bonds of friendship and love, simply by looking at you. The actual mechanism of this is that the Bean Sidhe must make eye contact, though few know this and thus, she can determine the entire story of a man's life [except his deepest secrets] by making eye contact, Observation vs Psyche, with someone who knows him. Because of the way this works, she need only meet the eyes of one member of most groups to know all of them.

Tweening: A Bean Sidhe is a lesser noble form of fæ and can tween through the Physical Boundaries between terrain types and the Space Beneath objects. At dusk and dawn, they add Shadows to their list of possible gateways.

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

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

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

As close to the lore as I could possibly make it.

Lhurgyof
2010-12-05, 05:37 PM
Hmm... what about Skinwalkers of the Navajo?

They're like witches that wear people's skin and run really fast, they're attract by death... if you can't find any/need any info please feel free to ask me. :)

Mulletmanalive
2010-12-06, 07:51 PM
Hmm... what about Skinwalkers of the Navajo?

They're like witches that wear people's skin and run really fast, they're attract by death... if you can't find any/need any info please feel free to ask me. :)

I'm only finding the version i've met before: renegade witch that becomes animals by wearing their skins and have other evil magic skills.

I'm not sure about even attempting that, simply because the Penumbra Studios version is so good and it's OGL too...

LOTRfan
2010-12-06, 08:26 PM
I got a critter based off of the yee naaldooshii (loosely based, mind you); Skinwalkers (http://www.giantitp.com/forums/showthread.php?t=174403).

Mulletman, where exactly can the Penumbra stats be found?

Mulletmanalive
2010-12-07, 05:13 AM
Penumbra Fantasy Bestiary by Atlas Games. ISBN 1-58978-030-2. Page 349.

It was available by PDF from Paizo and other less reputable means, last i checked...

Nice, simple template [you're basically just playing a different creature with your smarts while in an animal skin] and the Bad Medicine feature is really cool. I was considering making it into a class to make it playable as well.

Lhurgyof
2010-12-07, 08:16 AM
I got a critter based off of the yee naaldooshii (loosely based, mind you); Skinwalkers (http://www.giantitp.com/forums/showthread.php?t=174403).

Mulletman, where exactly can the Penumbra stats be found?

Thanks, man. That's exactly what I was looking for.

NecroticPunch
2010-12-18, 05:40 PM
I would like to request King Oberron, y'know, the Fae King.

Mulletmanalive
2010-12-21, 07:10 PM
Gancanagh, big fairy hunk of man:

The Gancanagh, or love-talker, is a creature found in certain places of Ireland where the Hedge is thin and the women are less than cautious. He resembles a normal, handsome and somewhat scruffy man who wanders the hills in search of idle girls to seduce and idle boys to boast and share stories with. Such is his power of seduction that those women who share the touch or embrace of the Gancanagh pine for him with such force that they waste away over a period of a few days and pass on.

If challenged in his utter dominance of a woman, the Gancanagh is less pleasant, embodying the things women find most attractive; on the one hand, the careless lovemaking of the idle rake and on the other, the insane machismo of the bullying bad-boy. The Gancanagh, like the Leannan Sidhe, has a war-form, in this case more akin to a troll than anything else. Men are picked up and flung around, dashed on rocks and even eaten in the frenzy that comes with crossing one of these creatures.

D&D Version:
Medium Humanoid [fae]
Hit Dice: 10d8+40 (95 hp)
Initiative: +3
Speed: 30ft (6 squares)
Armor Class: 30 (+3 Dex, +9 Dodge, +8 Deflection), touch 30, flat-footed 18
Base Attack/Grapple: +7/+13 [+19 Warform]
Attack: Normal Unarmed Strike +7 meleenon-prof (1d4+4) OR Warform Rock +6 ranged (2d6+8, Range 15ft) OR Warform Slam +14 melee (2d6+8, Crit 19/x2 plus Grab)
Full Attack: Normal Unarmed Strike +7/+2 meleenon-prof (1d4+4) OR Warform Rock +6 ranged (2d6+8, Range 15ft) OR Warform 2 Slams +14 melee (2d6+8, Crit 19/x2 plus Grab)
Space/Reach: 5ft/5ft [10ft/10ft]
Special Attacks: Fling Enemy, Improved Grab, Smite Competition
Special Qualities: Aes Sidhe's Grace, Banal, Dissolve, DR 20/Natural, Sidhe's Aegis, Tweening
Saves: Fort +11, Ref +10, Will +8
Abilities: Str: 18/+4 Dex: 17/+3 Con: 18/+4 Int: 10/- Wis: 20/+5 Cha: 26/+8
Skills: Bluff +12*, Diplomacy +12*, Hide +16, Intimidate +25*, Listen +18, Spot +18
Feats: Ability Focus (Impossibly Charming), Fling EnemyRaces of Stone, Power Attack, Rock HurlingRoS
Environment: Irish forests and lowlands
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Usually Chaotic, often Evil
Advancement: by Class

Combat:
A Gancanagh avoids combat if at all possible, behind a shield of words, bewitched females and his ability to seem unimportant. If forced to fight, he adopts the

Aes Sidhe's Grace [Ex]: A Gancanagh possesses the reactions of an Aes Sidhe [the people of the burial mounds] and gains a Dodge bonus to his AC equal to his Base Attack Bonus while wearing light or no armour.

Banal [Ex]: A Gancanagh may Hide in Plain sight by appearing completely uninteresting. This is actually a pheromonal effect so does not apply to those immune to either Mind Affecting or Poison effects.

Dissolve: When slain, the Gancanagh breaks down into a collection of sighs that is so loud that it deafens anyone within 20ft who cannot pass a DC 19 Fortitude save. Hearing returns after about 3 weeks as this is a psychological effect. After he is gone, there is a residue of mountain flower petals in place of a body.

Gostering/Boasting [Ex]: When not trying to be charming, a Gancanagh tends to list his accomplishments, either to impress or to undermine and belittle other males. His snide words take little effort but can break down the resistances of others rather swiftly. When talking amiably, the Gancanagh gains a +4 bonus on Diplomacy and Bluff with other males. As a Swift action, he can Intimidate every male in earshot [30ft] by telling them about what he has done/will do to those they love and how those loved ones will not only let him but thank him for it and beg him for more. The Gancanagh gains a +4 bonus on these checks for every female the target knows who is under the effects of his pheromones.

In addition, he can attack and crush a single target as a Standard action. Doing so allows him to make an Intimidate check against the target; success renders the target Fatigued for the remainder of the combat as his confidence in his ability to defend those he cares about is shaken to the core.

Impossibly Charming [Ex]: The skin of a Gancanagh is a magical membrane that has only one purpose; to regulate the output of a specialised form of magical "potion" that they are able to secrete. When dealing with females of any race [the woman's personal preferences for gender are meaningless in this] they receive a +4 bonus on all Cha based checks as a result of the intoxicating effects of their scent.

Any female that comes into contact with a Gancanagh must make a Fortitude save, DC 19 or become intoxicated and view the creature as the meaning of their existence from this point on. The woman becomes Charmed with the Gancanagh and her opinion of all other males worsens by one step. In addition, when not acting on the instructions of the Gancanagh, she is treated as being Nauseated, or Stunned if he is not within sight of her.

Each day after infection, the woman may make a save to free herself from the effects of this drug. Otherwise, the vast majority of infatuees lie around, pining for the creature and rapidly begin to suffer the effects of dehydration, which they care about too little to stave off. Most die within a few days.

As this is a biological ability, the save DC is Constitution based and gas masks provide their dice reduction as a bonus to your save.

Improved Grab [Ex]: (http://www.d20srd.org/srd/specialAbilities.htm#improvedGrab) see SRD, Warform only.

Sidhe Aegis [Ex]: Due to their otherworldly nature, a Gancanagh gains a Deflection bonus to his AC equal to his Charisma bonus.

Smite Competition [Ex]: Though it might sound like an odd thing for one who is the embodiment of idle love, the Gancanagh are insanely possessive of women while they are actually around them. If the Gancanagh encounters a male who actively tries to prevent him from claiming a woman besotted by the effects of Impossibly Charming, he may Smite that target once per encounter per target. Doing so adds his Cha bonus to hit and his HD to damage.

Tweening: As a lesser Noble fæ, the Gancanagh can move through Physical Boundaries, the Space Beneath and Shadows, along with Abstract Boundaries during the times of Dusk and Dawn.

War-form [Ex]: The Gancanagh is basically an embodiment of what women find intoxicating in a man. His primary aspect is a seductive, carelessly sexual being that resembles a slightly scruffy yet impossibly handsome human. His other aspect is a domineering, abusive bad-boy creature that resembles a troll in many ways. In this form, he is large sized, gains +8 to both Strength and Constitution and suffers a -1 penalty to its Defence due to the size increase. This is all included in the stat block.

Note that this DOES NOT limit the function of their pheromones.

MV Version:Medium Fæ Humanoid 10 CP 9
Init: + 5 , Senses: Listen + 5 , Observation + 25
Languages: Gaelic, English, Irish3
Defence: 30 [Warform 27] Flatfooted: 10
Hardness: DR 20/Natural
HD: 10d8 + 40 + 18 Hp: 103 [+48 temporary in War Aspect]
Massive Damage: 18 [26 in a rage]
Thresholds: Green, [ 51 ] Yellow, [ 25 ] Orange, [ 10 ] Red
Resist: Immune: Compulsions, +4 Saves/Psyche vs Charm effects
Fort: + 11/13 Reflex: + 5 Will: + 10/12 Psyche: 40 Tussle: 21/33 3
Speed: 30ft Space: 5 ft [15 ft] Reach: 5 ft [15 ft]
Normal Melee: +7 Unarmed Strike (1d3+4 Subdual)

War Aspect, Ranged: +6 Rock (2d6+8, range 15ft)
War Aspect, Melee: +14/+14 Slam (2d6+8, Crit 19/x2 plus Grab)

BAB: + 7 Grapple: +11, +23 War Aspect
Special Actions:
Banal [Standard; seem utterly unimportant and Hide in view by seeming unworthy of notice.]
Fling Enemy [Standard; throw grappled foe 10ft per 5 rolled over Tussle on Grapple check]
Gostering [Swift; Intimidate + vs all males within 30ft],
Grab [Reaction; on a successful melee strike, the Gancanagh may choose to start a grapple without a check instead of dealing damage.]
Smite Competition [Attack option; +8 to hit, +10 damage vs one male target. Once per target per encounter]3
Abilities: Str: 18/+4 Dex: 10/- Con: 18/+4 Int: 10/- Wis: 20/+5 Cha: 26/+8
SQ: Dissolve, Impossibly Charming, Tweening

Feats: Ability Focus (Impossibly Charming), Banal, Dashing and Daring [More like Utter Domination here], Fling Enemy, Rock Hurling

Skills: Bluff +12, Diplomacy +12, Hide +20, Intimidate +28/32, Manipulation +28/32, Observation +253
Special Abilities:
Dissolve: When slain, the Gancanagh breaks down into a collection of sighs that is so loud that it deafens anyone within 20ft who cannot pass a DC 19 Fortitude save. Hearing returns after about 3 weeks as this is a psychological effect. After he is gone, there is a residue of mountain flower petals in place of a body.

Gostering/Boasting [Ex]: When not trying to be charming, a Gancanagh tends to list his accomplishments, either to impress or to undermine and belittle other males. His snide words take little effort but can break down the resistances of others rather swiftly. When talking amiably, the Gancanagh gains a +4 bonus on Diplomacy and Bluff with other males. As a Swift action, he can Intimidate every male in earshot [30ft] by telling them about what he has done/will do to those they love and how those loved ones will not only let him but thank him for it and beg him for more. The Gancanagh gains a +4 bonus on these checks for every female the target knows who is under the effects of his pheromones.

In addition, he can attack and crush a single target as a Standard action. Doing so allows him to make an Intimidate check against the target; success reduces the victim's Psyche by 1d6 for the remainder of the combat as his confidence in his ability to defend those he cares about is shaken to the core.

Impossibly Charming [Ex]: The skin of a Gancanagh is a magical membrane that has only one purpose; to regulate the output of a specialised form of magical "potion" that they are able to secrete. When dealing with females of any race [the woman's personal preferences for gender are meaningless in this] they receive a +4 bonus on all Cha based checks as a result of the intoxicating effects of their scent.

Any female that comes into contact with a Gancanagh must make a Fortitude save, DC 19 or become intoxicated and view the creature as the meaning of their existence from this point on. The woman becomes fanatical about the Gancanagh and her opinion of all other males worsens by one step. In addition, when not acting on the instructions of the Gancanagh, she is treated as being Nauseated or Stunned if he is not within sight of her.

Each day after infection, the woman may make a save to free herself from the effects of this drug. Otherwise, the vast majority of infatuees lie around, pining for the creature and rapidly begin to suffer the effects of dehydration, which they care about too little to stave off. Most die within a few days.

As this is a biological ability, the save DC is Constitution based and gas masks provide their dice reduction as a bonus to your save.

Smite Competition [Ex]: Though it might sound like an odd thing for one who is the embodiment of idle love, the Gancanagh are insanely possessive of women while they are actually around them. If the Gancanagh encounters a male who actively tries to prevent him from claiming a woman besotted by the effects of Impossibly Charming, he may Smite that target once per encounter per target. Doing so adds his Cha bonus to hit and his HD to damage.

Tweening: As a lesser Noble fæ, the Gancanagh can move through Physical Boundaries, the Space Beneath and Shadows, along with Abstract Boundaries during the times of Dusk and Dawn.

War-form [Ex]: The Gancanagh is basically an embodiment of what women find intoxicating in a man. His primary aspect is a seductive, carelessly sexual being that resembles a slightly scruffy yet impossibly handsome human. His other aspect is a domineering, abusive bad-boy creature that resembles a troll in many ways. In this form, he is large sized, gains +8 to both Strength and Constitution and suffers a -1 penalty to its Defence due to the size increase. This is all included in the stat block.

Note that this DOES NOT limit the function of their pheromones.


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Lore:
{table]DC:|Lore:

10|Don't trust men you meet in the hills.

15|Some women meet the perfect man in the hills but pine to death when he leaves her

20|Gancanagh are a breed of fairy who intoxicate women with their presence

25|Challenging a Gancanagh's superiority will bring him to his war-form, which resembles a troll in many ways; he is more than able to pull your arms off.

30|Complete skin coverage and a gas mask is about the onlt protection from the musk of a Gancanagh

35|Gancanagh go out of their way to make it clear that you've lost. Ignoring them is next to impossible, though their egos are weak in turn, allowing the use of mockery to incite Rage[/table]

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Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

Mulletmanalive
2011-01-03, 10:52 AM
Ok, honestly can't think of a way to make this actively playable in core D&D because of the way a bunch of things work. If someone actually wants it converting for play purposes [as opposed to vague interest] I'll put some time aside and have a go but until then...

Tarasque:
The Tarasque is one of the largest and most powerful beasts in European folklore, in this case being from the depths of French lore. The tarasque is the offspring of a powerful beast creature from Creation stories and a giant flaming bull from elsewhere in French myth.

The beast itself resembles a gigantic six-legged turtle with a bear-like physique. The beast's broad back is capped by a pair of shells, one over the shoulder block and one over the pelvis and haunches, which overlap in the mid-back region. The creature's six legs look rather like a cross of elephant and bear limbs and it's frame ends in a massive arched tail that ends with a stinger. The heavy shell-scales continue down all of its limbs and are practically impenetrable.

The beast's head resembles that of a lion, though it has ears more like those of a horse and possesses a distinct nasal arch that makes it look oddly human.

The primary method of attack for the tarasque is to aim and then execute a Head Sweep attack, backed up by a Vorpal Hurricane. Foes that successfully evade the Head Sweep are subjected to brutal application of its Bite and Snatch abilities and then swallowing them.

MV Version:
Colossal 3 Elite Fæ Beast 20 CP 23
Init: -5 , Senses: Listen + 36 , Observation +0
Languages: Latin, Hebrew, French…no-one's sure why 3
Defence: 21 Flatfooted: 4
Hardness: 100 [Total/Special], DR 20/Natural
HD: 20d10 + 600 + 60 Hp: 860
Massive Damage: 60
Thresholds: Green, [ 430 ] Yellow, [ 215 ] Orange, [ 86 ] Red
Resist: Double hardness vs infantry weapons
Fort: + 43 Reflex: - 5 Will: + 10 Psyche: 25 Tussle: 59 3
Speed: 40 ft, Burrow 20 ft Space: 40 ft Reach: 40 ft, 80 ft w/stinger

Melee: +30 Bite (12d6+25 plus Snatch) or +30 Head Butt (8d6+22 plus 2d6 fire)
AND +25/+25 Claws (8d6+12)
AND DC 36 Barrage 10ft Stinger (6d6+25 plus 2d6 fire)

BAB: + 20 Grapple: + 57, +61 Bull Rush
Special Actions:
Aim [Move; +25 damage on next attack; +1 to hit, +26 damage on stinger.]
Barbed Opportunist [Reaction; when AoO is provoked, Tarasque makes a stinger attack on them rather than a melee one]
Cleave [Standard; Attack target, if attack hits, make additional attack against another target in reach; -2 Defence]
Great Cleave [Standard; Attack target, if attack hits, make additional attack against another target in reach, continue on until every target in reach has been hit or you miss; -4 defence]
Head Sweep [Standard; melee Barrage 40ft, DC 35 (8d6+25 plus 2d6 fire), If wound occurs, create additional attack zone [Great Cleave]; -4 Defence]
Knockback [Automatic; on successful Power Attack, roll Bullrush + Power Attack bonus damage against target [one roll per attack]]
Quills [Automatic; Huge or larger creatures that attack with non-reach melee weapons suffer 1d6* damage]
Snatch [Reaction; begin a grapple and deal damage automatically when Bite hits target of up to colossal size.]
Swallow Whole [Grapple; swallow victim of up to Colossal size held in mouth. Victim suffers 6d6 bludgeoning and 10 Acid damage per round; belly defence 9, DR 20/Natural, 20 hp]
Trample [Full; move 80ft over creatures of colossal or smaller, 8d6+33, Reflex DC 45/half]
Vorpal Hurricane [Swift; creatures that begin or end their turn in your threatened area suffer a Stinger attack +31 (6d6+25 plus 2d6 fire).]3
Abilities: Str: 60/+25 Dex: 1/-5 Con: 60/+25 Int: 5/-3 Wis: 10/- Cha: 6/-2
SQ: Fearsome 49

Feats: Cleave, Extra Primary Natural Weapon, Great Cleave, Greater Vorpal Hurricane, Improved Bull Rush, Improved Vorpal Hurricane, Knockback, One with the Hills, Power Attack, Snatch, Vorpal Hurricane, Weapon Focus [Stinger]
Flaw: Tarasque's Underbelly

Skills: Hide -5, Intimidate +49, Listen +36, Survival +36, Swim +613
Special Abilities:

Biblical Arising [Su]: There is no other word to describe the stirring of the Tarasque in his slumbers than "Biblical" [read: apocalyptic]. Given its sheer scale, it must displace whole chunks of the real world back into the unreal in order to emerge and this cannot be done in view of mortals. The solution uses a combination of burrowing and displacing whole hills and leads to…catastrophic damage when it emerges.
On the first round, the rising tarasque displaces the internals of a hill.
On the second round, a violent tremor breaks the hill into pieces and topples all structures on the hill. All beings and structures on the hill are knocked prone if their Tussle is less than 40 and all buildings collapse, dealing 30 damage [reduce as falling damage] to all within 15ft. Those knocked prone must make a Reflex save, DC 20, or be buried in sliding hill, which causes suffocation.
On the third round, the tarasque emerges from the ground, prompting a value 9 earthquake on the Richter scale in a mile radius. This results in widespread destruction. All within the area must make a DC 20 Reflex save or fall prone. All structures in the area with more than 2 stories are flattened, dealing 50 falling damage to those within. All prone characters have a 25% chance of falling into a rift, which deals 8d6 damage and closes, killing the victim instantly at the end of the quake. The quake lasts for a total of 5 rounds.
On the sixth round, a small volcanic vent opens, spewing molten lava over a 100ft radius. This is a Reflex DC 25/negates effect that deals 10d10 Fire damage, buries the target and turns the terrain to very difficult terrain that deals 4d10 fire damage per round of exposure.

One with the Hills [Ex]: While really, really big, the Tarasque has an unnerving ability to hide by seeming to be a hill, something that is aided by the great quantity of rock and foliage that clings to its shell along with its huge razor barbs. When hiding, the Tarasque ignores its size penalties, relying on its dexterity bonus. While not great, at distances of more than 200ft, it can be next to impossible to separate it from the scenery.

Tarasque's Shell: The double shell armour on the Tarasque's back is heavy enough to resist tectonic activity and volcanoes so it has little trouble shielding the beast from firearms. Not only does it have a ridiculously high hardness and count as mech armour, it also has enough metals in it to block all forms of teleportation and summoning magics, as well as divinations.

Tarasque's Underbelly: The underbelly of the beast is actually not armoured…or at least it relies entirely on being attacked by mortal weapons, for whatever reason. On the rare occasion when it is possible to attack the tarasque's underbelly, the beast's hardness does not apply. This is not easy to exploit, generally requiring some plan to get beneath the beast or to make it rear up.

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Lore:
{table]DC: |Lore:
20 |The Tarasque is the hideous offspring of and the fiery bull Onachus which looms large in Galacian lore. It haunted the region in the first century

25 |Tamed by the prayers and kindness of a Saint, the tarasque was slain by thrown stones as it stood in the market place of the town that was to become Tarascon.

30 |The beast can be found in the southern parts of France, specifically around Provence. It is a huge, powerful and basically immortal, though how it could possibly be alive despite having died in the past.

35 |The beast tweens by displacing the interior of a hill and breaking free from the chamber. This produces violent earthquakes and produces quantities of toxic gas and even lava in the process.

40 |Being born of a fundamental part of the creation of the world [according to one religion] the Tarrasque is very vulnerable to that particular religion. It suffers a -4 penalty on saves against such magic, can actually be subject to mind-affecting spells from such casters and exposure to holy water cancels the beast's fiery areas for one minute.

45 |The sole physical vulnerability of the Tarrasque can be found just over its claws on its feet. If attacked here [an attack of opportunity unless you make it as a Rideby Attack], the attack deals no damage but causes the tarasque to rear up, losing its actions and it's Hardness for one round.[/table]

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New Feats [OGL]:

Extra Primary Natural Attack [Monstrous]:
[I]Some monsters are handier with their attacks than others.
Prerequisites: Two or more secondary natural attacks.
Description: Select a secondary natural attack. This attack is treated as if it were the creature's primary natural attack for all purposes in addition to the creature's normal primary natural attack. This does not allow the creature to make additional attacks with Standard actions or anything like that.

The following three feats are modified versions of a Mastery feat chain found in Iron Heroes by Monte Cooke. The feats in chapter 5 are clearly defined in the designation of OGC as being such and no product identity has been transfered.

Vorpal Hurricane:
You can create a wide sequence of overlapped attacks that require no specific targeting on your part but are incredibly difficult to avoid.
Prerequisites: Weapon Focus (melee weapon), BAB +5
Description: As a Full action, you establish a set of overlapped sweeps and thrusts of your blades. Any enemy that begins or ends its turn in your threatened area is subject to an immediate free attack at your highest BAB with the weapon(s) you have Weapon Focus with. You may only attack a given creature with this feat once per round.

Improved Vorpal Hurricane:
It takes less effort to create your impenetrable thicket of blades than it once did.
Prerequisites: Weapon Focus (melee weapon), Vorpal Hurricane, BAB +12
Description: You may activate your Vorpal Hurricane as a Standard action.

Greater Vorpal Hurricane:
Getting close to you is as good as getting cut.
Prerequisites: Weapon Focus (melee weapon), Vorpal Hurricane, Improved Vorpal Hurricane, BAB +19
Description: You may activate your Vorpal Hurricane as a Swift action.



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Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

Mulletmanalive
2011-01-28, 08:49 AM
Each Uisge (Greater Shyft Horse)

A far more powerful variation on the lesser Shyft Horse, the Each Uisge are immensely powerful and dangerous fae; attempting to fight them is usually a losing battle as, while they are not bright, they learn well from experience and are

D&D Version:
Large Magical Beast [Fae]
Hit Dice: 7d10 + 42 (80 hp)
Initiative: +3
Speed: 60ft (12 squares), Swim 60ft
Armor Class: (+3 Dex, -1 Size, ), touch, flat-footed
Base Attack/Grapple: +7/+19
Attack: Bite +12 melee (1d8+6, 18/x2)
Full Attack: Bite +12 melee (1d8+6, 18/x2) and 2 Hooves +7 melee (1d8+3)
Space/Reach: 10ft/5ft
Special Attacks:Constrict, Glue, Siren
Special Qualities: Dissolve, Immunity to Criticals, Tweening
Saves: Fort +12, Ref +9, Will +4
Abilities: Str: 22/+6 Dex: 16/+3 Con: 22/+6 Int: 6/-2 Wis: 14/+2 Cha: 12/+1
Skills: Bluff +14, Climb +6, Swim +6
Feats: Ability Focus [Adhesive], RunB, Siren, Skill Focus
[b]Environment: Highlands and Fens
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Chaotic Evil
Advancement: 8-16 Large

Combat
The Each Uisge is usually seen as a beautiful white horse with a saddle, though they also have a variety of other forms. Some of the most powerful individuals of the species, such as the Hedley Cow are known for being more playful than dangerous, though if someone doesn't see the funny side, well, you're dead...

Augment Critical [Ex]: The bite of an Each Uisge has a critical threat range of 18-20.

Glue [Su]: As a Swift action, the Each Uisge can cause its skin to change, becoming impossibly sticky, akin to Sovereign Glue. In this state, the Each Uisge automatically succeeds on any Grapple checks made to Pin an opponent and can maintain a Pin without any direct effort on it's own part. Breaking free of the adhesive requires a DC 23 Strength check. Alcohol and Fire both grant +5 bonuses on this check for one round in reasonable quantities. Neither plant matter nor stone/soil sticks to this adhesive, for whatever reason.

Weapons that strike the Each Uisge while it is coated in adhesive must make a DC 21 Reflex save or become stuck to the beast and therefore mostly useless. The Each Uisge may will its adhesive out of existence at any time as a Swift action, causing anything attached to it at the time to fall off instantly.

Shapeshift [Ex]: As a Swift action, an Each Uisge may adopt the shape of any Herd animal [such as horses, sheep and cows], any Human [usually stunningly beautiful], Fish or any Insect, including water bugs. The Each Uisge, while not particularly bright is good at guessing what will get to you thanks to experience and will generally turn into something thoroughly appealing. If it feels genuinely threatened, it will generally assume the form of a Fine insect and make good its escape.

MV Version:
Large Fæ Shapeshifter Beast 7 CP 7
Init: + 1 , Senses: Listen + 2 , Spot +2
Languages: Gaelic, Bad English3
Defence: 17 Flatfooted: 9 +6 as Swift action
Hardness: DR 7/Natural
HD: 7d10 + 42 + 22 Hp: 104
Massive Damage: 22
Thresholds: Green, [ 52 ] Yellow, [ 26 ] Orange, [ 10 ] Red
Resist: Immune – Precision Damage
Fort: + 11 Reflex: + 3 Will: + 5 Psyche: 20 Tussle: 26, +6 vs Disarm/Sunder 3
Speed: 60ft, Swim 60ft Space: 10ft Reach: 5ft

Melee: +12 Bite (1d8+6, 18/x2) AND +7/+7 Hooves (1d8+3)

BAB: + 7 Grapple: +17
Special Actions:
Constrict [When engaged in a grapple, the Each Uisge adopts a crushing, constricting form. Whenever it wins a grapple check, its opponent suffers 1d8+9 crushing damage.],
Glue [Swift action, coat self in glue. Anyone touching becomes grappled and can be pinned without a check. Breaking free is difficult, see below],
Siren [As a Standard action, demonstrate something appealing to a target within sight. Make Manipulation check at -1 per 5ft between you and target. Success draws the target towards you a number of squares equal to half their Move. If they encounter an obstacle, they may make a DC 12 Will save to stop.]3
Abilities: Str: 22/+6 Dex: 8/-1 Con: 22/+6 Int: 6/-2 Wis: 14/+2 Cha: 12/+1
SQ: Tweening

Feats: Ability Focus [Adhesive], Brutal Defence, RunB, Siren, Skill Focus [Manipulation], Swift Change x2 [Change as Swift action]

Skills: Bluff +16, Manipulation +19, Sense Motive +17, Swim +143

Special Abilities:
Glue [Su]: As a Swift action, the Each Uisge can cause its skin to change, becoming impossibly sticky, akin to Sovereign Glue. In this state, the Each Uisge automatically succeeds on any Grapple checks made to Pin an opponent and can maintain a Pin without any direct effort on it's own part. Breaking free of the adhesive requires a DC 23 Strength check. Alcohol and Fire both grant +5 bonuses on this check for one round in reasonable quantities. Neither plant matter nor stone/soil sticks to this adhesive, for whatever reason.

Weapons that strike the Each Uisge while it is coated in adhesive must make a DC 22 Reflex save or become stuck to the beast and therefore mostly useless. The Each Uisge may will its adhesive out of existence at any time as a Swift action, causing anything attached to it at the time to fall off instantly.

Shapeshift [Ex]: As a Swift action, an Each Uisge may adopt the shape of any Herd animal [such as horses, sheep and cows], any Human [usually stunningly beautiful], Fish or any Insect, including water bugs. The Each Uisge, while not particularly bright is good at guessing what will get to you thanks to experience and will generally turn into something thoroughly appealing. If it feels genuinely threatened, it will generally assume the form of a Fine insect and make good its escape.

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Lore:
{table]- DC -|Lore

7|You learn a local caution against mounting white horses

12| The Kelpie is from Scotland, the Bækhest is from Scandinavia. This is from here. Beware.

17| The Shyft Horse type of fae are tricksters that never wish men well.

22| Shift Horses usually appear as beautiful white horses of other herd animals. If touched, they cannot be released and drag their victims to the depths.

27| Shyft Horse glue can be dissolved partially with alcohol or heat. Avoid attacking them with melee attacks given that weapons stick to them.

32| Kelpies share certain traits with the Departed, being assumed to be dead spirits, and cannot cross a line of salt.[/table]

Yes, this is a retread of the text from the Shyft Horse

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Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

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Lord, I've lost my groove on this project...I'm guessing most folks have forgotten about this :D

nonsi
2011-01-28, 11:34 AM
I must've missed something, but how do you define the Witchcraft skill ?

Mulletmanalive
2011-01-28, 12:06 PM
Caeill MacDee, River Knight:
A servant of the Kween if Highwaters, a relatively minor noble at feud with the fæ of the North Sea, Caeill is one of the most intelligent Water Horses you are ever likely to meet, though his preferred form is that of a man on a horse or a centaur like being.

D&D Version:
Large Magical Beast (Long), Faerie Knight 4
Hit Dice: 7d10 + 4d8 + 77 (133 hp)
Initiative: -1
Speed: 60ft (12 squares), Swim 60ft
Armor Class: 29 (-1 Dex, -1 Size, +9 Natural, +9 Armour, +3 Shield), touch 8, flat-footed 29
Base Attack/Grapple: +11/+22
Attack: Bite +19 melee (1d8+6, 18/x2) or Ranseur +19 (3d6+9, x3, Reach) or Javelin +12 (1d8+6, Range 30ft)
Full Attack: Bite +19 melee (1d8+6, 18/x2) and Hooves +14 melee (1d8+3)
Or Ranseur +19/+14/+9 (3d6+9, x3, Reach) and 2 Hooves +14 (1d8+3)
Or Javelin +12/+7/+2 (1d8+6, Range 30ft)
Space/Reach: usually 10ft/5ft
Special Actions:
Constrict [When engaged in a grapple, the Caeill adopts a crushing, constricting form. Whenever it wins a grapple check, its opponent suffers 1d8+9 crushing damage, in addition to the intended action.],
Glue [Swift action, coat self in glue. Anyone touching becomes grappled and can be pinned without a check. Breaking free is difficult, see below],
Moonsilver Draw [Free; produce a weapon of choice that counts as Silver, natural and Magic, ignoring Hardness]
Rideby Attack [Full; attack at any point in the charge action and continue on afterwards]
Siren [As a Standard action, Caeill demonstrates something appealing to a target within sight. Make Bluff check at -1 per 5ft between you and target, against the opponent's Sense Motive. Success draws the target towards you a number of squares equal to half their Move. If they encounter an obstacle, they may make a DC 11 Will save to stop. The Gwyllion uses either a Lantern or Dancing Lights for this purpose.]]
Trample [Full; move 120ft over any number of targets of up to Medium size; 1d8+9. Targets must choose to save to negate the damage [Ref 21] or make AoO. Damaged targets knocked prone.]
Special Qualities: Dissolve, DR 11/Natural, Fast Healing 1, Immunity to Critical Hits, Tweening
Saves: Fort +14, Ref +14, Will +11
Abilities: Str: 22/+6 Dex: 8/-1 Con: 24/+7 Int: 13/+1 Wis: 21/+5 Cha: 10/+0
Skills: Bluff +17, Climb +6, Intimidate +8, Knowledge [Nature] +13, Sense Motive +9, Swim +14
Feats: Quickdraw, Rideby Attack, RunB, Siren, Skill Focus
[B]Flaws: Geas; Obedience, Cannot reveal the boundaries of his court's lands, Cannot ignore trespass on court lands, Cannot answer a question with another.
Environment: The Dee Estuary
Organization: Unique or Unit (Caeill plus 1-4 Each Uisge plus 2-8 Shyft Knights [See Below])
Challenge Rating: 9
Treasure: Moonsilver Items
Alignment: Neutral Evil

Combat
Caeill, while not particularly bright, is a capable warrior. He usually engages a foe by first using his Siren ability as well as he can to draw them apart before engaging in a few brutal forays using Rideby Attack and Trample. If seriously threatened, he waits until nightfall and draws his foes apart by attacking the more melee oriented targets with javelins, then Shifting a long distance using his enhanced access to the Hedge right into combat with those who are more focused on ranged combat and battlefield control.

Dissolve: If slain, Caeill shatters like splintered driftwood, leaving behind an area of difficult terrain that if moved through at full speed, deals 1d4 damage to the mover.

Glue [Su]: As a Swift action, the Caeill can cause its skin to change, becoming impossibly sticky, akin to Sovereign Glue. In this state, the Caeill automatically succeeds on any Grapple checks made to Pin an opponent and can maintain a Pin without any direct effort on it's own part. Breaking free of the adhesive requires a DC 23 Strength check. Alcohol and Fire both grant +5 bonuses on this check for one round in reasonable quantities. Neither plant matter nor stone/soil sticks to this adhesive, for whatever reason.

Weapons that strike the Caeill while it is coated in adhesive must make a DC 23 Reflex save or become stuck to the beast and therefore mostly useless. The Caeill may will its adhesive out of existence at any time as a Swift action, causing anything attached to it at the time to fall off instantly.

Shapeshift [Ex]: As a Swift action, an Caeill may adopt the shape of any Herd animal [such as horses, sheep and cows], any Human [usually stunningly beautiful], Fish or any Insect, including water bugs. The Caeill, while not particularly bright is good at guessing what will get to you thanks to experience and will generally turn into something thoroughly appealing. If it feels genuinely threatened, it will generally assume the form of a Fine insect and make good its escape.

Spellhunter [Ex]: Caeill is skilled at dealing with Witches, a skill that makes him deadly against spellcasters of all kinds. His threatened area is considered to be 30ft where spellcasting is concerned, meaning that spellcasters must add 10 to all their casting DCs or be attacked by a Magical Javelin. For these purposes, Caeill may make 4 additional Reactions a turn.

Tweening [Ex]: Caeill is a highly capable tweener, able to shift through Abstract Boundaries, Physical Boundaries, Shadows and Spaces Beneath, along with the gaps between moments [as a Free action] during Dusk and Dawn.

MV Version:
Large Fæ Shapeshifter Beast 7, Faerie Knight 4 CP 11
Init: + 5 , Senses: Listen + 2 , Spot +2
Languages: Gaelic, Bad English, English 3
Defence: 26 Flatfooted: 9 +6 as Swift action
Hardness: 9 [p – Oak Armour] + DR 7/Natural
HD: 7d10 + 4d8 + 77 + 24 Hp: 157
Massive Damage: 24
Thresholds: Green, [ 78 ] Yellow, [ 39 ] Orange, [ 15 ] Red
Resist: Immune – Precision Damage
Fort: + 14 Reflex: + 5 Will: + 12 Psyche: 31 Tussle: 30 +6 vs Disarm/Sunder3
Speed: 60ft, Swim 60ft Space: 10ft Reach: 5ft, 10ft with Ranseur

Melee: +19 Bite (1d8+6, 18/x2) and +14/+14 Hooves (1d8+3)
Or +19 [+14/+14 or +9/+9/+9] Ranseur (3d6+9, x3, Reach, Magic) and +14/+14 Hooves (1d8+3)

Ranged: +12 [+7/+7 or +2/+2/+2] Javelin (1d8+6, Range 30ft, Magic)

BAB: + 11 Grapple: +21
Special Actions:

Armour [Swift action; add +4 to Strength [+2 to hit, damage, Defence and Grapple]. Out of combat, Caeill heals 4 hp per 10 minutes in the daytime.]
Constrict [When engaged in a grapple, the Caeill adopts a crushing, constricting form. Whenever it wins a grapple check, its opponent suffers 1d8+9 crushing damage, in addition to the intended action.],
Glue [Swift action, coat self in glue. Anyone touching becomes grappled and can be pinned without a check. Breaking free is difficult, see below],
Moonsilver Draw [Free; produce a weapon of choice that counts as Silver, natural and Magic, ignoring Hardness]
Rideby Attack [Full; attack at any point in the charge action and continue on afterwards]
Siren [As a Standard action, demonstrate something appealing to a target within sight. Make Manipulation check at -1 per 5ft between you and target. Success draws the target towards you a number of squares equal to half their Move. If they encounter an obstacle, they may make a DC 12 Will save to stop.]
Trample [Full; move 120ft over any number of targets of up to Medium size; 1d8+9. Targets must choose to save to negate the damage [Ref 21] or make AoO. Damaged targets knocked prone.]

Combat Gear: Ranseur3
Abilities: Str: 22/+6 Dex: 8/-1 Con: 24/+7 Int: 9/-1 Wis: 21/+5 Cha: 10/+0
SQ: Tweening

Feats: Ability Focus [Adhesive], Brutal Defence, Quickdraw, Rideby Attack, RunB, Siren, Skill Focus [Manipulation], Spellhunter, Swift Change x2 [Change as Swift action], Trample
Flaws: Geas; Obedience, Cannot reveal the boundaries of his court's lands, Cannot ignore trespass on court lands, Cannot answer a question with another.

Skills: Knowledge [Nature] +17, Manipulation +25, Sense Motive +24, Swim +173
Special Abilities:
Dissolve: If slain, Caeill shatters like splintered driftwood, leaving behind an area of difficult terrain that if moved through at full speed, deals 1d4 damage to the mover.

Glue [Su]: As a Swift action, the Caeill can cause its skin to change, becoming impossibly sticky, akin to Sovereign Glue. In this state, the Caeill automatically succeeds on any Grapple checks made to Pin an opponent and can maintain a Pin without any direct effort on it's own part. Breaking free of the adhesive requires a DC 23 Strength check. Alcohol and Fire both grant +5 bonuses on this check for one round in reasonable quantities. Neither plant matter nor stone/soil sticks to this adhesive, for whatever reason.

Weapons that strike the Caeill while it is coated in adhesive must make a DC 24 Reflex save or become stuck to the beast and therefore mostly useless. The Caeill may will its adhesive out of existence at any time as a Swift action, causing anything attached to it at the time to fall off instantly.

Shapeshift [Ex]: As a Swift action, an Caeill may adopt the shape of any Herd animal [such as horses, sheep and cows], any Human [usually stunningly beautiful], Fish or any Insect, including water bugs. The Caeill, while not particularly bright is good at guessing what will get to you thanks to experience and will generally turn into something thoroughly appealing. If it feels genuinely threatened, it will generally assume the form of a Fine insect and make good its escape.

Spellhunter [Ex]: Caeill is skilled at dealing with Witches, a skill that makes him deadly against spellcasters of all kinds. His threatened area is considered to be 30ft where spellcasting is concerned, meaning that spellcasters must add 10 to all their casting DCs or be attacked by a Magical Javelin. For these purposes, Caeill may make 4 additional Reactions a turn.

Tweening [Ex]: Caeill is a highly capable tweener, able to shift through Abstract Boundaries, Physical Boundaries, Shadows and Spaces Beneath, along with the gaps between moments [as a Free action] during Dusk and Dawn.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Lore:
{table]DC:|Lore

11|The Dee estuary near Aberdeen has become a dangerous place of late...people keep disappearing.

16|If you pay attention, two bodies have been found in the area where people have been disappearing. Some folk suspect wolves.

21|It seems likely the killings are being conducted by fairies, possibly knights. Local tales claim the area was important for the worship of a water goddess in days gone by.

26|The knight in question is a centaur looking being called Caeill MacDee, swift of foot and brutal with his attacks. Unfortunately, it seems to be a terratorial thing but there is no indication as to where the boundaries are.

31|Rumour has it that one of Caeill's Geas forbids him to reveal the area he guards. If you can trick this out of him, a number of his powers will disappear. As a knight, Caeill's armour allows him a strength boost. Be careful of this.

36|Caeill, based on the testamony of the one man known to have survived him, is very susceptable to having his demands answered in a manner where he has to ask questions. He actually gets enraged at this, to the point where he neglects his defence [flatfooted against the annoying individual][/table]

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

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

Mulletmanalive
2011-01-28, 12:21 PM
I must've missed something, but how do you define the Witchcraft skill ?

I haven't. It's an MV skill that I've been working on. Where is it included? That would probably be an attack of the dreaded Copy-Pasta!

Stycotl
2011-01-29, 12:05 AM
i've been looking for a d20 conversion of changeling: the dreaming (old world of darkness) for a while now, and cannot find one. your project seems the best suited to such a task from any of them that i have seen on the nets.

so, two questions:


would you, mulletmanalive, be willing to do the basic kiths of the changeling world? if you need detailed descriptions of the kiths, let me know. and you wouldn't need to remake any systems, really, as they could fit easily into what you already have.
http://en.wikipedia.org/wiki/Changeling:_The_Dreaming

and if not, does anyone know of any d20 conversion of the system i am looking for?

thanks. aaron.

Mulletmanalive
2011-02-20, 03:27 PM
Dybbuk:
The dybbuk is a creature well known in Eastern European and Middle-Eastern folklore. Though best described as a fæ, it is really referred to as a devil or demon. Technically, dybbuk are imps, off-shoots of a larger creature though this has not been encountered in the most recent age.

A dybbuk is roughly a foot tall and hideous, though the actual appearance of the beast is a twisted reflection of the family it is stalking. At any given point, it has a stronger "flavour" of the most distrustful member of the household and adopts the voice of the most reasonable, though both of these are tainted by other family members.

The Dybbuk moves into a house and dwells there for a period, creating strife using its aura of malcontent and by disturbing the sleep of those within the house [see below]. The youngest child will usually take this atmosphere the worst and seek refuge in the quietest parts of the house; where the Dybbuk hides. It whispers to the child, convincing it that hurting its siblings in untraceable ways will make things nicer in the house and eventually coaxing the child into the attic or another hidden place where they use their touch to render the terrified child comatose and then use it as a host.

The creature then uses its poor victim to stir further trouble, abandoning it at night to continue tormenting the adults and eldest children. When the house is verging on the murderous, it allows its host to return to a semblance of consciousness (switching from Puppeteer to Controller) and then uses the child to murder the parents in their sleep over several nights, abandoning the terrified child in order to place nightmares in the minds of the survivors showing them killing the family member in question.

D&D Version:Name

Tiny Undead (Fae, Insubstantial)
Hit Dice: 1d12 (6 hp)
Initiative: +5
Speed: Fly 30ft
Armor Class: 17 (+2 Size, +5 Dexterity), touch 17, flat-footed 12
Base Attack/Grapple: +0/-
Attack: Ghost Touch +7 melee (1d6)
Full Attack: Ghost Touch +7 melee (1d6)
Space/Reach: 2.5ft/0ft
Special Attacks: Possession
Special Qualities: Dissolve, DR 1/Natural, Insubstantial, Fae traits, Sunlight Annihilation, Undead traits, Vulnerable to Prey
Saves: Fort +, Ref +, Will +
Abilities: Str: - Dex: 20/+5 Con: 8/-1 Int: 10 Wis: 10 Cha: 10
Skills: Bluff +4, Hide +17, Intimidate +4, Sense Motive +4
Feats: Ability Focus (Aura of Malcontent)
Environment: Eastern Europe
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Chaotic Evil
Advancement: 2-20 HD (Tiny)

Combat

Anchor: Dybbuk are mysterious spirits that are anchored to discontent and hate in a house. Their abilities allow them to stir up even more of this, making it nigh impossible to remove them entirely from a situation until they are good and ready to leave. As long as there are angry or distrustful people nominally living in the house that it infests, the Dybbuk can return to it's true form.

Aura of Malcontent [Su]: The Dybbuk is constantly surrounded by an aura that makes the atmosphere within 50ft of it [which is about the size of a house when you think about it] charged with depression and hostility. Everything becomes someone's fault, every misfortune is unbearable. This slaps a -3 penalty on all Charisma based checks other than Intimidation, to which it grants a +3 bonus. These modifiers are based on the Dybbuk's HD.

Any Fatigued or Exhausted character that suffers even the most minor of misfortunes while in the aura must make a Will save, DC 11, or be effectively Confused for the round. Use the amended table right:

1d10 |Confused Behaviour:
1 |Attack cause of save with melee or ranged attack if possible, otherwise attack verbally
2 |Stand in disbelief, fighting back tears
3-5 |Do nothing but stand and cuss, occasionally throwing names into mix. Anyone who hears this suffers misfortune
6-7 |Storm out of the room and take refuge away from people
8-10 |Blame nearest creature for misfortune and attack either verbally or physically if actually injured by misfortune.[/table]

Bringer of Woes [Su]: The nastiest trick known to the Dybbuk is the ability to pass into and twist the dreams of a sleeper, granting them nightmares. As a Full action, though rarely more than once per night, the Dybbuk may attempt to force its way into a sleeping creature's dreams and fill them with horror and terror. A creature so affected must make a Fortitude save, DC 11, or be Fatigued for the whole of the next day and a Will save, also DC 11, or be Shaken. The Shaken condition can be ended by a Shake It Off action, but is not noticed until the character is in a dangerous or truly stressful situation.

Dissolve: When destroyed [not an easy task] the dybbuk breaks up into smoke.

Possession [Ex]: Dybbuk are able to possess both humans and corpses [as if they were humans] as a Standard action. Rules for possession can be found in Book of Vile Darkness and Fiendish Codex 1.

Sunlight Annihilation: If exposed to direct sunlight, a Dybbuk must make a Fortitude save each round, DC 5 + 5 per round of exposure or be annihilated completely.

Tweening: Dybbuk may tween through doorway and other Physical Boundaries during the times of Dusk and Dawn only.

Weakness for Prey: Though it might sound insane, the Dybbuk spirits always seem to choose to target members of a particular religion exclusively within a given area. On the downside for them, they seem to gain weaknesses against holy men of that faith. Turning checks against Dybbuks by members of that faith gain a +4 bonus and Dybbuk suffer a -2 penalty on saves against associated Divine spells.

Dybbuk never approach someone with a visible symbol of their target religion because its touch has similar effects to holy water on them.


MV Version:Tiny Fæ Departed Spirit 2 CP 4
Init: +7 , Senses: Listen +0, Observation +0
Languages: Hebrew, Yiddish 3
Defence: 13 Flatfooted: 12 +5 as a Swift action
Disperse: 3
Drive Off: 11
Resist:
Fort: + 0 Reflex: + 8 Will: + 3 Psyche: 13 Tussle: n/a 3
Speed: 30ft (Phasing) Space: 2½ ft Reach: 0ft

Melee: +8 Ghostly Touch (1d6+1d3 Mental)

BAB: + 1 Grapple: + n/a
Special Actions:
Possession [Full; the dybbuk makes a Hide check against the target's Psyche in order to enter their mind]3
Abilities: Str: - Dex: 20/+5 Con: 8/-1 Int: 10 Wis: 10 Cha: 10
SQ: Aura of Malcontent, Disperse, Spirit

Feats: Ability Focus [Aura of Malcontent]

Skills: Diplomacy +6, Hide +19, Manipulation +6, Sense Motive +63
Special Abilities:
Anchor: Dybbuk are mysterious spirits that are anchored to discontent and hate in a house. Their abilities allow them to stir up even more of this, making it nigh impossible to remove them entirely from a situation until they are good and ready to leave. As long as there are angry or distrustful people nominally living in the house that it infests, the Dybbuk can return to it's true form.

Aura of Malcontent [Su]: The Dybbuk is constantly surrounded by an aura that makes the atmosphere within 50ft of it [which is about the size of a house when you think about it] charged with depression and hostility. Everything becomes someone's fault, every misfortune is unbearable. This slaps a -3 penalty on all Charisma based checks other than Intimidation, to which it grants a +3 bonus. These modifiers are based on the Dybbuk's HD.

Any Fatigued or Exhausted character that suffers even the most minor of misfortunes while in the aura must make a Will save, DC 11, or be effectively Confused for the round. Use the amended table right:

1d10 |Confused Behaviour:
1 |Attack cause of save with melee or ranged attack if possible, otherwise attack verbally
2 |Stand in disbelief, fighting back tears
3-5 |Do nothing but stand and cuss, occasionally throwing names into mix. Anyone who hears this suffers misfortune
6-7 |Storm out of the room and take refuge away from people
8-10 |Blame nearest creature for misfortune and attack either verbally or physically if actually injured by misfortune.[/table]

Bringer of Woes [Su]: The nastiest trick known to the Dybbuk is the ability to pass into and twist the dreams of a sleeper, granting them nightmares. As a Full action, though rarely more than once per night, the Dybbuk may attempt to force its way into a sleeping creature's dreams and fill them with horror and terror. A creature so affected must make a Fortitude save, DC 11, or be Fatigued for the whole of the next day and a Will save, also DC 11, or be Shaken. The Shaken condition can be ended by a Shake It Off action, but is not noticed until the character is in a dangerous or truly stressful situation.

Dissolve: When destroyed [not an easy task] the dybbuk breaks up into smoke.

Possession: The Dybbuk has the ability to infiltrate the body of a human or animal [or monster] and ride them around, usually influencing the target's actions. In order to slip in, the Dybbuk must make a Hide check against the target's Psyche to slip in beneath the victim's mental defences.

Once inside, the Dybbuk has one of the following abilities and can buy additional abilities by spending Quirks. In all cases, the dybbuk can be driven out by exorcism or by dealing damage to the victim with an antigenic substance sufficient to Disperse the dybbuk, in which case it leaves the possessed body. Note that salt shells deal subdual damage to living targets.
Puppeteer – The dybbuk completely supplants the mind of the victim, placing them in a deep coma while using their body for its own purposes. Attempting to do this forces the victim to make a Fort save, DC 12, or fall unconscious. The body doesn't fall, instead the dybbuk animates the body and does what it wishes. The host gains the benefits of the Dybbuk's Dexterity of 20 but retains its other scores. Additionally, the dybbuk is able to use corpses as a host, animating it, halting and restoring any rot or damage on the body.
Mutterer – The dybbuk constantly bombards the victim's mind with crap, driving them towards madness. The victim must make a Will save, DC 12, each round that the mutterer continues his antics or behave like he is Confused.
Controller – The Dybbuk can take control of the victim for an extended period by forcing the victim to make a Will save, DC 12, or lose control of his actions for one minute per point the save was failed by, at which point the dybbuk may relinquish control or force another save. The victim remains conscious and perceives all that the dybbuk sees and can communicate with the dybbuk, though cannot really influence the situation.

Sunlight Annihilation: If exposed to direct sunlight, a Dybbuk must make a Fortitude save each round, DC 5 + 5 per round of exposure or be annihilated completely.

Tweening: Dybbuk may tween through doorway and other Physical Boundaries during the times of Dusk and Dawn only.

Weakness for Prey: Though it might sound insane, the Dybbuk spirits seem to target Jews almost exclusively but have a very hard time resisting Jewish magics of all forms [even Kabala]; whether this is because the group they target has developed techniques for dealing with them or they are universally vulnerable but it never gets noticed elsewhere is conjecture. Jews get a +5 on all Prayercraft checks made with the Dybbuk as a target, both for exorcisms and for spellcasting.

Dybbuk will never approach someone with a visible symbol of their prey religion, in case they touch it, which instantly Disperses them

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Lore:
{table]DC|Lore

11|The Dybbuk is a bad fairytale amongst one of the city's minorities. Pay it no mind. They say that the demon preys on children...I reckon they deserve it.

16|I heard once the Dybbuk live in the attic and feed on human misery

21|If you fear a Dybbuk, make sure all of your children have necklaces with holy symbols on them that are carefully tied to be too tight to pull over the head and too difficult for a child to untie.

26|While they have few real weaknesses, Dybbuks can be checked for by pressing a holy symbol to the faces of all those in the house and by scattering salt in the attic. If you are able to let sunlight into the attic and basement, all the better.[/table]

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

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

Darthteej
2011-02-21, 01:17 AM
Ooh! Ooh! Can you do the boogieman?

http://en.wikipedia.org/wiki/Bogeyman

Mulletmanalive
2011-02-21, 03:45 AM
Ooh! Ooh! Can you do the boogieman?

http://en.wikipedia.org/wiki/Bogeyman

I've been working towards doing bogeys for a while now; is there a particular creature you'd like to see or would my original intention of starting with the bugbear be sufficient?

Darthteej
2011-02-21, 10:33 PM
Bugbear works just fine in this case.

Mulletmanalive
2011-02-22, 12:13 PM
Unicorn:
The unicorn is common in almost every myth system, possibly based on vague memories of ancient rhinos. Oddly, the classical imagining of a unicorn features the horn emerging from between the creature's eyes in a crest, though all documented cases of the beast actually have a blade like appendage along the ridge of its nose; it looks more like a rhinoceros horn crossed with a blade, the dominant males developing larger primary horns along with secondary horns and heavy horn lithoderms around its eyes and cheeks. Interestingly, the beast has feet more like a deer rather than those of a horse; they retain the immense speed of a horse, though move with more of a bounding gait than an equine.

In British myth especially, unicorns are known for their rapist tendencies. This is actually a slight misunderstanding of their violent carnivorous tendencies where they tend to split open the bellies of their victims by forcing their horn into a handy orifice in the victim's body in order to devour the entrails first. One element of myth that is well known is the magical healing quality of unicorn hair and horn; in this case, the same thing. If it enters the target's bloodstream, it negates all poison and disease in the target's body; this is actually an adaption to purify their food, which removes any impurities, though it is a very useful trait for those who manage to tame the beasts.

Unicorns are found in all the colours that deer and horses are, though white ones were carefully bred to serve in the cavalry of certain Seelie courts, while grey is fashionable in many other circles.

D&D Version:
Large Magical Beast [Fae]
Hit Dice: 5d10+15 (42 hp)
Initiative: +2
Speed: 60ft (12 squares)
Armor Class: 15 (-1 Size, +2 Dexterity, +4 Natural Armour), touch 11, flat-footed 13
Base Attack/Grapple: +5/+12
Attack: Horn +7 melee (2d6+4, Crit 19/x2 plus Purification)
Full Attack: Horn +7 melee (2d6+4, Crit 19/x2 plus Purification) AND 2 Hooves +2 melee (1d6+1)
Space/Reach: 10ft/5ft
Special Attacks: Purification
Special Qualities: Dissolve, DR 5/Natural, Scent, Tweening, Woodland Stride
Saves: Fort +7, Ref +6, Will +3
Abilities: Str: 16/+3 Dex: 14/+2 Con: 16/+3 Int: 2/-4 Wis: 12/+1 Cha: 6/-2
Skills: Balance +6, Jump +15, Spot +10
Feats: Alacritous DodgeRaces of the Wild, Powerful Charge, RunB
Environment: Sylvan woodlands
Organization: Solitary, Herd (2-9 + 1-6 young), Hunt (3-8 + Riders)
Challenge Rating: 3
Treasure: Horn
Alignment: Evil by Temperment
Advancement: 6-12 Large

Combat

Dissolve: When slain, a unicorn collapses into a matted bed of horse hair and quicksilver.

Pass Without Trace [Su]: A unicorn moves unhindered by brambles, undergrowth or any other natural impediment or difficult terrain. It leaves no footprints or marks to allow others to follow it. This does not allow it to pass through things it would not otherwise be able to pass such as moving through trees or spaces it cannot fit through.

Purification [Ex]: The horn hairs of the unicorn are a universal antitoxin. Anyone wounded by the beast's horn is instantly cured of all diseases and poisons. Diseases with SR count the unicorn as having rolled a 25 [20 + HD] on the Caster Level check.

Tweening: Unicorns can pass into and out of the Hedge through Physical Boundaries all the time and also through the Space Beneath and Shadows during the times of dusk and dawn.


MV Version: Large Fæ Animal 4 CP 4
Init: + 5 , Senses: Listen + 1 , Spot +10 Scent 30ft
Languages: Gaelic [Understands only]3
Defence: 13 Flatfooted: 9 , +4 Swift action
Hardness: 4 [partial] + DR 4/Natural = 8
HD: 4d8 + 12 + 16 Hp: 46
Massive Damage: 16
Thresholds: Green, [ 23 ] Yellow, [ 11 ] Orange, [ 4 ] Red
Resist: a
Fort: + 7 Reflex: + 5 Will: + 3 Psyche: 10 Tussle: 19 3
Speed: 60ft Space: 10 ft Reach: 5 ft

Melee: +5 Horn (2d6+4, Crit 19/x2 plus Purification)

BAB: + 3 Grapple: +10
Special Actions:
Purification [Automatic; wound inflicted by horn, target cured of all diseases and poisons]3
Abilities: Str: 16/+3 Dex: 14/+2 Con: 16/+3 Int: 2/-4 Wis: 12/+1 Cha: 6/-2
SQ: Dissolve, Pass Without Trace, Tweening

Feats: Dodge, Run

Skills: Balance +10, Observation +93
Special Abilities:
Dissolve: When slain, a unicorn collapses into a matted bed of horse hair and quicksilver.

Pass Without Trace [Su]: A unicorn moves unhindered by brambles, undergrowth or any other natural impediment or difficult terrain. It leaves no footprints or marks to allow others to follow it. This does not allow it to pass through things it would not otherwise be able to pass such as moving through trees or spaces it cannot fit through.

Tweening: Unicorns can pass into and out of the Hedge through Physical Boundaries all the time and also through the Space Beneath and Shadows during the times of dusk and dawn.

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

Lore
{table]DC|Information

5|Unicorns are beautiful, noble creatures that help lost maidens in the woods.

10|The pelt of a unicorn is purest white and they will bestow a touch of their curing horn to anyone of pure heart that they encounter.

15|Avoid unicorns at all costs. Especially during the spring when they won't just kill you...

20|Unicorns actually have pretty good camouflage when it comes to it. Most are a dappled brown/grey pattern and the horn on their nose is a similar colour but lighter.

25|Unicorns are carnivores. They'll kill you with that horn of theirs and eat the soft bits first. Swallowing rocks might help a little as a broken horn seems to be very painful to them.

30|Don't bother trying to run away from a unicorn, they're unslowed by terrain; instead, get up a tree where the thing can't reach. They're surprisingly vulnerable to infection because their food is always purified, so arrows tipped in dung can bring them down rather well [ignore DR and no save]

35|Unicorns, especially the goat bearded males, are very keen on virgins. Only they can tame them and that's only after dominating them. This can be used against them by using virgin's blood to lure them into traps. It smells so strong to a Unicorn that their ability to smell you is pretty much negated. [+4 to Hide].[/table]

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

Unicorn Horn:
While not worth a lot on the open market [the stuff has something of a bad reputation], powdered unicorn horn is a fine antivenom and powerful aphrodisiac.

A horn provides 1 charge of powdered essence of unicorn per HD of the donor, which is capable of removing all disease and poison from one patient.

A charge may also be mixed with two pints of hot water and a little alcohol to produce 5 doses of Antitoxin.

Additionally, a horn, could in theory, be used as an (expensive) weapon, counting as a dagger or making a perfectly servicable spearhead. It is a natural weapon and has the same poison and disease curing properties as when the horn was still part of its original owner.

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

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

LOTRfan
2011-02-22, 07:56 PM
Congratulations. You have made Unicorns scary...

dsmiles
2011-02-22, 08:06 PM
I notice you haven't done Redcaps yet. One of my favorite faerie folk. (How's that for alliteration, eh?) Little mean dwarf/goblin thingies. Just the first page of a Google search turned up these:

Source. (http://www.monstropedia.org/index.php?title=Redcap)
Source. (http://www.pantheon.org/articles/r/red_cap.html)
Source. (http://mythicalbeasties.blogspot.com/2008/10/r-is-for-red-cap.html)
Source. (http://www.hp-lexicon.org/bestiary/bestiary_r.html#red_cap)
Source. (http://www.oldcuriosityshop.net/quilpsden/articles/redcaps.html)
Source. (http://www.bellaterreno.com/art/scottish/scottishredcaps.aspx)

Mulletmanalive
2011-02-23, 01:46 PM
Congratulations. You have made Unicorns scary...

You should see some of the other things i'm working on...that said, hos is this really worse than the Dresden Files one?


I notice you haven't done Redcaps yet.

Border Goblins Dunters, Redcaps and Robin Redcap himself.

There you go!

LOTRfan
2011-02-23, 01:55 PM
I'm not familiar with the Dresden Files, so I can't really compare.

Mulletmanalive
2011-02-23, 01:57 PM
I'm not familiar with the Dresden Files, so I can't really compare.

My mistake, I thought you were one of those people who I had discuseed such with previously...

The Tygre
2011-02-25, 10:39 AM
Well, bravo, mullet. I can never watch My Little Ponies again without thinking of Twilight Sparkle being the larval form of a rapacious, carnivorus, arboreal rape machine. Well done.

N-not that I watched My Little Ponies in the first place... HEY! It's a Cracked article on International Boogeymen (http://www.cracked.com/article/174_7-horrific-boogeymen-used-to-scare-kids-around-world/)! How about you stat. up the Cuco and we'll forget this ever happened?! (Sides, we need more South American Fae around here.)

Mulletmanalive
2011-02-25, 01:07 PM
We aim to scar...

I'll see about him once I've done he boogey template and finally finished Lady Midday for Mortey...

I wonder if the bogey template will help with that any...

dsmiles
2011-02-25, 03:20 PM
Border Goblins Dunters, Redcaps and Robin Redcap himself.

There you go!Awesome. Didn't recognize them as Border Goblins. Thanks!

Mulletmanalive
2011-03-02, 04:10 PM
Buggebear [Bogey]:
The Buggbear, or bugbear, is a classic bogey mentioned in Mrs Wright's texts and records on bogeys and bed scares. The buggebear is a heavy set, human shouldered bear with a blunt face that can occasionally be seen lurking on the edge of forests and leering at children. They are known to enter human dwellings and scare children for their sadistic pleasure [and few grasp, dietary requirements]. Occasionally they snatch the children, but why is a mystery as they don't eat meat...well, normal meat. They eat those who died terrified...

D&D Version:
Size/Type: Medium Animal (Fae)
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/+6
Attack: Claw +6 melee (1d4+4)
Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Peekaboo
Special Qualities: Dissolve, DR 3/Natural, Low-light vision, scent, Shadow Meld, Tweening
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Climb +4, Listen +4, Spot +4, Swim +8
Feats: Daunting Presence[supB[/sup], Endurance, Run
Environment: Temperate forests
Organization: Solitary or pair
Challenge Rating: 3
Advancement: 4-5 HD (Medium)
Level Adjustment: —


Combat:
Buggebears rely on fear and cause it as often as they can. Due to their fear based dietary requirements, they don't kill anyone who isn't paralysed with fear already; it doesn't taste the same.

Buggebears engage in combat by switching regularly from shadow to hedge to real and attempting to incite as much fear as possible before the combat actually begins.

Audible Creeping [Ex]: One of the most distinguishing abilities of the bogey is the ability to make itself heard and to manipulate the shadow it occupies in a minor fashion. Even while inside the Hedge, the bogey can make Intimidate and Manipulate checks, along with conversing verbally, should it so choose [and have the intellect]. Similarly, a bogey can use any feats that have a vocal range while merged with a shadow.

Dissolve: When slain, the Buggbear breaks up into oily black sludge that boils away quickly if not collected into an airtight containter.

Peekaboo [Ex]: As a Full action, a bogey can emerge part of the way from its host shadow, execute a Standard action and return. While partially emerged, they count as having Cover and Concealment and are still unable to move freely.

Shadow Meld: Bogies have the ability to meld into shadows by touching an umbra [a non-hazy shadow] and spending a Swift action. This is identical to the ability of all fæ to enter the Hedge, though they are unable to move beyond the limits of the shadow that they are within. As with a normal merge into the Hedge, the creature is very difficult to attack.

While melded with a shadow, the fæ suffers two specific weaknesses because of its partial link to the stuff of shadows; while they are nigh indestructible, they can be instantly destroyed by illuminating its host so thoroughly that it casts no shadow at all. This casts the bogey adrift in the separation between the Hedge and the Real, taking many months o find its way back but not destroying it so that it will not reform. The other weakness is that it is possible to trap the creature in a mirror by causing the shadow to fall upon it. Until the mirror is broken, the bogey remains trapped. This has led to the production of mirror knifes that allow the trapping of bogeys by thrusting them into the shadow of the victim. Neither of these effects grant saves but aren't exactly easy to use.

Tweening: A Buggebear can tween through Shadows, Physical Boundaries and the Space beneath. It gains no benefits at dusk and dawn.


MV VersionMedium Fæ Bogey Animal 6 CR 5
Init: + 4 , Senses: Listen + 7 , Spot + 7 Scent
Languages: None3
AC: 15 Flatfooted: 10
Hardness: 2 [Total] + DR 6/Natural
HD: 6d8+24+18 Hp: 69
Massive Damage: 18
Thresholds: Green, [ 34 ] Yellow, [ 17 ] Orange, [ 6 ] Red
Resist: a
Fort: + 10 Reflex: + 4 Will: + 4 Psyche: 18 Tussle: 233
Speed: 40ft Space: 5 ft Reach: 5 ft
Melee: +8/+8 Claws (1d6+4, 20/x2 + Improved Grab) AND +3 Bite (1d8+2, 20/x2)

BAB: + 4 Grapple: +13
Special Actions: Grapple deals Bite damage. Ignore Str of characters with Strength 19 or less in a grapple3
Abilities: Str: 18/+4 Dex: 8/-1 Con: 18/+4 Int: 8/-1 Wis: 12/+1 Cha: 12/+1
SQ: Dissolve, Shadow Meld, Tweening

Feats: Clever Wrestler, Daunting PresenceB, Power Attack, Improved Grapple

Skills: Climb +11, Hide +5, Listen +7, Move Silently +5, Spot +7, Swim +113
Special Abilities:
Audible Creeping [Ex]: One of the most distinguishing abilities of the bogey is the ability to make itself heard and to manipulate the shadow it occupies in a minor fashion. Even while inside the Hedge, the bogey can make Intimidate and Manipulate checks, along with conversing verbally, should it so choose [and have the intellect]. Similarly, a bogey can use any feats that have a vocal range while merged with a shadow.

Dissolve: When slain, the Buggbear breaks up into oily black sludge that boils away quickly if not collected into an airtight containter.

Peekaboo [Ex]: As a Full action, a bogey can emerge part of the way from its host shadow, execute a Standard action and return. While partially emerged, they count as having Cover and Concealment and are still unable to move freely.

Shadow Meld: Bogies have the ability to meld into shadows by touching an umbra [a non-hazy shadow] and spending a Swift action. This is identical to the ability of all fæ to enter the Hedge, though they are unable to move beyond the limits of the shadow that they are within. As with a normal merge into the Hedge, the creature is very difficult to attack.

While melded with a shadow, the fæ suffers two specific weaknesses because of its partial link to the stuff of shadows; while they are nigh indestructible, they can be instantly destroyed by illuminating its host so thoroughly that it casts no shadow at all. This casts the bogey adrift in the separation between the Hedge and the Real, taking many months o find its way back but not destroying it so that it will not reform. The other weakness is that it is possible to trap the creature in a mirror by causing the shadow to fall upon it. Until the mirror is broken, the bogey remains trapped. This has led to the production of mirror knifes that allow the trapping of bogeys by thrusting them into the shadow of the victim. Neither of these effects grant saves but aren't exactly easy to use.

Tweening: A Buggebear can tween through Shadows, Physical Boundaries and the Space beneath. It gains no benefits at dusk and dawn.

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

Lore:
{table]DC [D&D/MV]|Lore

3/6|Bugbears are just a monster our parents made up to scare us as children. Works well on our kids

8/11|Sleeping with an iron bar under your pillow will keep you safe from bugbears

13/16|Sometimes, children say they have seen bugbears, flat faced bears with human eyes and shoulders, lurking at the edges of the forest at night. They report the greatest intrusion when the moon is full and the shadows are long.

18/21|Buggebears are a fae mutation of the common bear. Smarter, scarier and they feed on fear, literally.

23/26|Buggbears DO avoid iron, but only when a holy symbol or one of civilisation [like a horseshoe] is placed in a position where it could conceivably fall on them, such as nailed to a wall. They will never approach this.

28/31|Buggebears are phenominally vulnerable to having the tables turned on them. If a scared character threatens them and successfully Intimidates them while wielding a weapon, they are forced to flee and cannot return for one lunar month.[/table]

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

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

Mulletmanalive
2011-03-02, 06:36 PM
Bogeyman [Template]:
The bogey is a concept from northern England and Scotland, usually referred to as Nursery Bogies in records of classification. Bogeyman is an inherited template that may be applied to any animal, humanoid or Fæ creature. If applied to a non-Fæ creature, it gains the Fæ subtype in addition to any others they may possess.

All statistics not directly mentioned here are unchanged.

CP: +50% +1 if the Fæ subtype is gained.

CR: +1, +1 if the Fæ subtype is gained.

Special Attacks: The bogey retains any special attacks of the base creature and gains the following abilities:

Audible Creeping [Ex]: One of the most distinguishing abilities of the bogey is the ability to make itself heard and to manipulate the shadow it occupies in a minor fashion. Even while inside the Hedge, the bogey can make Intimidate and Manipulate checks, along with conversing verbally, should it so choose [and have the intellect]. Similarly, a bogey can use any feats that have a vocal range while merged with a shadow.

Peekaboo [Ex]: As a Full action, a bogey can emerge part of the way from its host shadow, execute a Standard action and return. While partially emerged, they count as having Cover and Concealment and are still unable to move freely.

Special Qualities: The creature retains the base creature's qualities and gains the following:

Shadow Meld: Bogies have the ability to meld into shadows by touching an umbra [a non-hazy shadow] and spending a Swift action. This is identical to the ability of all fæ to enter the Hedge, though they are unable to move beyond the limits of the shadow that they are within. As with a normal merge into the Hedge, the creature is very difficult to attack.

While melded with a shadow, the fæ suffers two specific weaknesses because of its partial link to the stuff of shadows; while they are nigh indestructible, they can be instantly destroyed by illuminating its host so thoroughly that it casts no shadow at all. This casts the bogey adrift in the separation between the Hedge and the Real, taking many months o find its way back but not destroying it so that it will not reform. The other weakness is that it is possible to trap the creature in a mirror by causing the shadow to fall upon it. Until the mirror is broken, the bogey remains trapped. This has led to the production of mirror knifes that allow the trapping of bogeys by thrusting them into the shadow of the victim. Neither of these effects grant saves but aren't exactly easy to use.

Abilities: +2 Wis, minimum Int 6

Skills: The bogey gains a +6 bonus to its Hide and Move Silently modifiers.

Feats: The bogey gains Daunting Presence as a bonus feat. This feat is found in Libris Mortis

Super_Fluous
2011-03-02, 08:27 PM
Would it be reasonable to make a request for a player race version of a brownie (http://www.pantheon.org/articles/b/brownie.html) or a domovoi (http://www.pantheon.org/articles/d/domovoi.html), or else one of those types of guardian house spirits? Probably LA 1, maybe with some sort of abilities that draw on its connection to houses or something along those lines.

The Tygre
2011-03-07, 04:14 PM
Mullet, the bogeyman template is brilliant. Simple, but the best templates always are. I could see giving it to something simple like a bear or a lion to make something really fun.

Mulletmanalive
2011-03-07, 04:16 PM
Mullet, the bogeyman template is brilliant. Simple, but the best templates always are. I could see giving it to something simple like a bear or a lion to make something really fun.

...

I bid you look at the Buggbear. That's exactly what I did...

The Tygre
2011-03-07, 04:33 PM
...

I bid you look at the Buggbear. That's exactly what I did...

Mullet, Mullet, Mullet, you forget; I am utterly and completely blind to stats if they have even the slightest variation in them. You can ask my players if you don't believe me. :smallbiggrin:

P.S. And does this mean that, theoretically, there are Dire Bugbears?

Mulletmanalive
2011-03-07, 04:35 PM
As I was considering going with one of the wackier theories and making Cuco by slapping Bogey on a dragon, i would presume so...

Mulletmanalive
2011-03-09, 05:45 PM
Lady Midday:
In the great, hot flats of the Ukraine and Poland there is a greater danger in staying out in the midday sun than the mere prospect of sunburn. The fairy known as Lady Midday is a powerful representation of summer, with all its befuddlements, stiff necks and regrets.

Lady Midday is actually a subspecies of fæ that belongs exclusively to the courts of Summer in the areas between the Alps and the Urals. They stray around the realms of men, seeking those foolish enough to violate what they consider their sacred hour. They stand at the limits of fields and ask complex questions of those who work under the sun; those who fail to answer to her satisfaction are cursed or slain outright.

Lady Midday can appear to be anyone; any human she has seen, she can look like. Favoured forms include an ancient crone, a young maiden and a creepy flaxen haired girl-child. If forced to fight, she wields a magical scythe or shears and breaks apart into dust if forced to flee.

D&D Version:
Medium Outsider [Fae, Native]
Hit Dice: 10d8 + 30 (75 hp)
Initiative: +5
Speed: 30ft (6 squares)
Armor Class: (+5 Dex, ), touch, flat-footed
Base Attack/Grapple: +10/
Attack: Scythe +13 melee (2d4+4, 19/x4, plus Trip plus Maim) or Shears +13 (1d6+5 non-lethal, 17/x2 plus Maim) or Sunbeam +15 ranged touch (4d6 Fire, range 30ft)
Full Attack: Scythe +13/+8 melee (2d4+4, 19/x4, plus Trip plus Maim) or Shears +13/+8 (1d6+5 non-lethal, 17/x2 plus Maim) or Sunbeam +15/+10 ranged touch (4d6 Fire, range 30ft)
Space/Reach: 5-ft/5-ft
Special Attacks: Diabolical Questions, Spell-like Abilities
Special Qualities: Dissolve, DR 20/Natural, Dust Form, Noonday Sun, Tweening
Saves: Fort +10, Ref +12, Will +12
Abilities: Str: 16/+3 Dex: 20/+5 Con: 16/+3 Int: 16/+3 Wis: 20/+5 Cha: 16/+3
Skills: Diplomacy +16 (+19), Disguise +23 (+26), Gather Information +16 (+19), Intimidate +16 (+19), Knowledge [History] +16, Manipulation +16 (+19), Ride +18, Sense Motive +18
Feats: Ability Focus [Diabolical Questions], Ability Focus [Dissolve], Power Attack, "Sex Appeal" [double Cha bonus vs men],
Environment: Eastern Europe
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Usually Neutral
Advancement: 11-20 medium

Combat

Bend with Terror [Su]: Those whom Lady Midday successfully Intimidates become Shaken or Frightened as normal but count as Flatfooted against the attacks of Lady Midday.

Diabolical Questions [Su]: Lady Midday has a tendency to ask difficult questions and pose riddles that give the questioned a real sense that failure to answer correctly will grant her additional power over them. This has an ironic effect of self fulfilling as this paranoia causes great trouble to the victim. Lady Midday poses the question and the target has one thirty seconds to respond [5 rounds]to respond. This is resolved as a Will save against DC 24 . A perfect answer to the riddle counts as a natural 20. Failure on this save renders the target Frightened and success by less than 5 renders the victim Shaken anyway.

Dissolve: When slain, Lady Midday explodes into a burst of insanely white light. Anyone within 15ft of her suffers 5d6 Light damage and 3d6 Fire damage and anyone within 45ft of her is Blinded. A Reflex save, DC 21 (24), halves the damage and negates the blinding effect. This effect is Cha based.

Dust Form [Su]: Breaking up into the dust of the noon winds, Lady Midday can move rapidly and remain virtually immune to attack. In this form, she changes to a 20ft cube of dust with a movement speed of Fly 30ft with Perfect manoeuvrability. Those inside the area of the dust must make a Reflex save, DC 12, each round or be Blinded by the flying grit. In this form, they take -50 damage from attacks aside from Barrage or Flame attacks, which deal double damage to the fairy. Entering or leaving Dust Form requires a Full action.

Imageshifter [Su]: Lady Midday is able to adopt the image of any human that she has seen, though they retain their own hair colour. They tend to adopt female forms and changing is a Move action. This functions mechanically as a +20 bonus to Disguise checks.

Maim [Ex]: On a Critical hit, Lady Midday inflicts 1d3 Negative Levels; a DC 18 Reflex save reduces this to one Negative Level. Removing these negative levels requires a DC 18 Fortitude save. Both saves are Charisma based.

Noonday Sun [Ex]: Even when the sky is overcast, the sun beats down upon Lady Midday like a hammer, eating away at the stamina of those around her like acid. She constantly radiates a 30ft aura [technically 20ft but she is of the Summer fæ] of bright, painfully hot sunlight; anyone who remains within this aura for a full minute, that is for 5 full rounds, becomes Fatigued with no save allowed. This effect stacks, so a second minute would leave you Exhausted and another would leave you Disabled. This effect can be prevented by ensuring that you spend at least one full round outside the aura between exposures.

Ruthless Strike [Ex]: When she makes a successful attack against a Flatfooted target or one otherwise denied its Dexterity bonus to its AC, she deals an additional +2d10 damage. This does not apply against target that are immune to critical hits.

Spell-like Abilities: At will: Light, Daylight

Trip [Ex]: On any successful melee attack against a humanoid opponent may make a Trip attempt as a Free action.

Tweening: Lady Midday is able to shift into the Hedge through Physical Borders, the Space Beneath and Shadows, along with Abstract Boundaries during times of Dusk and Dawn.


MV Version:Medium Fæ Shapeshifter Humanoid 10 CP 8
Init: + 7 , Senses: Listen + 5 , Observation + 5
Languages: Polish, Russian, Slavic root 3
Defence: 25 Flatfooted: 10, +5 Swift action
Hardness: DR 20/Natural
HD: 10d8 + 30 + 16 Hp: 91
Massive Damage: 10
Thresholds: Green, [ 27 ] Yellow, [ 13 ] Orange, [ 5 ] Red
Resist: Immune: Compulsions, Resist; Light 20, Fire 20
Fort: + 7 Reflex: + 7 Will: + 10 Psyche: 38 Tussle: 203
Speed: 30ft Space: 5 ft Reach: 5 ft

Ranged: +12 [+7/+7] [I]Sunbeam (4d6‡ Fire, range 30ft)

Melee: +11 [+5/+5] Scythe (2d6+6, 19/x2 plus Trip plus Maim)
OR +11 [+5/+5] Shears (1d6+5 Mental, 17/x2 plus Maim)

BAB: + 7 Grapple: +10
Special Actions:
Daystar [Standard; create a 120ft burst of true daylight, targets in area are Blinded, Reflex DC 18 (21)/Dazzled]
Diabolical Questions [Swift; pose question to provoke a Fear effect. See below.]
Light [Swift; create a globe of light that sheds illumination in a 60ft radius, 120ft for shadowy illumination.]
Maim [Scythe attack criticals; target suffers 1d3 Wounds, Reflex DC 18 /1 Wound.]
Ruthless Strike [Strike a flatfooted target; +2d10 damage; targets with Fear effects on them count as Flatfooted.]
Trip [Scythe attack hits; compare roll to target's Tussle, if higher, target is knocked prone.]
Weapon Specialisation [Standard; Scythe 3d6+6 or Shears 2d6+5 Mental]
Combat Gear: Scythe3
Abilities: Str: 16/+3 Dex: 20/+5 Con: 16/+3 Int: 16/+3 Wis: 20/+5 Cha: 16/+3
SQ: Dissolve, Dust Form, Noonday Sun, Tweening

Feats: Ability Focus [Diabolical Questions], Ability Focus [Dissolve], "Sex Appeal" [double Cha bonus vs men], Weapon Focus (Scythe/Shears), Weapon Specialisation (Scythe/Shears)

Skills: Diplomacy +22 (+25), Disguise +23 (+26), Gather Information +22 (+25), Intimidate +22 (+25), Knowledge [History] +19, Manipulation +22 (+25), Ride +15, Sense Motive +253
Special Abilities:

Bend with Terror [Su]: Those whom Lady Midday successfully Intimidates become Shaken or Frightened as normal but count as Flatfooted against the attacks of Lady Midday.

Diabolical Questions [Su]: Lady Midday has a tendency to ask difficult questions and pose riddles that give the questioned a real sense that failure to answer correctly will grant her additional power over them. This has an ironic effect of self fulfilling as this paranoia causes great trouble to the victim. Lady Midday poses the question and the target has one thirty seconds to respond [3 rounds]to respond. This is resolved as a Will save with the Roleplaying tag, against DC 24 [Intelligence AND Charisma]. A perfect answer to the riddle counts as a natural 20. Failure on this save renders the target Frightened and success by less than 5 renders the victim Shaken anyway.

Roleplaying Tag: The Roleplaying tag is a simple idea that applies in MV's social rules. It uses the concept of a "virtual roll" to allow players to gain rewards for their efforts in acting out their character's words.

The basic jist of the system is that the more effort the player puts in, the higher they roll on their virtual d20.
{table]Effort put in |Roll
Refuses to try |5

Little effort for the player [this means less effort for quiet folks than talky ones] |10

Uses relevant information/in game knowledge |12

Portrays character strongly, significant personal effort | 15

Quality acting and speech that supports their efforts |18

Minor appropriate gestures and some physical portrayal [expressions, waves, description] |+1 to +2[/table]


Dissolve: When slain, Lady Midday explodes into a burst of insanely white light. Anyone within 15ft of her suffers 5d6 Light damage and 3d6 Fire damage and anyone within 45ft of her is Blinded. A Reflex save, DC 21 (24), halves the damage and negates the blinding effect. This effect is Cha based.

Dust Form [Su]: Breaking up into the dust of the noon winds, Lady Midday can move rapidly and remain virtually immune to attack. In this form, she changes to a 20ft cube of dust with a movement speed of Fly 30ft with Perfect manoeuvrability. Those inside the area of the dust must make a Reflex save, DC 12, each round or be Blinded by the flying grit. In this form, they take -50 damage from attacks aside from Barrage or Flame attacks, which deal double damage to the fairy. Entering or leaving Dust Form requires a Full action.

Imageshifter [Su]: Lady Midday is able to adopt the image of any human that she has seen, though they retain their own hair colour. They tend to adopt female forms and changing is a Move action. This functions mechanically as a +20 bonus to Disguise checks.

Noonday Sun [Ex]: Even when the sky is overcast, the sun beats down upon Lady Midday like a hammer, eating away at the stamina of those around her like acid. She constantly radiates a 30ft aura [technically 20ft but she is of the Summer fæ] of bright, painfully hot sunlight; anyone who remains within this aura for a full minute, that is for 5 full rounds, becomes Fatigued with no save allowed. This effect stacks, so a second minute would leave you Exhausted and another would leave you Disabled. This effect can be prevented by ensuring that you spend at least one full round outside the aura between exposures.

Tweening: Lady Midday is able to shift into the Hedge through Physical Borders, the Space Beneath and Shadows, along with Abstract Boundaries during times of Dusk and Dawn.

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

Lore:
{table]DC|Information

10|Any field could hold the spirit Lady Midday.

15|Unique and vengeful, Lady Midday asks cryptic questions of those who work harder than social mores require.

20|A race of accomplished shape-changers, Lady Middays [yes, that's the plural] are enforcers of some kind of bizarre policy of timekeeping

25|The Summer Court in the Ukraine draw power from the silent moments around midday, when only crickets sound. No-one is sure how but they are certainly keen to make them...

30|It is possible to buy time to think by continually asking questions instead of answering the riddle Lady Midday poses. Each question posed buys you an extra round to think.

35|The smoke from a torch of reedmace and sedge-grass is impenetrable to the light based powers of Lady Midday. If you have the back of your neck completely covered, you are immune to Lady Midday's Noonday Sun aura.[/table]

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

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

Morty
2011-03-10, 12:36 PM
I like it. You've certainly done some research. I think she's of the right CR, too - Ladies Midday or Noonwraiths as they're also called, were pretty scary. Don't worry about it being late.

vikingofdoom
2011-03-10, 02:12 PM
I just want to point out that in the Lady Midday, you have it listed as 30 seconds to respond, which would normally be 5 rounds, but you also put in 3 rounds to respond in the same sentence. Which one would be the correct time? Or is there something I am missing?

Mulletmanalive
2011-03-10, 02:16 PM
Fixed it. MV uses 12 second rounds and that's the version that gets made first so the occasional artifact is inevitable.

Thanks for catching that.

Leliel
2011-03-11, 12:29 AM
OK, how about a tikbalang (http://en.wikipedia.org/wiki/Tikbalang)?

Could also provide a hook for the mortal characters who get turned into fey-one of the more malicious ones led them straight to his queen.

Lhurgyof
2011-03-11, 01:04 AM
How about Grasshopper from the local Penobscot myth? :)

Long ago, Gluskabe and his Grandmother, Woodchuck, lived alone in a small lodge near the water. One day his Grandmother said to him, "My Grandchild, it is sad that we have no tobacco." "What is tobacco, Grandmother?" Gluskabe asked.

"Ah, Grandson, tobacco is a great gift from Tabaldak, our Maker. If you are sick, you need only tobacco out in the woods, and you will find the medicine plants. Then, when you place some tobacco on the Earth, you can pluck those plants from the root and use them. Tobacco is a great comfort to the old. They can smoke it in their pipes and see all the happy days of their lives in the smoke as it lifts up. When you pray and burn tobacco, that smoke carries your prayer straight up to our Maker. Tobacco is a very good thing indeed, when it is used as Tabaldak intended."

"Then we should have tobacco," Gluskabe said. "Where can I find it, Grandmother?"

"Ah, Grandson," Grandmother Woodchuck said, "it is not easy to get tobacco. It is on a big island far out in the water. A person with great magic lives there. He raises tobacco and will not share it because of selfishness. He is very dangerous. Those who go to steal tobacco never return."

"Huunh!" Gluskabe said. "I will go and get tobacco, and I will share it with everyone."

Then Gluskabe went to the edge of the water. There was a hollow log there, and Gluskabe shaped it into a canoe. He put it in the water.

"Now," he said, "let me see if this canoe will go."

He pushed it with his foot, and the hollow log canoe shot out across the water. It went one whole look, as far as a person can see.

"This canoe is not fast enough," Gluskabe said.

The Gluskabe took a big white birch tree. He stripped off the bark and fashioned it into a canoe and put it in the water.

"Now," he said, "let me see if this canoe will go."

He pushed it with his foot, and the birch bark canoe went very swiftly over the water. It went two looks, but Gluskabe was not satisfied.

"This canoe is not fast enough," he said.

Then Gluskabe fashioned a boat with ribs of cedar and the skin of a moose. He put it into the water and pushed it out and it went three looks. But Gluskabe was not happy with the moose hide canoe.

"This canoe," he said, " is not fast enough."

Gluskabe looked around. There at the edge of the water was a great white boulder. Gluskabe turned it over, shaped it into a canoe and put it into the water.

"Now," he said, "let me see if this canoe will go."

He pushed it with his foot, and it shot out across the water with Gluskabe inside. It went four looks almost as quickly as one could think, leaving a great white wave behind it. Gluskabe was very pleased.

"Now I can go and get tobacco."

He went back into the lodge. "Grandmother," he said, "I am going now to steal tobacco. But first you must tell me the name of my enemy, the magician who will not share the tobacco."

Grandmother Woodchuck shook her head. "Who will hunt for me and bring me wood for my fire and water for my cooking if Grasshopper kills you? No, Gluskabe, I cannot tell you his name."

Gluskabe laughed. "Oleoneh, Grandmother," he said. "When I return, you will be the first one to smoke tobacco in your pipe."

Then Gluskabe climbed into his white stone canoe. He pushed off from the shore, and the canoe shot over the waves towards the island of the magician, Grasshopper. As the canoe sped along, Gluskabe sang:

Grasshopper, you are going to travel,
Grasshopper, you are going to travel,
You must leave your home now,
Grasshopper, you are going to travel.


He sang his song four times. By the time he was finished, he had reached the island, and, sure enough, just as he had wished in his song, Grasshopper was not there. The cooking pot was still on the fire, and the beautiful clay pipe decorated with bright stones was beside the fire, with smoke still rising from the bowl, but the magician was nowhere to be seen. Gluskabe picked up the pipe.

"Grasshopper," he said, "you are not going to need this anymore." Then he placed the pipe in his own pouch. Inside the lodge on many racks, tobacco bundles were drying. Gluskabe took them all and placed them in his canoe. He took all of the tobacco and did not leave a single seed. All around the fields were the bones of those who had come to steal tobacco and were killed by Grasshopper. Gluskabe gathered all the bones together and then shouted.

"Get up!" Gluskabe yelled. "Your enemy is coming back." Then all of the bones came back together, and all of the people came back to life. They were very happy, even though some of them had been in such a hurry to return to life that they had gotten the wrong bones. Some of them had legs or arms that were too short or too long. The old people say that is why there are crippled people today. Gluskabe shared the tobacco among them. He mended their boats, which had been broken by Grasshopper, and sent them back to their homes.

"Tobacco is for everyone." he said. "You must always share it and give it freely or it will not do you good."

Then Gluskabe climbed back into his white stone canoe. He pushed it with his foot, and it flew back across the waves to the place where his Grandmother Woodchuck waited.

"Grandmother," he said, "I have brought tobacco. Never again will it be scarce."

Grandmother Woodchuck was very happy. She filled her pipe with the tobacco and smoked it and gave thanks to Tabaldak. She began to sing a song in praise of her Grandson, Gluskabe. But as she sang, the magician, Grasshopper, came. He came across the sky in a magical canoe.

"YOU!" he shouted in a loud and terrible voice. "You have stolen my tobacco!"

"That is not so," Gluskabe said. "It was not right for you to keep it all to yourself. Now my children and my children's children will have tobacco to enjoy." Then he rubbed Grasshopper between his hands, and Grasshopper became very small.

"Please," Grasshopper said in a small voice, "give me seeds so I can grow tobacco for myself."

But Gluskabe shook his head. "No longer can you be trusted to grow tobacco. That will be the job of my children and of my children's children. But since you were the first to grow tobacco, I will give you enough to enjoy in your lifetime. Open your mouth."

Grasshopper opened his mouth and Gluskabe filled it with tobacco. Grasshopper was pleased, but he spoke again. "Give me back my canoe so that I can fly across the sky."

But Gluskabe shook his head. "It is not right for you to have such a magical canoe. I will split the back of your coat and give you wings. Now you will be able to fly on your own, but you will no longer be able to frighten the people."

So it is that to this day tobacco is used by the children of Gluskabe and their children's children, and when they use it as Tabaldak intended, always giving it freely to others, it does them no harm. As for Grasshopper, he flies about with the wings Gluskabe gave him and chews his mouthful of tobacco which will last all his life. And he remembers the lesson taught to him by Gluskabe. If you ever pick up any grasshopper it will immediately spit out its tobacco as if to say, "See, I am willing to share."

(Spoiled for extreme length)

I want some stats on grasshopper before the incident. :)

Something maybe on the mid Challenge Rating level.

Mulletmanalive
2011-03-15, 09:01 AM
How about Grasshopper from the local Penobscot myth? :)

I'd like some stats on grasshopper before the incident please. :)

Something maybe on the mid Challenge Rating level.

That doesn't really give me anything to go on. Grasshopper could well be an Expert with a few magic items and enough UMD to get it going.

The hero has more magical powers expressed than Grasshopper.

If you have other sources, that would be helpful, otherwise I'll be entirely making it up...


OK, how about a tikbalang (http://en.wikipedia.org/wiki/Tikbalang)?

Could also provide a hook for the mortal characters who get turned into fey-one of the more malicious ones led them straight to his queen.

I can certainly manage that, though i'm not seeing any abduction or transformation stuff in the source you gave me; they seem more like they spend their time throwing people off that manage to get onboard...

Lhurgyof
2011-03-17, 07:46 AM
Well, he has a magic, flying canoe.

Grasshopper is known to be able to astral leap. Maybe leap through time or D-door.

And he should have spell-casting. Probably a fear aura as well.

Likes to leap without looking, low wisdom, perhaps?

And his physiology would be reminiscent of the grasshopper in James the Giant Peach. He wears a cloak, so he must be relatively well dressed.

He's larger than a regular grasshopper, about human sized or possibly larger.

He always has tobacco, and is greedy and conniving.

Umm, other than that I'm not quite sure.

Eldan
2011-03-18, 04:33 AM
Could you do an Alp? (http://en.wikipedia.org/wiki/Alp_(folklore)) I considered brewing one up myself, but you can probably do a better job of it.

Short version from the article:
Tiny creature, gives nightmares and sleep paralysis by sitting people's chests as they sleep.
Can turn into mist and possess sleepers.
Drinks blood with a long tongue.
Can shapeshift into various small animals.
Has a hat that turns it invisible.

Mulletmanalive
2011-03-18, 08:01 AM
Current Stack:
Cuco check
Tiklibang [shouldn't be too hard] Wasn't
Grasshopper [Nature spirit by the looks of it, but i can't decide where to peg him; 5HD, 10HD like a True Wendigo, 15HD or 20HD like the Thunderbird and Mishbik....however you spell that...] Still not sure
Alp
Something oriental and shapeshiftery...


Could you do an Alp? (http://en.wikipedia.org/wiki/Alp_(folklore)) I considered brewing one up myself, but you can probably do a better job of it.

High praise indeed. I'll see what I can do.

Eldan
2011-03-18, 09:48 AM
I just read the article on Wikipedia again... this sentence alone is awesome:


It may also have been expelled by the breath of the horerczy, a German demon which exhales vampiric butterflies.

I mean really. Who comes up with these things?

Mulletmanalive
2011-03-18, 09:53 AM
This is why i request real world lore only; nothing you will make up tomorrow is anywhere near as messed up as the stuff our ancestors, who were better at storytelling, already did...

Eldan
2011-03-18, 09:54 AM
I think I'll write up a template that allows creatures with breath weapons to exchange it for swarms of vampiric butterflies.

or something like that.

Mulletmanalive
2011-03-18, 10:23 AM
Cuco:

The Cuco is a representitive of a species of fae found in many Spanish and Portugese speaking places. The specific breed featured here is found in Brazil, primarily.

Cuco is a powerful anthromorphic aligator creature found in the shadows of towns and villages; the beast is name-dropped in many songs and stories as a silent threat to children who disobey, most notably those who refuse to go to sleep.

D&D Version:This version of Cuco is made using the Manimal [Advanced Bestiary, Green Ronin] and Bogey templates, applied to a Giant Crocodile from MM1. The creature has been arbitrarily downsized for more convenient lurking.

Size/Type: Large Humanoid [Fae, Bogey]
Hit Dice: 7d8+28 (59 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
Base Attack/Grapple: +5/+21
Attack: Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12)
Full Attack: Bite +11 melee (1d10+12 plus Grab) or tail slap +11 melee (1d8+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Audible Creeping, Improved grab, Peekaboo
Special Qualities: Dissolve, Dr 7/Natural, Hold breath, low-light vision, Shadow Meld, Tweening
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 27, Dex 12, Con 19, Int 14, Wis 12, Cha 13
Skills: Hide +1*, Listen +5, Spot +5, Swim +16
Feats: Alertness, Endurance, Skill Focus (Hide)
Environment: Warm marshes
Organization: Solitary or colony (6-11)
Challenge Rating: 6
Advancement: 8-14 HD (Huge)

Combat:
Audible Creeping [Ex]: One of the most distinguishing abilities of the bogey is the ability to make itself heard and to manipulate the shadow it occupies in a minor fashion. Even while inside the Hedge, the bogey can make Intimidate checks, along with conversing verbally, should it so choose [and have the intellect]. Similarly, a bogey can use any feats that have a vocal range while merged with a shadow.

Dissolve: When slain, Cuco breaks up into cobwebs and one trophy from each of its previous victims, usually battered, bloodstained toys and pieces of child's clothing.

Peekaboo [Ex]: As a Full action, a bogey can emerge part of the way from its host shadow, execute a Standard action and return. While partially emerged, they count as having Cover and Concealment and are still unable to move freely.

Shadow Meld: Bogies have the ability to meld into shadows by touching an umbra [a non-hazy shadow] and spending a Swift action. This is identical to the ability of all fæ to enter the Hedge, though they are unable to move beyond the limits of the shadow that they are within. As with a normal merge into the Hedge, the creature is very difficult to attack.

While melded with a shadow, the fæ suffers two specific weaknesses because of its partial link to the stuff of shadows; while they are nigh indestructible, they can be instantly destroyed by illuminating its host so thoroughly that it casts no shadow at all. This casts the bogey adrift in the separation between the Hedge and the Real, taking many months o find its way back but not destroying it so that it will not reform. The other weakness is that it is possible to trap the creature in a mirror by causing the shadow to fall upon it. Until the mirror is broken, the bogey remains trapped. This has led to the production of mirror knifes that allow the trapping of bogeys by thrusting them into the shadow of the victim. Neither of these effects grant saves but aren't exactly easy to use.

Spell-like Abilities [Sp]: at Will: Fear (DC 15) Reduce Person (Self only), Scare (DC 13)

Tweening: Cuco is a moderately powerful fae, able to shift through Physical Boundaries, the Space Beneath and at the times of Dusk and Dawn, Shadows.

MV Version:
This version of the Cuco is, similarly, a Manimal Nemean Bogey Crocodile. The Nemean template will be featured here, eventually...

Large Fæ Nemean Bogey Humanoid 5 CR 3
Init: + 0 , Senses: Listen + 0 , Spot +0
Languages: Portugese3
Defence: 14 Flatfooted: 8
Hardness: 24 + DR 10/Natural
HD: 5d8 + 40 + 26 x2 Hp: 106
Massive Damage: 26
Thresholds: Green, [ 53 ] Yellow, [ 26 ] Orange, [ 10 ] Red
Resist: a
Fort: + 14 Reflex: + 0 Will: + 4 Psyche: 14 Tussle: 23 3
Speed: 30ft Swim 60ft Space: 15 ft Reach: 15 ft

Melee: +15 Bite (6d6+16*, 19/x2, plus Improved Grab)

BAB: + 6 Grapple: + 25
Special Actions:
Improved Grab [Attack roll beats Tussle; begin grapple and make first act as a free action; replaces normal attack damage]
Improved Pin [Swift; maintain Pin: Standard; maintain Pin and enemies who fail to break free suffer 4d6+18 damage]
Reduce [Standard; become medium, deal half damage with melee attacks, revert as Swift action]
Roar [Swift; 30ft radius that causes an increase in Fear ranking, Will DC 23/Neg]3
Abilities: Str: 32/+11 Dex: 6/-2 Con: 26/+8 Int: 6/-2 Wis: 10 Cha: 4/-3
SQ: Hold Breath x8

Feats: Improved Grapple, Improved Pin

Skills: Hide +6, Swim +233
Special Abilities:
Audible Creeping [Ex]: One of the most distinguishing abilities of Cuco is the ability to make itself heard and to manipulate the shadow it occupies in a minor fashion. Even while inside the Hedge, Cuco can make Intimidate and Manipulate checks, along with conversing verbally, should it so choose [and have the intellect]. Similarly, a bogey can use any feats that have a vocal range while merged with a shadow.

Dissolve: When slain, Cuco breaks up into cobwebs and one trophy from each of its previous victims, usually battered, bloodstained toys and pieces of child's clothing.

Nemean Hide [Ex]: The hide of a Nemean can be bypassed by the natural weapons of Nemeans and by Wrestling attacks.

Peekaboo [Ex]: As a Full action, Cuco can emerge part of the way from its host shadow, execute a Standard action and return. While partially emerged, they count as having Cover and Concealment and are still unable to move freely.

Shadow Meld: Cuco have the ability to meld into shadows by touching an umbra [a non-hazy shadow] and spending a Swift action. This is identical to the ability of all fæ to enter the Hedge, though they are unable to move beyond the limits of the shadow that they are within. As with a normal merge into the Hedge, the creature is very difficult to attack.

While melded with a shadow, the fæ suffers two specific weaknesses because of its partial link to the stuff of shadows; while they are nigh indestructible, they can be instantly destroyed by illuminating its host so thoroughly that it casts no shadow at all. This casts the bogey adrift in the separation between the Hedge and the Real, taking many months o find its way back but not destroying it so that it will not reform. The other weakness is that it is possible to trap the creature in a mirror by causing the shadow to fall upon it. Until the mirror is broken, the bogey remains trapped. This has led to the production of mirror knifes that allow the trapping of bogeys by thrusting them into the shadow of the victim. Neither of these effects grant saves but aren't exactly easy to use.

Tweening: Cuco is a moderately powerful fae, able to shift through Physical Boundaries, the Space Beneath and at the times of Dusk and Dawn, Shadows.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Lore:
{table]DC|Lore

7|Children know that if they're bad, cuco will come and get them

12|Parents only ward Cuco off if the child is good, otherwise, all bets are off.

17|In actual fact, most parents who invoke the name of Cuco have no idea how to ward against it. They just have this half formed notion that the "fictional" creature doesn't eat sleepers

22|The reason Cuco doesn't eat sleepers is because it is a phobovore, like most bogies. They have to scare a target before eating them or they gain no benefit. As they can't scare sleepers, they leave them alone.

27|Cuco has an odd ability to home in on locations where it's name is invoked. This has a range of about 40km and functions in almost exactly the same manner as the Know Location spell. A clever hunter can use this to trap it.

32|Cuco, like a spirit, struggles to cross cold iron, meaning that the best ways to ward against the beast is to sleep on an iron bedsted.[/table]


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

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

Leliel
2011-03-18, 03:31 PM
I can certainly manage that, though i'm not seeing any abduction or transformation stuff in the source you gave me; they seem more like they spend their time throwing people off that manage to get onboard...

Yeah, I've been partially corrupted by Changeling: the Lost.

It was "the Hedge" that threw me.

Djinn_in_Tonic
2011-03-18, 03:51 PM
Some absolute incredible stuff here. Definitely inspiration for the magic system I'm working on...

Mulletmanalive
2011-03-20, 04:41 PM
Some absolute incredible stuff here. Definitely inspiration for the magic system I'm working on...

You have my thanks. Now, I bid thee support this thread for the "Your Consideration" section of the compendium.

Tikbalang:

http://i833.photobucket.com/albums/zz256/mulletmanalive/Tikbalang001.jpg
Image by me.

The Tikbalang is a strange creature to look at, filling an "ecological niche" within the fæ of the Philippines as the Puck, Pixies and Phooka do in the British Isles and Ireland. The physical form of these creatures is bizarre to say the least, standing nearly eight feet tall but being made mostly of leg, with less than two feet of their height being torso. When they squat down to rest, their knees rest above their heads. Incidentally, the head and feet of a Tikbalang are borrowed from another species; the most common kind of Tikbalang has the head and feet of a horse, though others are known.

The major pranks of these fæ, for pranksters they are, are the classic leading of travellers out of their way and an incredibly annoying variation on being pixie-led, which causes the victim to return to the same arbitrary path and end up walking in circles.

D&D Version:
Medium Humanoid [Fae]
Hit Dice: 2d8 (9 hp)
Initiative: +2
Speed: 40ft (8 squares), Run
Armor Class: 14 (+2 Dex, +2 Natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+1
Attack: Hoof +1 melee (1d6, reach 10ft)
Space/Reach: 5ft / 5ft
Special Attacks:
Lead Astray [Standard; Declare a point within 30ft and a target within 60ft of it. Use Siren on the target using the greater penalty of the distance between you and point or target and point. Success draws target towards declared point. See also Round the Reekin]
Siren [Standard; make Manipulation check vs target within 30ft at -1 penalty per 5ft distance. Success draws target half its move towards you; target may make a Will DC 13 to stop if it encounters an obstacle.]<hr>
Special Qualities: Darkvision 30ft, Dissolve, DR 2/Natural, Pass Without Trace, Round the Reekin, Tweening
Saves: Fort +3, Ref +2, Will +1
Abilities: Str: 10 Dex: 15/+2 Con: 10 Int: 15/+2 Wis: 13/+1 Cha: 14/+2
Skills: Balance +7, Bluff +7, Jump +9, Hide +7
Feats: Run, SirenB, Pixie-leadB
Environment: Philippine Forests
Organization: Solitary, Herd [2-9]
Challenge Rating: 1
Treasure: Usually none
Alignment: Chaotic
Advancement: 3-7 [Medium] or by Character class
Level Adjustment: +1

MV Version:
Medium Fæ Humanoid 2 CP 2
Init: + 3 , Senses: Listen + 1 , Observation +1
Languages: Philippino, Spanish 3
Defence: 12 Flatfooted: 10 +2 as Swift action
Hardness: DR 2/Natural
HD: 2d8 + 10 Hp: 19
Massive Damage: 12
Fort: + 3 Reflex: + 3 Will: + 2 Psyche: 15 Tussle: 123
Speed: 40ft Space: 5 ft Reach: 5 ft

Melee: +1 Kick (1d6, Reach 10ft)

BAB: + 1 Grapple: +2
Special Actions:
Lead Astray [Standard; Declare a point within 30ft and a target within 60ft of it. Use Siren on the target using the greater penalty of the distance between you and point or target and point. Success draws target towards declared point. See also Round the Reekin]
Siren [Standard; make Manipulation check vs target within 30ft at -1 penalty per 5ft distance. Success draws target half its move towards you; target may make a Will DC 13 to stop if it encounters an obstacle.]3
Abilities: Str: 10 Dex: 15/+2 Con: 10 Int: 7/-2 Wis: 13/+1 Cha: 14/+2
SQ: Dissolve, Tweening

Feats: Run, SirenB, Pixie-leadB

Skills: Balance +7, Jump +11, Hide +8, Manipulation +83
Special Abilities:
Dissolve: When slain, a Tikbalang explodes into a shower of leaves.

Pass Without Trace [Su]: The Tikbalang leaves no foot prints or other traces of its passage. It is not slowed by natural terrain and can move freely through difficult terrain as if it were open ground and treats very difficult terrain as normal difficult terrain.

Round the Reekin [Ex]: Those affected by the Siren or Lead Astray powers of the Tiklibang must make a DC 8 Will save in order to notice that they have gone somewhere other than where they intended and/or are now lost. Failure on this save also prevents them from realising that any manipulation has taken place.

Tweening: While not adept at entering the Hedge, Tikbalangs are able to enter and leave Physical Boundaries and the Spaces Beneath, though only at times of dusk and dawn.
Feats [OGL]:
D&D Version
Pixie Lead [Monstrous, Social]:
You have the ability to lead your enemies around the reikin without them realising that they are lost.
Prerequisites: Bluff 8 ranks, Skill Focus (Bluff), Siren
Description: You gain two benefits when using your Siren feat: Firstly, you may choose to have your siren effect emerge from any point within 30ft, drawing the target towards the point of origin.

Secondly, and perhaps more importantly, your target must make a Will save, DC 10 + 1/2 HD + Cha modifier, or fail to realise that he has been so affected and to even notice that he has changed direction or moved in a direction he did not wish to. This has no effect on the DC needed to stop in the face of an obstacle, it simply allows you to lead your dupes around in circles.

MV Version:
Pixie Lead [Monstrous, Social]:
You have the ability to lead your enemies around the reikin without them realising that they are lost.
Prerequisites: Manipulation 8 ranks, Skill Focus (Manipulation), Siren
Description: You gain two benefits when using your Siren feat: Firstly, you may choose to have your siren effect emerge from any point within Vocal range of you [usually 30ft], drawing the target towards the point of origin.

Secondly, and perhaps more importantly, your target must make a Will save with a DC equal to your Manipulation bonus to realise that he has been so affected and to even notice that he has changed direction or moved in a direction he did not wish to. This has no effect on the DC needed to stop in the face of an obstacle, it simply allows you to lead your dupes around in circles.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Lore:
{table]DC|Lore:

2|The Tikbalang is a creature made up by the Spanish to help bully the Philippino locals

7|Hearing a clip clop noise in the jungles means one of two things; a Tikbalang and getting lost, or the Spanish and getting shot

12|The Tikbalang is basically a freaky Pixie-type creature from the Philippine jungles. They lead folks astray and are generally meddlesome

17|Tikbalangs seem to prefer game trails to the wildest parts of the woods, and seem to be territorial, making human paths cut through their territory surprisingly unreliable.

22|Wearing your shirt inside out will protect you from the confusing talents of the Tikbalang

27|Tikbalang are not fond of ashes; anyone casting a handful of the stuff in the direction of one gains a +5 bonus on Intimidate checks this turn.[/table]

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

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

unosarta
2011-03-20, 06:32 PM
I noticed you didn't really have any shapeshifting animal spirits, which are a classic spirit in Japan. They have the Tanuki (http://en.wikipedia.org/wiki/Tanuki), Kitsune (http://en.wikipedia.org/wiki/Kitsune), Mujina (http://en.wikipedia.org/wiki/Mujina), Bakeneko (http://en.wikipedia.org/wiki/Bakeneko), Tsuchigumo (http://en.wikipedia.org/wiki/Tsuchigumo), and Jorugumo (http://en.wikipedia.org/wiki/Jor%C5%8Dgumo). In addition, Japanese Folklore has many, many other monsters, such as the Noperra-bō (http://en.wikipedia.org/wiki/Noppera-b%C5%8D).

Just some things that I would love to see translated into D&D. I understand if you don't think they really fit the concept and scope of this project.

Mulletmanalive
2011-03-20, 08:25 PM
Sorry, I stated early on that I'm not doing Japanese stuff, mostly because I specifically can't use it in my games and because it doesn't fit the way I'm treating fairies.

I may actually do Kitsune at some point but that's more because I have an idea I want to try out rather than any desire for lore based verasity.

If you want Chinese, Chinese I will do. Just not Japan.

unosarta
2011-03-20, 08:28 PM
Sorry, I stated early on that I'm not doing Japanese stuff, mostly because I specifically can't use it in my games and because it doesn't fit the way I'm treating fairies.

I may actually do Kitsune at some point but that's more because I have an idea I want to try out rather than any desire for lore based verasity.

If you want Chinese, Chinese I will do. Just not Japan.

Most of the Japanese spirits are based on Chinese ones. The word for spirit in Japanese (yokai) is written exactly the same as the Chinese (yaoguai). But they both have some interesting spirits. I will try to go look up some Chinese ones.

Mulletmanalive
2011-03-20, 08:32 PM
Most of the Japanese spirits are based on Chinese ones. The word for spirit in Japanese (yokai) is written exactly the same as the Chinese (yaoguai). But they both have some interesting spirits. I will try to go look up some Chinese ones.

Yes, but [and this is one of my main reasons for refusing Japanese creatures] I won't have Japanophiles who learned the details from a bad anime questioning my 2+ hours of research per critter...

I actually have a very specific setting use for Japan, however, and I really don't want to tip my hand on it before I manage to get another group together to play through it.

unosarta
2011-03-20, 08:37 PM
Yes, but [and this is one of my main reasons for refusing Japanese creatures] I won't have Japanophiles who learned the details from a bad anime questioning my 2+ hours of research per critter...

I actually have a very specific setting use for Japan, however, and I really don't want to tip my hand on it before I manage to get another group together to play through it.

That doesn't seem very fair to people who do want to use creatures from Japanese mythology. Also, if you play through said campaign on this forum, sign me up. Seriously, it is way too hard to find a game with Asian mythology in it, from whatever locale.

I found some Chinese yaoguai, which could be interesting.
Pipa Jing (http://en.wikipedia.org/wiki/Pipa_Jing), Zhiji Jing (http://en.wikipedia.org/wiki/Jiutou_Zhiji_Jing), Daji (http://en.wikipedia.org/wiki/Daji), and Bai Gu Jing (http://en.wikipedia.org/wiki/Bai_Gu_Jing). There are a lot of transformational themes in all of the spirits in Japan and China. Interesting.

Oooh! Hu Ji Jing (http://en.wikipedia.org/wiki/Hu_Li_Jing) are really similar to Kitsune, but are from Chinese mythology.

Mulletmanalive
2011-03-20, 09:11 PM
I did Chinese/Japanese religion as a specialisation during my Theology and Religious Studies degree, so I could talk about this for hours but I'm not allowed [sad face].

I did actually consider running it here but then realised that the forum rules won't allow it. Religion rule. [shrug]

Most of those seem to fit my original understanding of "youguai," being something that turned demonic by getting unnaturally old. I'll have a think about that; it seems like it could warrant a subtype.

unosarta
2011-03-20, 09:13 PM
I did Chinese/Japanese religion as a specialisation during my Theology and Religious Studies degree, so I could talk about this for hours but I'm not allowed [sad face].
:smallfrown:


I did actually consider running it here but then realised that the forum rules won't allow it. Religion rule. [shrug]
I don't know, does mythology really count as religion? Will probably have to check with a mod about that.


Most of those seem to fit my original understanding of "youguai," being something that turned demonic by getting unnaturally old. I'll have a think about that; it seems like it could warrant a subtype.
The Hu Ji Jing at the very least seems like it could be done.

Mulletmanalive
2011-03-20, 09:25 PM
The RPG and plot have a lot more to do with true religion than this thread.

My game has full stattings for real world religions, a complete cosmology; the religious conditions in Japan circa 1855 being key to the story here.

Anyway, I'll add a note to myself to do something oriental and shapeshiftery for you; if you wish to converse on otherwise banned materials, we can arrange such off-site via PM

unosarta
2011-03-20, 09:29 PM
The RPG and plot have a lot more to do with true religion than this thread.

My game has full stattings for real world religions, a complete cosmology; the religious conditions in Japan circa 1855 being key to the story here.

Anyway, I'll add a note to myself to do something oriental and shapeshiftery for you; if you wish to converse on otherwise banned materials, we can arrange such off-site via PM

Fascinating. Oh man, that sounds like my kind of game. :smallfrown:

Cool! My first thoughts for most fae creatures are either Celtic/Gaelic, which you seem to already have down pat, Greek (which I myself am working on here (http://www.giantitp.com/forums/showthread.php?t=190186)), or Oriental. I honestly don't feel that Oriental fae get enough love, given the wide and beautiful mythologies placed around them.

Mulletmanalive
2011-03-21, 08:27 PM
Grasshopper, Spirit/Shaman:
Grasshopper is an odd character from the Penobscot legends of Gluskabe, the first storyteller and virtually a god of sorts. Grasshopper was massively outclassed by the cultural hero, a being able to reshape reality at whim, and instantly defeated, transforming into the first grasshopper, who gave birth to the rest of the modern species…somehow…

Grasshopper, as he is here, is a mid-range spirit creature with human ancestry, roughly as powerful as a fully grown True Wendigo spirit.

A modern viewer would consider Grasshopper to resemble a horrible distorted Spiderman, with a tight mouth that falls so low on his chin, beneath his low narrow nose and hard ridged jowls, that it is barely visible. His eyes are enormous saucer shaped things that push upwards around the sides of his temples but are still distinctly human in their design, if sealed beneath a milky while membrane that makes them look flat. Possessing a secondary pair of wiry arms that emerge from a secondary set of warped looking shoulders mounted at the lowest parts of his rib cage, along with backwards facing hips and overlong legs that mount his immense and powerful legs. Between these alien features, he is able to leap great distances and cast far more curses and transmutations than other mages might be able.

Grasshopper's spellcasting is worthy of note. His ability to curse seems to have come from a mixture of his fæ and human natures, while he draws full on witchcraft from some other source, possibly his island. His affection for tobacco is assumed, by those who think about things too much, to be key to a method of binding the souls of the dead to his island.

D&D Version:
Large Humanoid (Fae)
Hit Dice: 10d8 + 40 (85 hp)
Initiative: +0
Speed: 30ft (6 squares), Jump 90ft
Armor Class: 28 (+6 Armour, +4 Dexterity, -1 Size, +4 Natural Armour, +5 Deflection), touch, flat-footed
Base Attack/Grapple: +7/+15
Attack: Slam +10 (2d6+4)
Full Attack: 2 Slams +10 (2d6+4)
Space/Reach: 10ft/5ft
Special Attacks: Spell Like Abilities
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities: Str: 18/+4 Dex: 19/+4 Con: 18/+4 Int: 20/+5 Wis: 21/+5 Cha: 18/+4
Skills: Appraise +18, Bluff +17, Intimidate +17, Jump +47, Knowledge (Arcana) +18, Knowledge (Nature) +18, Listen +18, Spot +18, Survival +18, Swim +17
Feats: Spell Focus (Enchantment), Unsettling Enchantment
Environment: Island off the coast of Maine
Organization: Unique
Challenge Rating: 10
Treasure: Canoe plus Standard
Alignment: Chaotic (Evil)

Combat:
Beguiler Spells: 7/7/7/6/5 Save DC 14 + Spell Level, +1 Enchantment

Dissolve: Because of his human heritage, Grasshopper doesn't break apart when slain. Instead, his essence transfer to a regular grasshopper after a period of one day per yard separating it from his corpse.

Greater Quickness [Ex]: Because of his extra pair of arms, Grasshopper is more than able to act faster than a normal human. He counts as having an additional Standard action per round, which he usually, but not definitely, uses to initiate one of his spell-powers.

Sky Canoe: Grasshopper is famous for his canoe, which can fly constantly with a speed of 300ft per round with a manoeuvrability of Clumsy and the Hover feat.

Spell-like Abilities: At Will: Downpour, Eyebite [DC 21], Gust of Wind, Hold Person [DC 17], Lesser Confusion [DC 16], Waves of Exaustion [DC 21]

Tweening: Grasshopper is a fairly capable fairy when it comes down to it. He is able to enter or leave the Hedge via Physical Boundaries, The Space Beneath and Shadows. During times of dusk and dawn, he is also able to move through Abstract Boundaries.

MV Version:Large Fæ Humanoid 10 CP 10
Init: + 4 , Senses: Listen + 5 , Observation + 22
Languages: Penobscot 3
Defence: 24 Flatfooted: 10
Hardness: DR 10/Natural
HD: 10d8 + 40 + 18 Hp: 103
Massive Damage: 18
Thresholds: Green, [ 51 ] Yellow, [ 25 ] Orange, [ 10 ] Red
Fort: + 11 Reflex: + 4 Will: + 7 Psyche: 40 Tussle: 253
Speed: 30ft Space: 5 ft Reach: 5 ft

Melee: +10/+10 Fists (2d6+4)

BAB: + 7 Grapple: +15
Special Actions:
Blasting Leap [Move; Grasshopper leaps up to 40ft into the air, travelling up to 90ft and landing hard. Landing counts as a Swooping charge, while taking off provokes attacks of opportunity and kicks up a cloud of dust [treat as smoke].]
Curses [Standard; focused Gaze, 30ft, lay one of the following effects on target: 2d10 damage [Will 18], Ignite Fire 1d6 [Fort 18], Ignite Fire 2d6 [Fort 19], Ignite 4d6 [Fort 22], 2d6 and Stun [Will 21], Daze [Will 19], -2 on rolls for 1 minute [Will 18]]
Downpour [Standard; 200ft radius rainstorm around the caster. -4 penalty to ranged attacks and Observation checks in area. 5 minutes in, the ground turns to mud. Dispels smoke.]
Windstorm [Standard; 200ft radius windstorm around caster. -4 penalty to ranged attacks and Listen checks in area. Medium creatures cannot move against the winds; direction may be changed as a Swift action.]
3
Abilities: Str: 18/+4 Dex: 10/- Con: 18/+4 Int: 20/+5 Wis: 21/+5 Cha: 18/+4
SQ: Dissolve, Tweening

Feats: Cultist, Fæcraft, Spell Focus (Enchantment), Spell Focus (Illusion), Unsettling Enchantment [Targets of Curses or Enchantment genre spells take a -2 penalty to attacks and defence for 1 round]

Skills: Athletics +21, Intimidate +21, Knowledge (Arcana) +22, Knowledge (Nature) +22, Observation +22, Witchcraft +22

Possessions: Fæcraft Canoe3
Special Abilities:

Dissolve: Because of his human heritage, Grasshopper doesn't break apart when slain. Instead, his essence transfer to a regular grasshopper after a period of one day per yard separating it from his corpse.

Greater Quickness [Ex]: Because of his extra pair of arms, Grasshopper is more than able to act faster than a normal human. He counts as having an additional Standard action per round, which he usually, but not definitely, uses to initiate one of his spell-powers.

Sky Canoe: Grasshopper is famous for his canoe, which can fly constantly with a speed of 300ft per round with a manoeuvrability of Clumsy and the Hover feat.

Tweening: Grasshopper is a fairly capable fairy when it comes down to it. He is able to enter or leave the Hedge via Physical Boundaries, The Space Beneath and Shadows. During times of dusk and dawn, he is also able to move through Abstract Boundaries.

Witchcraft [Sp]: Grasshopper is a capable witch, though where his powers are coming from is unclear at best. There is an occasional supposition that his obsession with tobacco allowed him to bind the spirits of those he slew to his island, via some form of binding ritual, and then draw power from them. Whatever the case may be, his Patron knows pretty much every Illusion spell imaginable, along with a number of very harrowing Enchantments from the Witchcraft pool of spells. It has 43 points of Æther when full, though it has never been seen to refresh.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Lore to come
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

Lhurgyof
2011-03-21, 09:10 PM
Grasshopper, Spirit/Shaman:
Grasshopper is an odd character from the Penobscot legends of Gluskabe, the first storyteller and virtually a god of sorts. Grasshopper was massively outclassed by the cultural hero, a being able to reshape reality at whim, and instantly defeated, transforming into the first grasshopper, who gave birth to the rest of the modern species…somehow…

Grasshopper, as he is here, is a mid-range spirit creature with human ancestry, roughly as powerful as a fully grown True Wendigo spirit.

A modern viewer would consider Grasshopper to resemble a horrible distorted Spiderman, with a tight mouth that falls so low on his chin, beneath his low narrow nose and hard ridged jowls, that it is barely visible. His eyes are enormous saucer shaped things that push upwards around the sides of his temples but are still distinctly human in their design, if sealed beneath a milky while membrane that makes them look flat. Possessing a secondary pair of wiry arms that emerge from a secondary set of warped looking shoulders mounted at the lowest parts of his rib cage, along with backwards facing hips and overlong legs that mount his immense and powerful legs. Between these alien features, he is able to leap great distances and cast far more curses and transmutations than other mages might be able.

Grasshopper's spellcasting is worthy of note. His ability to curse seems to have come from a mixture of his fæ and human natures, while he draws full on witchcraft from some other source, possibly his island. His affection for tobacco is assumed, by those who think about things too much, to be key to a method of binding the souls of the dead to his island.

D&D Version:
Large Humanoid (Fae)
Hit Dice: 10d8 + 40 (85 hp)
Initiative: +0
Speed: 30ft (6 squares), Jump 90ft
Armor Class: 28 (+6 Armour, +4 Dexterity, -1 Size, +4 Natural Armour, +5 Deflection), touch, flat-footed
Base Attack/Grapple: +7/+15
Attack: Slam +10 (2d6+4)
Full Attack: 2 Slams +10 (2d6+4)
Space/Reach: 10ft/5ft
Special Attacks: Spell Like Abilities
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities: Str: 18/+4 Dex: 19/+4 Con: 18/+4 Int: 20/+5 Wis: 21/+5 Cha: 18/+4
Skills: Appraise +18, Bluff +17, Intimidate +17, Jump +47, Knowledge (Arcana) +18, Knowledge (Nature) +18, Listen +18, Spot +18, Survival +18, Swim +17
Feats: Spell Focus (Enchantment), Unsettling Enchantment
Environment: Island off the coast of Maine
Organization: Unique
Challenge Rating: 10
Treasure: Canoe plus Standard
Alignment: Chaotic (Evil)

Combat:
Beguiler Spells: 7/7/7/6/5 Save DC 14 + Spell Level, +1 Enchantment

Dissolve: Because of his human heritage, Grasshopper doesn't break apart when slain. Instead, his essence transfer to a regular grasshopper after a period of one day per yard separating it from his corpse.

Greater Quickness [Ex]: Because of his extra pair of arms, Grasshopper is more than able to act faster than a normal human. He counts as having an additional Standard action per round, which he usually, but not definitely, uses to initiate one of his spell-powers.

Sky Canoe: Grasshopper is famous for his canoe, which can fly constantly with a speed of 300ft per round with a manoeuvrability of Clumsy and the Hover feat.

Spell-like Abilities: At Will: Downpour, Eyebite [DC 21], Gust of Wind, Hold Person [DC 17], Lesser Confusion [DC 16], Waves of Exaustion [DC 21]

Tweening: Grasshopper is a fairly capable fairy when it comes down to it. He is able to enter or leave the Hedge via Physical Boundaries, The Space Beneath and Shadows. During times of dusk and dawn, he is also able to move through Abstract Boundaries.

MV Version:Large Fæ Humanoid 10 CP 10
Init: + 4 , Senses: Listen + 5 , Observation + 22
Languages: Penobscot <hr>
Defence: 24 Flatfooted: 10
Hardness: DR 10/Natural
HD: 10d8 + 40 + 18 Hp: 103
Massive Damage: 18
Thresholds: Green, [ 51 ] Yellow, [ 25 ] Orange, [ 10 ] Red
Fort: + 11 Reflex: + 4 Will: + 7 Psyche: 40 Tussle: 25<hr>
Speed: 30ft Space: 5 ft Reach: 5 ft

Melee: +10/+10 Fists (2d6+4)

BAB: + 7 Grapple: +15
Special Actions:
Blasting Leap [Move; Grasshopper leaps up to 40ft into the air, travelling up to 90ft and landing hard. Landing counts as a Swooping charge, while taking off provokes attacks of opportunity and kicks up a cloud of dust [treat as smoke].]
Curses [Standard; focused Gaze, 30ft, lay one of the following effects on target: 2d10 damage [Will 18], Ignite Fire 1d6 [Fort 18], Ignite Fire 2d6 [Fort 19], Ignite 4d6 [Fort 22], 2d6 and Stun [Will 21], Daze [Will 19], -2 on rolls for 1 minute [Will 18]]
Downpour [Standard; 200ft radius rainstorm around the caster. -4 penalty to ranged attacks and Observation checks in area. 5 minutes in, the ground turns to mud. Dispels smoke.]
Windstorm [Standard; 200ft radius windstorm around caster. -4 penalty to ranged attacks and Listen checks in area. Medium creatures cannot move against the winds; direction may be changed as a Swift action.]
<hr>
Abilities: Str: 18/+4 Dex: 10/- Con: 18/+4 Int: 20/+5 Wis: 21/+5 Cha: 18/+4
SQ: Dissolve, Tweening

Feats: Cultist, Fæcraft, Spell Focus (Enchantment), Spell Focus (Illusion), Unsettling Enchantment [Targets of Curses or Enchantment genre spells take a -2 penalty to attacks and defence for 1 round]

Skills: Athletics +21, Intimidate +21, Knowledge (Arcana) +22, Knowledge (Nature) +22, Observation +22, Witchcraft +22

Possessions: Fæcraft Canoe<hr>
Special Abilities:

Dissolve: Because of his human heritage, Grasshopper doesn't break apart when slain. Instead, his essence transfer to a regular grasshopper after a period of one day per yard separating it from his corpse.

Greater Quickness [Ex]: Because of his extra pair of arms, Grasshopper is more than able to act faster than a normal human. He counts as having an additional Standard action per round, which he usually, but not definitely, uses to initiate one of his spell-powers.

Sky Canoe: Grasshopper is famous for his canoe, which can fly constantly with a speed of 300ft per round with a manoeuvrability of Clumsy and the Hover feat.

Tweening: Grasshopper is a fairly capable fairy when it comes down to it. He is able to enter or leave the Hedge via Physical Boundaries, The Space Beneath and Shadows. During times of dusk and dawn, he is also able to move through Abstract Boundaries.

Witchcraft [Sp]: Grasshopper is a capable witch, though where his powers are coming from is unclear at best. There is an occasional supposition that his obsession with tobacco allowed him to bind the spirits of those he slew to his island, via some form of binding ritual, and then draw power from them. Whatever the case may be, his Patron knows pretty much every Illusion spell imaginable, along with a number of very harrowing Enchantments from the Witchcraft pool of spells. It has 43 points of Æther when full, though it has never been seen to refresh.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Lore to come
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

Wow, nice job. :)

Thank you very much.

Mulletmanalive
2011-03-21, 09:12 PM
You're welcome, sir.

Sarco_Phage
2011-03-21, 09:25 PM
OK, how about a tikbalang (http://en.wikipedia.org/wiki/Tikbalang)?

Could also provide a hook for the mortal characters who get turned into fey-one of the more malicious ones led them straight to his queen.

The Tikbalang's abilities are kind of nebulously defined, though, since they're chimerical tricksters. However Filipino engkanto in general share a lot of characteristics with the fae...

The Tygre
2011-03-22, 04:54 PM
Wonderful work on the Cuco and the Tikbalang, Mullet! It warms the cockles of my heart to see some Advanced Bestiary templates, too.

AtlanteanTroll
2011-03-22, 04:59 PM
Fascinating. Oh man, that sounds like my kind of game. :smallfrown:

Ibid.

So, Mulletmanalive, will you do the Chinese ones that Unsorta requested?

Mulletmanalive
2011-03-22, 05:04 PM
Thank you, Tygre! You are too kind. Anvanced Bestiary is great, if time consuming. Wish one of those monster advancer programs was simple enough for me to strip it and add in a bunch more templates...


Ibid.

So, Mulletmanalive, will you do the Chinese ones that Unsorta requested?

ibid?

That is the intention, yes, though the literary ones are always more tricky than thhinks that appear in multiple sources. I'll sort out the fox thing, possibly a version of Kitsune and see about the Bai Gu Jing because i have access to Journey to the West. Timescale is another issue entirely.

Mangles
2011-03-22, 05:10 PM
No love for Australia. Not even a Bunyip (http://en.wikipedia.org/wiki/Bunyip)or a Yowie (http://en.wikipedia.org/wiki/Yowie)?

Mulletmanalive
2011-03-22, 05:13 PM
Edit that to have sources, preferably more than just wikipedia [if you can find text from an atual Aboriginal legend, it'll go faster] and i'm sure something can be arranged.

I included the Court of Stars in preparation for this moment.

Edit:
Right, because I actually feel a little bad about the way Unosarta felt about the policy, I'm going to officially repeal the ban on Japanese critters. I will, however, make no more than one of these creatures for every two others, before i get flooded with requests.

The Stack at the moment:
Alp
Kitsune (http://en.wikipedia.org/wiki/Kitsune)
Bunyip (http://en.wikipedia.org/wiki/Bunyip)
Hu Ji Jing (http://en.wikipedia.org/wiki/Hu_Li_Jing) assuming i can manage to make it sufficiently different to the former critter
Yowie (http://en.wikipedia.org/wiki/Yowie)
Tsuchigumo (http://en.wikipedia.org/wiki/Tsuchigumo)
Chenoo, apparently

As i've said before, just to restate, primary sources, i.e. actual stories and legends are the most useful sources; if you can find at least one in addition to the Wikipedia, it makes things a lot quicker as i don't have to search myself...

Ralasha
2011-03-22, 07:03 PM
The Hawaiians have legends about gnomes. Make one of theirs.

Lhurgyof
2011-03-22, 08:08 PM
How about some stats on Giwakwa/Cheeno/Kiwakwa (http://www.native-languages.org/giwakwa.htm)? (Female Giwakaweskwa)

They're essentially Frost Giant Wendigo. They're cannibals, who's hearts have turned to ice from horrific acts (usually cannibalism or hording food). They can regenerate, their rage makes them grow, they always hunger, and their shriek can be deadly.


"According to Frank Speck's 1935 article "Penobscot Tales and Religious Beliefs" in The Journal of American Folklore, the word "kiwakwa" means "going about in the woods." If you don't want to see one of these monsters stay out of the woods during the winter."

"Much like the Incredible Hulk, they get larger as they get angrier, and often tower above the tallest tree. Unlike the Hulk, they are emaciated, have enormous fangs, and often have eaten their own lips in hunger. They are always hungry, and their scream will kill any human who hears it. Sometimes, a dead shaman of great power may return from his grave as a chenoo. Chenoos usually appear in the winter."

"Chenoo get their evil powers from a lump of human-shaped ice in their stomach. There are several tales where clever people make a chenoo vomit up the ice lump, which returns it to human form. In some stories, making a chenoo eat salt will melt the lump."

"Chopping a chenoo into many small pieces is the only way to be certain it won't regenerate, and even after it's killed people will avoid the spot where it died."

Some links to stories to help: The Story of the Great Chenoo, as told by the Passamaquoddies (http://www.sacred-texts.com/nam/ne/al/al50.htm) and The Young Man who was Saved by a Rabbit and a Fox (http://www.sacred-texts.com/nam/ne/al/al48.htm).

Also: Some info (http://newenglandfolklore.blogspot.com/2009/01/cannibal-giants-of-snowy-northern.html).


Edit: I don't know how much/often we're allowed to request, or how many fey you want for your endeavor, but I decided I'd give it a try.

unosarta
2011-03-22, 09:10 PM
Edit that to have sources, preferably more than just wikipedia [if you can find text from an atual Aboriginal legend, it'll go faster] and i'm sure something can be arranged.

I included the Court of Stars in preparation for this moment.

Edit:
Right, because I actually feel a little bad about the way Unosarta felt about the policy, I'm going to officially repeal the ban on Japanese critters. I will, however, make no more than one of these creatures for every two others, before i get flooded with requests.

The Stack at the moment:
Alp
Kitsune (http://en.wikipedia.org/wiki/Kitsune)
Bunyip (http://en.wikipedia.org/wiki/Bunyip)
Hu Ji Jing (http://en.wikipedia.org/wiki/Hu_Li_Jing) assuming i can manage to make it sufficiently different to the former critter
Yowie (http://en.wikipedia.org/wiki/Yowie)
Tsuchigumo (http://en.wikipedia.org/wiki/Tsuchigumo)
Something else, probably finally getting around to Nakken

As i've said before, just to restate, primary sources, i.e. actual stories and legends are the most useful sources; if you can find at least one in addition to the Wikipedia, it makes things a lot quicker as i don't have to search myself...

Herp, I told you Hu Ji Jing, but apparently it is Hu Li Jing. My fault for not distinguishing the "j" and "l".

Here (https://eee.uci.edu/clients/sbklein/GHOSTS/articles/CatalpaBow-WitchAnimals.pdf) is a PDF about Kitsune and other morphic Shamanistic Spirit Animals in Japan. It mentions Kitsune early on.

This (http://linguistlist.org/issues/9/9-1795.html) is a linguistical index for the term "Sunbeam", but if you search "kitsune-no yome-iri", it describes a pattern of light found in the late afternoon when the sun is low, and is known as the Fox's Wedding. Could have something to do with the Tweening.

AtlanteanTroll
2011-03-22, 10:46 PM
ibid?
Me too. Basically. Or so I have always beleived...


That is the intention, yes, though the literary ones are always more tricky than thhinks that appear in multiple sources. I'll sort out the fox thing, possibly a version of Kitsune and see about the Bai Gu Jing because i have access to Journey to the West. Timescale is another issue entirely.

Oh, good I'm glad. As long as you get it done.

Eldan
2011-03-23, 03:25 AM
I'd love to give you more material on the Alp, but all I can find is German sources. And most of the things found in those are, in one form or the other, already in the Wikipedia entry, just without the prose and legends around them.

Mulletmanalive
2011-03-24, 02:42 PM
Alp:
The alp is a small humanoid creature with butterfly wings, the ability to change shape and size and a faecraft hat that grants them certain magics. They are the troubling offspring of a demon called the horerczy, a large and hideous creature that breathes out such creatures. How this is done is unclear, though the little evidence available seems to indicate that the Alps are a form of imp; a product of asexual reproduction, a cutting or seedling.

The alps themselves do not seem to act at the behest of their master, though it is questioned why a creature would be adapted for a binary diet. For one, they are adapted to rest upon the chest of a sleeping victim, increasing both their physical and psychic weight until the victim awakes from nightmares and the panic caused by suffocation. They then deploy a lengthy, sticky tongue into the nose of the victim to retrieve the knot of fear that this situation produced. On the other hand, they plague the teats of almost anyone, but favouring the breast milk of mothers to the blood of men and children.

Despite their dubious heritage, these creatures are not all that powerful; their abilities stem from their improbable slipperiness. Few hunters are able to trap these cunning shapeshifters and fewer still can slay them properly when they do.

D&D Version:Tiny Fey (Fae, Shapechanger)
Hit Dice: 2d6-2 (5 hp)
Initiative: +5
Speed: 20ft (4 squares), Fly 60ft [Good]
Armor Class: 17 (+5 Dexterity, +2 Size), touch 17, flat-footed 12
Base Attack/Grapple: +1/-8
Attack: Tentacle Tongue +2 melee (1, 5ft reach)
Full Attack: Tentacle Tongue +2 melee (1, 5ft reach) and 2 Claws -3 (1d2-1)
Space/Reach: 2.5-ft/0-ft
Special Attacks: Evil Eye, Nightmare Curse, Weight
Special Qualities: Dissolve, DR 12/Natural, Low Light Vision, Shapechange, Tweening
Saves: Fort -1, Ref +8, Will +4
Abilities: Str: 8/-1 Dex: 20/+5 Con: 8/-1 Int: 16/+3 Wis: 12/+1 Cha: 15/+2
Skills: Appraise +8, Bluff +7, Hide +18, Intimidate +7, Knowledge [Arcane] +8, Knowledge [Nature] +8, Listen +6, Move Silently +10, Sense Motive +7, Spot +6
Feats: Ability Focus [Curses]
Environment: Germany
Organization: Solitary or Flock (2-50)
Challenge Rating: 2
Treasure: None
Alignment: Chaotic Evil
Advancement: 3-5 [Tiny] 6-10 [Small]

Dissolve: When slain, an Alp transforms into a shower of smashed moth wing fragments

Disturbing [Ex]: Alps are unsettling to look at [though comical at times] and until an Alp takes an aggressive action, those wishing to attack one must succeed on a Will save, DC 12 [10 + HD + Cha mod] or lose their action.

Evil Eye [Sp]: Gaze 20ft, Standard action to use, Will DC 17, Slow 2 rounds. This save is Cha based.

Nightmare Curse [Sp]: While grappling with a foe, the Alp can inflict horrible nightmares or waking dreams on the victim. Doing so is a Swift action and counts as either a Bestow Curse spell, save DC 17, for waking targets or a Nightmare spell, save DC 17, if the target is sleeping. This save is Cha based.

Spell-Like Abilties [Sp]: CL 2, at Will: Invisibility

Shapeshifting [Su]: As a Standard action, the Alp may adopt the form of any Insect or Predatory animal that moves on the ground. They favour the forms of a cat, snake, butterfly, pig or sickly looking dog. Amusingly, or perhaps disturbingly, all of these forms are found wearing the Tarnkappe that is so standard for the breed.

Tarnkappe [Item]: A tarnkappe is a faecraft item that serves as the root of most of the Alp's powers. If the kappe is lost, the Alp is unable to use any of its spell-like abilities until it is reclaimed or it makes a new one, taking a month.

Tweening: Alps are weak fæ and so are only able to tween during times of Dusk and Dawn, when they may move through Physical Boundaries.

Weight [Su]: The alp's most overtly dangerous ability is its power to increase its mass a great deal without changing size. Doing so is a Standard action; the alp's weight doubles, granting it a cumulative +4 on Grapple checks and it makes a Grapple check as a free action. The first time this is used, its Fly speed is halved. The second, it cannot fly. This ability lasts for 2 rounds [equal to the Alp's Constitution +3 so Bear's Endurance or the like would increase the duration and the number of copies of this that can be stacked]

MV VersionTiny Fæ Shapeshifter Thing 2 CP 4
Init: + 6 , Senses: Listen + 1 , Observation +7
Languages: Teutonic, German3
Defence: 14 Flatfooted: 12 +5 Swift action
Hardness: DR 12/Natural
HD: 2d6 - 2 + 8 Hp: 13
Massive Damage: 8
Thresholds: Green, [ 6 ] Yellow, [ 3 ] Orange, [ 1 ] Red
Resist: Evasion
Fort: + 0 Reflex: + 6 Will: + 4 Psyche: 17 Tussle: 43
Speed: 30 ft, Fly 60ft Space: 2.5 ft Reach: 0 ft, 5 for shifting

Melee: +8 Tentacle Tongue (1, 5ft reach) and +3/+3 Claws (1d2-1)

BAB: + 1 Grapple: -8
Special Actions:
Evil Eye [Swift; one target within 30ft; target suffers -3 on checks with one stat, DC 14 Will ends [Shake it Off]]
Invisibility [Swift; Alp becomes Invisible for 5 rounds or until it attacks]
Nightmare Curse [Swift; targets wrestled foe; target suffers a -3 penalty on checks with one stat, DC 14 Will ends [Shake it Off]]
Shapechange [Standard; adopt form of any incest or carnivorous animal [not birds].]
Weight [Standard; the Alp's weight doubles, though its size remains the same. It gains a +4 bonus on Grapple, then makes a Wrestle check. Stacks, lasts 5 rounds]3
Abilities: Str: 8/-1 Dex: 20/+5 Con: 8/-1 Int: 16/+3 Wis: 12/+1 Cha: 10/-
SQ: Dissolve, Disturbing DC 12, Tweening

Feats: Ability Focus [Curses]B, Fæcraft (Tarnkappe), Weapon FinesseB

Skills: Hide +19, Intimidate +6, Manipulate +6, Move Silently +11, Observation +7, Sense Motive +7

Possessions: Tarnkappe [Grants Invisibility and Weight abilities. Neither ability can be used if it is removed.]3
Special Abilities:
Dissolve: When slain, an Alp transforms into a shower of smashed moth wing fragments

Disturbing [Ex]: Alps are unsettling to look at [though comical at times] and until an Alp takes an aggressive action, those wishing to attack one must succeed on a Will save, DC 12 [10 + HD + Cha mod] or lose their action.

Shapeshifting [Su]: As a Standard action, the Alp may adopt the form of any Insect or Predatory animal that moves on the ground. They favour the forms of a cat, snake, butterfly, pig or sickly looking dog. Amusingly, or perhaps disturbingly, all of these forms are found wearing the Tarnkappe that is so standard for the breed.

Tweening: Alps are weak fæ and so are only able to tween during times of Dusk and Dawn, when they may move through Physical Boundaries.3
This version of the Alp's combat tactics are fairly simple. If they are presented with an unconscious target, they simply begin a grapple, use Nightmare Curse to get a bad dream brewing and consume at their leisure, using Weight if the victim looks to be stirring.

In the case of a mobile target, it uses its superior stealth to gain ambush, using its tongue to start a grapple with the drop on the target. From there, it attempts a pin and then pours on the applications of the Weight ability while sapping the target's Strength with Nightmare Curse. If it can manage an Evil Eye from hiding, that never hurts either.


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Lore:
{table]DC|Lore

2|Alps are a kind of vampire

7|Alps come in the night and force themselves on young women. They end up pregnent with the babies always being wrapped in their afterbirth, making them monstrous Fexts

12|Alps are malevolent blood eating fairies that bring nightmares and prefer to prey on young women. They eat dreams by sticking their long prehensile tongue up your nose.

17|Only small, Alps have the ability to increase their weight massively, crushing the chest of the victim and causing panic as they cannot breathe. Alps are so small that they cannot enter a room where the cracks, keyholes and knots in the boards have been plugged; they cannot work doorhandles.

22|For unknown reasons, Alps are really fond of coffee. An offer of such is actually enough to get the insane little creep to stop attacking you until morning, when you are obliged to serve it your best coffee with cream or face many more nights of misery

27|Alps find lemon juice toxic; the stuff is a powerful paralytic to them. Forcing lemons down their throats is one way to paralyse them and if you can manage to coat the inside of your nose with it before bed, the alp could be in for a nasty surprise.[/table]
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Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License (http://creativecommons.org/licenses/by-nc/3.0/). All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

Right, Kitsune are taking a while because I seem to have folded them and the Huli Ling into one subsystem, with the Huli being the more fox like version and the Ninko [Fox-men] being the more humanoid ones...

Eldan
2011-03-24, 02:49 PM
I like it.

Not sure on the type and size? You left them just as the words in brackets.

Also, on the nightmare curse: I'd give it an effect too. The Nightmare spell says that the target is fatigued the next day, perhaps include that?

Mulletmanalive
2011-03-24, 02:50 PM
Is Bestow Curse not permanent?

To the SRD!

Eldan
2011-03-24, 03:06 PM
Probably is. I'm mostly just talking about the dreams themselves. Having constant nightmares should IMO have a tangible game effect, and fatigue seems good.

Mulletmanalive
2011-03-24, 03:10 PM
I've allowed the D&D version the choice between Bestow Curse or Nightmare.