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Dumbledore lives
2012-02-03, 03:07 AM
http://fc09.deviantart.net/fs70/f/2011/001/5/9/last_wish_by_noah_kh-d365ns2.jpg

Fallen Siren
Large Fey (Extraplanar)
HD: 11d6+88 (126)
Speed: 50 ft. (10 squares); Fly 100 ft. (Good)
Init: +4
AC: 31; touch 23; flat-footed 27
(+4 Dex, +8 Natural, + 10 Deflection, -1 Size)
BAB: +5; Grp: +16
Attack: Claw +14 (1d6+8 plus 5d6+11 sneak attack) or Gore +13 (1d8+8 plus 5d6+11 sneak attack)
Full-Attack: 2 Claws +14 (1d6+8 plus 5d6+11 sneak attack) and Gore +11 (1d8+8 plus 5d6+11 sneak attack)
Space: 10 ft.; Reach 10 ft.
Special Attacks: Spell Like Abilities, Sneak Attack +5d6
Special Qualities: Playmate, Blindsight 60 ft., Damage Reduction 10/Cold Iron, Immune to Cold, Resplendent Defense
Saves: Fort +11 Ref +11 Will +11 (+9 against fear)
Abilities: Str 26, Dex 19, Con 27, Int 20, Wis 19, Cha 30
Skills: Bluff +24, Concentration + 22, Diplomacy + 24, Intimidate + 24, Knowledge (Arcana) + 19, Knowledge (Local) +19, Knowledge (The Planes) + 19, Knowledge (Religion) + 19, Sense Motive +18, Spellcraft + 19, Use Magic Device +24
Feats: Quicken Spell Like Ability (Charm Person), Craven, Multiattack, Weapon Focus (Claws)
Environment: Any
Organization: Solo and Playmate
Challenge Rating: 12
Treasure: Normal
Alignment: Always Neutral Evil
Advancement: 11-15 HD (large); 15-20 HD (Huge)
Level Adjustment: -

A cloaked skeleton with enormous black wings stands before you, and gazes upon you as if he is death himself. Underneath the immense shroud of his vestments lies a beautiful woman, someone you thought you might go home with, but now realize was nothing but a ploy.

A Fallen Siren is a horrible creature from the land of the fey, and one that is utterly and totally mad. Created from a monstrous ritual which rips an en-captured fey from its beauty, leaving it a desolate husk. Wizards often use this to restore their own vitality, but occasionally they leave the broken fey alive, and it rises to seek revenge.

Fallen Sirens avoid direct combat, preferring to dominate and befuddle their foes so they can be murdered in peace. A Fallen Siren does not eat, however it strives for the act of murder, and will go very far to achieve it. It is always flanked by a playmate, one who has been taken under its spell and has lost its free will, possibly many years ago. Sometimes it actually falls in love with its playmates, but they all eventually fall out of favor when their natural beauty degrades.

A Fallen Siren stands 9 or 10 feet tall, and weighs only 100 pounds, given its thin frame. It speaks common but rarely communicates with anyone but its playmate, who it communicates incessantly to, though rarely around others.

Combat:

A Fallen Siren typically seeks out the most beautiful or charismatic member of any opposing force, and attempts to dominate or otherwise seduce he or she. After that it will look for the weaker members of the party and sneak up and attempt to quickly silence them, because it is aware how much a threat they pose.

Playmate (Su): A Fallen Siren may attempt to make a dominated person a permanent companion. The target makes a new will save at DC 25, and if this is a failure they become dominated for a full year, when they can attempt another saving throw. In addition the Fallen Siren and the playmate may communicate telepathically at any distance, the playmate also does not get a new saving throw if an order against their nature is given. A Fallen Siren typically uses the playmate to search for more beautiful playmates, as well as to draw in others to be murdered. A Fallen Siren may only have one Playmate at a time.

Resplendent Defense (Ex): A Fallen Siren adds his charisma modifier to AC.

Spell Like Abilities: At Will - Invisibility, Comprehend Languages, Charm Person (DC 21); 3/day - Quickened Charm Person DC (21), Charm Monster (DC 24); 1/day - Dominate Person (DC 25); Caster Level 11th, the DCs are Charisma based.

So what I plan to do with this thread is take some images from one of my favorite deviantart artists and make monsters or on occasions classes from them. We'll see how this goes, but as is usual, PEACH.

Mulletmanalive
2012-02-03, 06:58 AM
You've called it Ghast in the title and Gaunt in several other places.

Gaunt should be plural in several places, but it isn't.

"Necrosis" doesn't seem to have anything to do with anything; it isn't a harbinger of rot or gangrene and it seems to detest them. Possibly another name is in order.

Finally, the origin seems fairly specific but again, has nothing to do with the actual creature [being created from starved mortals in faerie]. Given their theme so far, how about having them be the remnants of powerful fey stripped of their youth and beauty for some crime against a mighty lord. It helps explain the need to have beauty around and the pettiness hinted at in the behaviour.

Monster itself is solid and lacking issues, it just doesn't fit the name of origin very well.

Dumbledore lives
2012-02-03, 07:25 AM
You've called it Ghast in the title and Gaunt in several other places.

Gaunt should be plural in several places, but it isn't.

"Necrosis" doesn't seem to have anything to do with anything; it isn't a harbinger of rot or gangrene and it seems to detest them. Possibly another name is in order.

Finally, the origin seems fairly specific but again, has nothing to do with the actual creature [being created from starved mortals in faerie]. Given their theme so far, how about having them be the remnants of powerful fey stripped of their youth and beauty for some crime against a mighty lord. It helps explain the need to have beauty around and the pettiness hinted at in the behaviour.

Monster itself is solid and lacking issues, it just doesn't fit the name of origin very well.

Yeah the reason some of it is disconnected is I changed much of the fluff part way through, and forgot to change the rest. Editing in a new name and changed fluff now.

Dumbledore lives
2012-02-06, 03:14 AM
http://fc03.deviantart.net/fs71/f/2011/195/a/1/elda_by_noah_kh-d3rdzhz.jpg

Coryphee
Medium Fey (Extraplanar)
HD: 8d6+24 (52 HP)
Speed: 50 ft. (10 squares)
Init: +6
AC: 24 (+6 Dexterity, +8 Deflection) ; touch 24; flat-footed 18
BAB: +4; Grp +4
Attack: Mad Hope +12 (1d10+8 plus insanity) or Open Despair +12 (1d10+8 plus misery)
Full-Attack: Mad Hope +12 (1d10+8 plus insanity) or Open Despair +12 (1d10+8 plus misery)
Space: 5 ft.; Reach 10 ft.
Special Attacks: Spell Like Abilities, Pirouette
Special Qualities: Mad Hope and Open Despair, Spell Resistance 18, Damage Reduction 5/ Cold Iron, Low-Light Vision, Unearthly Dance
Saves: Fort +5, Ref +12, Will +9
Abilities: Str 10, Dex 23, Con 16, Int 18, Wis 17, Cha 27
Skills: Balance +17, Bluff +19, Diplomacy +19, Disguise +19, Listen +14, Knowledge (Nobility and Royalty) +15, Intimidate +19, Perform (Dance) + 19, Spot +14, Tumble +17
Feats: Dodge, Mobility, Spring Attack
Environment: Any
Organization: Single, Troupe (3-12)
Challenge Rating: 7
Treasure: Normal
Alignment: Usually Chaotic Neutral
Advancement: By Class Levels
Level Adjustment: -

A beautiful young women dances in front of you, seemingly unaware of the world that surrounds her, staring out with dead eyes. Floating around her like a protective shield are two skulls, one laughing and one sobbing.

A Coryphee puts on the image of truly neutral parties, seeking to find a balance between despair and bliss, but has a hidden agenda. The Coryphee believe that all mortals are insane, some have just not quite found it yet. Both their skulls are in varying degrees mad, but simply put two faces on one idea. What the Coryphee want is to slowly drive the whole world insane, starting with the most powerful leaders and working down to the lowliest peasants.

A Coryphee always has two skulls orbiting around her, and they talk for her. The actual girl never speaks, but allows the skulls to lull the potential target into either a state of happiness or sadness and then strike only when the target has gone truly insane. The Coryphee enjoy torture, and through their magical talents can do it quite easily, though they try to use mundane methods when available.

A Coryphee stands about 5 feet tall and weighs only 30 pounds, which allows her to float across the land. A Coryphee does not speak, but understands all languages, and her skulls peak common for her.

Combat:

A Coryphee avoids direct combat, but if forced into it will typically engage and retreat with spring attack, allowing foes no chance for retaliation. She will hit the biggest and strongest targets with Hope and the spellcasters with Despair and try to create in-fighting if possible. Coryphee do set up combats on occasion, but only after careful observation to determine when and who would be best to strike at, both physically and emotionally.

Mad Hope and Open Despair (Su): The two skulls which constantly orbit around a Coryphee can function as weapons during combat. They function as +2 Great Clubs which use dexterity instead of strength for to hit and damage. In addition each has a different effect, if a target is hit by Mad Hope they must make a DC 20 will save or be affected by confusion, except for the 1-50 becomes babble incoherently. If a target is hit by Open despair they must make a will save DC 20 or take a -4 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. When a Coryphee dies both skulls instantly disintegrate.

Pirouette (Ex): As a full round action that does not provoke attacks of opportunity a Coryphee may hit all targets within reach with both Mad Hope and Open Despair, and if either hits a DC 22 will save must be made or suffer from both effects.

Unearthly Dance (Ex): A Coryphee may move through difficult terrain unhindered, at full speed. In addition because of her unearthly grace she adds her charisma modifier to her AC.

Spell Like Abilities: At Will: Inflict Light Wounds (DC 19), Cure Light Wounds, Confusion, Lesser (DC 19), Doom DC (19); 3/day: Crushing Despair (DC 21), Confusion (DC 21)

Dumbledore lives
2012-02-08, 08:02 AM
http://fc08.deviantart.net/fs70/f/2010/040/3/0/God_of_the_forest_by_noah_kh.jpg

Friste
Gargantuan Fey
HD: 18d6+180 plus 3 (246 hp)
Speed: 80 ft. (4 squares)
Init: +0
AC: 27 (+18 Natural, -8 Size, +7 Deflection); touch 9; flat-footed 27
BAB: +9; Grp +34
Attack: Slam + 22 (2d6+20) or Vines +9 touch (2d8+13 plus entangle)
Full-Attack: Slam +22 (2d6+20) and 4 Vines +9 touch (2d8+13 plus entangle)
Space: 20 ft.; Reach 20 ft.
Special Attacks: Vines, Spells, Improved Grab
Special Qualities: Powerful Slams, Low-Light Vision, DR 15/Slashing, Fast Healing 10, Woodland Life
Saves: Fort +16 Ref +11 Will +13
Abilities: Str 37, Dex 10, Con 31, Int 6, Wis 10, Cha 25
Skills: Intimidate + 40, Knowledge (Nature) +19, Sense Motive +21, Survival +21
Feats: Power Attack, Improved Bull Rush, Awesome Blow, Multi-attack, Shock Trooper, Toughness, Iron Will
Environment: Forest
Organization: Solitary
Challenge Rating: 18
Treasure: Normal, no metal
Alignment: Always True Neutral
Advancement: 18-25 HD(Huge); 26-40 HD (Colossal)
Level Adjustment: -

What appears to be an enormous mass of plants slowly rises up displaying its full height and livelihood. It roars angrily at the disturbance to its forest and prepares to charge.

A Fristel is a fey being which has bonded with a forest to an enormous degree, believing itself to be a part of it. Fristels initial state is rarely seen, because the few living ones have already fully bonded with forests, and defend them with their lives from any perceived threats. Every Fristel has lived for many hundreds and sometimes thousands of years, and some come to believe they are actually embodiments of the forest, apart from their actual heritage.

Fristels have such belief in their forests that they actually gain power for it, both using the forest as a healing source and a natural spring of magic that can be used only by them. Each Fristel has its own forest in some isolated corner of the world, and meetings between members of the species are incredibly rare, such that any occurrence may result in fighting simply because of confusion. The Fristels are highly territorial, quickly dispatching any threat to their forest or themselves, using spells only if strictly necessary, mostly saving them for the further growth of the forest.

A Fristel stands about 30 feet tall and weighs 4 tons. It understands common but chooses not to speak it, instead communicating through roars and body language.

Combat:

In combat a Fristel will generally begin by entangling any opponents within reach, then crushing them as quickly as possible, killing one then quickly moving onto another. It will use its power attack on most foes, though the exact amount depends on how heavily armored it looks. Once foes are dealt with it will eject any non-natural equipment out of the forest and slumber once more.

Improved Grab (Ex): If a Fristel hits with a vine or slam attack it can attempt a grapple as a free action without an attack of opportunity. In addition it can grapple multiple targets with its vines without being considered grappled itself, and also without taking the normal -20 penalty.

Powerful Slams (Ex): A Fristel's slams deal 1 1/2 times strength damage and count as two handed weapons for power attack.

Spells: A Fristel casts spells as a 10th level spirit shaman, but with all spells on the druid spell list as spells known. The DC is based off charisma, so a 1st level spell has a DC of 18, and a 5th level spell has a DC 22.

Vines (Ex): A Fristel uses the forest ingrained in its body and naturally around it as weapons. It may use vines as a touch attack dealing damage as a normal weapon but it resolves as a touch attack. Anyone hit must make a DC 29 check or be entangled for 1d4 rounds. This is Constitution based.

Woodland Life (Su): A Fristel is at home in the woods, and loses much when outside its home forest. It loses its Fast healing, Vines, Spells, and its movement speed is reduced to 20 ft.