Fey Folio - Clans of the Fey Realm

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Wingy

Transcript of Fey Folio - Clans of the Fey Realm

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Fey Folio Clans of the Fey Realm

ALP-FFP02:

Role Playing Game Supplement A Creature Supplement for use with the PATHFINDER ROLEPLAYING GAME

Written by Matthew Cicci

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Author

Matthew Cicci

Interior Illustrator

Vasilis Zikos

Cover Artists

Emily Kubisz

Vasilis Zikos

Editors Paul Klein Emily Kubisz Stephanie D. Kubisz Rules Consultant Peter Killian Layout & Design Tim Adams Special Thanks to: Ofelia J. Kubisz Jim Clunie

Fey Folio: Clans of the Fey Realm © 2010 Matthew Cicci and Alluria Publishing. All rights reserved.

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009 Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder RPG Bestiary, Copyright 2009 Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Remarkable Races: Compendium of Unusual PC Races, Pathway to Adventure Edition. Copyright 2009, 2010 Alluria Publishing; Author: J. Matthew Kubisz The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Alluria Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.

Credits

Special Thanks to: Ofelia J. Kubisz

Jim Clunie Team Draconis

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Clans of the Fey: Introduction & Creature Glyph Key 4 Section 1— A Gallery of Fey 5

Dullahan 5 Erlking 7 Fachen 8 Jack-in-Irons 10 Kapre 12 Nightshade Wisp 13 Rarog 14 Sidhe 15 Spriggan 17 Spring-Heel Jack 18 Sylph 19 Vodnik 20 Yallery 21

Section 2— GM’s Reference 22 Section 3— Magic Items 24

CR Name Terrain Page

1/3 Spriggan any forest 17 2 Erlking cold forests & marshes 7 2 Sylph any forest 19 3 Nightshade Wisp any forest 13 3 Vodnik any swamp 20 4 Kapre any forest 12 5 Spring-Heel Jack any urban 18 6 Dark Mare any 6 6 Fachen any hills & mountains 8

6 Yallery any urban 21 7 Dullahan any 5 7 Lean Sidhe any 15 9 Dullahan Dreadknight any 6 9 Fachen Storm Sorcerer any hills & mountains 8

10 Bean Sidhe any 15 13 Rarog any 14 21 Jack-in-Irons any hills & mountains 10

Contents

Fey by Challenge Rating

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CREATURE GLYPHS

More than just stories . . . Dragons roar, scour their enemies with elemental blasts, and crush bones beneath their

muscled, reptilian heels. The undead drain the very life from the living, either by touch, by bite, or by arcane means. Goblins constantly harass the good folks of the world; they spring forth from caves and dark forests, their poorly kept and rusted weapons thirsting for chaos, blood, and war. Aberrant beings, alien in shape and thought, inspire madness with their mere presence. Giants stalk the land in defiance of the gods and angels that look down upon it.

And yet for all the rage and horror of these monstrosities there is an equally ominous, yet infinitely more subtle, threat to mankind – the fey. Creatures of story and legend, fey monsters are meant to terrorize children into eating their beets and going to sleep, but every village elder, every elf, every druid, and huntsman knows the truth. These stories, tales of vicious spriggans and alluring sidhe, spring from a well of truth.

Fey are embodiments of emotion, and wicked fey are cruelty, lust, anger, and mischief given form. From the frightening dullahan dreadknights to the malicious vodnik bog troll, these pages offer forth the most dangerous the Fey Realm has to offer – not the mindless beasts or wild spirits, but the cunning and cruel twisted fey races, the clans of the Fey Realm.

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* Referenced powers and spells not described here can be

found in the Pathfinder SRD or appropriate core rulebooks

of the Pathfinder Roleplaying Game.

Dullahan This headless warrior lashes about with a barbed whip while the leering face etched upon its dark shield cackles and growls.

DULLAHAN CR 7 XP 3,200 NE Medium fey Init +5; Senses low-light vision; Perception +18

DEFENSE

AC 22, touch 15, flat-footed 17 (+5 Dex, +4 armor, +3 shield) hp 66 (12d6+24) Fort +6, Ref +13, Will +11 DR 10/cold iron Immune fear

OFFENSE

Speed 30 ft. Melee mwk bone-barbed whip +13/+7 (1d6+2 plus grab) Space 5 ft.; Reach 5 ft. (whip 15 ft.) Special Attacks fear (1/day 50 ft. cone, DC 18), frenzied

lashing, nightmare lash (3d6+4)

STATISTICS

Str 15, Dex 20, Con 14, Int 13, Wis 16, Cha 14 Base Atk +6; CMB +8 (+12 grapple and trip w/ whip); CMD

23 (25 vs. trip) Feats Combat Expertise, Dazzling Display, Improved Trip,

Shatter Defenses, Weapon Finesse, Weapon Focus (whip) Skills Acrobatics +20, Climb +17, Intimidate +18,

Knowledge (nature) +16, Perception +18, Stealth +20, Use Magic Device +17; Racial Modifier +4 Intimidate

Languages Aklo, Common SQ bone-barbed whip

ECOLOGY

Environment cold or temperate forests Organization solitary, gang (2-4) or squad (11-20, also

consisting of dullahan dreadknights and dark mares) Treasure Standard (mwk whip, +1 heavy steel shield, mwk

hide armor, additional treasure)

SPECIAL ABILITIES

Bone-barbed Whip (Ex) Dullahans proudly wield whips adorned with sharp, skeletal remains of their previous foes. These whips lose the disarm weapon trait, but gain the trip weapon trait. In addition, dullahan are adept at using these whips to hold foes in place. They do not suffer the -20 CMB check to use the whip to maintain or initiate grapple checks.

Frenzied Lashing (Ex) As a standard action, a dullahan may make a trip attack against all enemies within a 15-foot radius spread. Enemies hit by this maneuver also take the whip damage.

Nightmare Lash (Su) Every time the dullahan makes a successful grapple check against an opponent grabbed by its whip, that opponent takes damage and must make DC 18 Will save or become shaken. If it is already shaken, it becomes frightened; if it is frightened, it becomes panicked. Each condition lasts for 2d4 rounds.

These bloodthirsty fey have inspired many tales

of headless horsemen and undying knights. One glimpse at their midnight black armor and the sneering visage of their shield, and it is easy to see why. Dark armor and cruel weapons, a leering face etched into a thick shield, a tall, imposing figure with no head galloping madly forward on a mare as black as pitch — this frightful combination is the dullahan. Dullahan are fearsome knights of the Fey Realm who, through twisted rituals have placed their souls in armor and weapons.

Dullahan are mercenary in the extreme. They will sell their services to the highest bidder without fail. Money is not what they seek in recompense, however. Free reign to slaughter and incite fear in the enemy ranks is incentive enough. Often times different clans of Dullahan will line up on opposite sides of any given battle.

Despite this mercenary streak, dullahan do have a deep-seated fear . . . Jack-in-Irons. They once served the chained king, but realized he favored the fachen and spriggans. Refusing to take a secondary seat to anyone else, the dullahan betrayed their master. During a raging battle between the sylvan races and the fachen, the dullahans turned on their allies brutally. Calling upon the cruel and twisted rituals they use to imbue their weapons with their souls, they warped the mighty fachen into mutated horrors. The suffering broke the will of the fachen, which proved key; without his dedicated soldiers, Jack-in-Irons was soon banished.

Regardless of that ancient success, and in truth, because of it, all dullahan fear the even the slightest rumbling of distant thunder . . . for even that low roll may herald the return of Jack-in-Irons.

DULLAHAN DREADKNIGHTS Most dullahan take to the whip and shield as it poses an intimidating figure. However, a special rank of dullahan is trained to ride the vicious fey mount, the dark mare. These warriors often serve as clan leaders and generals in battle. They opt for a slicing power of a strong blade over the versatility of a whip. Years of training have caused these warriors, these dreadknights, to mold the dullahan’s supernatural abilities to better suit their needs. There are few more horrifying aspects than facing a dullahan dreadknight mounted atop a dark mare.

SECTION 1 – A GALLERY OF FEY

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DULLAHAN DREADKNIGHT CR 9 XP 6,400 Dullahan Fighter 2 NE Medium fey Init +10; Senses low-light vision; Perception +18

DEFENSE

AC 24, touch 16, flat-footed 18 (+6 Dex, +5 armor, +3 shield) hp 109 (12d6+2d10+56) Fort +11, Ref +14, Will +11 Defensive Abilities bravery +1, DR 10/cold iron; Immune fear

OFFENSE

Speed 30 ft. Melee mwk longsword +14/+9 (1d8+5/19-20) Space 5 ft.; Reach 5 ft. Special Attacks fear (1/day, 50 ft. cone, DC 19), gnashing

shield

STATISTICS

Str 19, Dex 22, Con 18, Int 11, Wis 16, Cha 16 Base Atk +8; CMB +12; CMD 28 Feats Combat Reflexes, Improved Initiative, Improved

Shield Bash, Mounted Combat, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Trample, Weapon Focus (long sword)

Skills Acrobatics +21, Climb +19, Intimidate +22, Knowledge (nature) +15, Perception +18, Ride +24, Stealth +13; Racial Modifier +4 Intimidate

Languages Aklo, Common SQ charge the craven

ECOLOGY

Environment any Organization solitary,

gang (2-4) or squad (11-20, also consisting of dullahan and dark mares)

Treasure NPC Gear (+1 longsword, +1 heavy steel shield, +1 hide armor, additional treasure)

SPECIAL ABILITIES

Charge the Craven (Ex) Dullahans dreadknights revel in the fear they sow amongst their foes. A dullahan dreadknight scores a critical hit against any enemy suffering from

the shakened, frightened, or panicked condition on a roll of 17-20 Gnashing Shield (Ex) Etched upon the dullahan’s shield is

its leering face. Whenever a dullahan dreadknight is missed by a melee attack, it may, as an immediate action, bite the attacker: bite +7 (1d4+4 bleed)

DARK MARE CR 6 XP 2,400 NE Large fey Init +7; Senses low-light vision; Perception +14

DEFENSE

AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, -1 size) hp 65 (10d6+30) Fort +6, Ref +10, Will +8 DR 5/cold iron

OFFENSE

Speed 40 ft. Melee bite + 9 (2d6+7) Space 10 ft.; Reach 5 ft. Special Attacks trample (1d8+7, DC 20) Spell-Like Abilities (CL 10th) 3/day – dimension door

STATISTICS

Str 20, Dex 17, Con 17, Int 6, Wis 12, Cha 15 Base Atk +5; CMB +11; CMD 24 (28 vs. trip) Feats Improved Initiative, Improved Natural Attack 2

(bite & trample), Power Attack, Run Skills Acrobatics +16, Perception +14, Swim +18, Stealth +16 Languages Aklo SQ twilight charger

ECOLOGY

Environment any Organization solitary or with rider Treasure None

SPECIAL ABILITIES

Twilight Charger (Su) A dark mare may use its dimension door spell-like ability as a part of a charge action, even though it is normally a standard action. Any attacks as part of this charge deal an additional +4 damage,

and there is no penalty to AC. A dark mare’s rider benefits from this as well.

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Erlking Large black eyes, a hooked nose, and ash-grey skin lend this

spindly humanoid a shadowy, sinister aura.

ERLKING CR 2

XP 600

CE Medium fey

Init +2; Senses darkvision 60 ft., low-light vision;

Perception +8

Aura darkness (20 ft.)

DEFENSE

AC 13, touch 13 flat-footed 10 (+2 Dex, +1 dodge)

hp 18 (4d6+4)

Fort +2, Ref +6, Will +5

Defensive Abilities shrouded step; DR 5/cold iron

Weaknesses light blindness

OFFENSE

Speed 30 ft.

Melee 2 claws +4 (1d4+2)

Space 5 ft.; Reach 5 ft.

Special Attacks sneak attack +1d6

STATISTICS

Str 14, Dex 15, Con 12, Int 11, Wis 13, Cha 9

Base Atk +2; CMB +4 (+6 to grapple); CMD 16 (18 vs.

grapple)

Feats Dodge, Improved GrappleB, Skill Focus (Stealth)

Skills Acrobatics +9, Climb +9, Escape Artist +9, Perception

+8, Stealth +12, Swim +9

Languages Aklo, Common

SQ kidnapper’s clutch

ECOLOGY

Environment cold forests and marshes

Organization solitary, pair, or gang (3-6)

Treasure standard

SPECIAL ABILITIES

Darkness (Su) Erlkings cast a dimming effect everywhere

they creep. This aura operates as a permanent version of

the spell darkness.

Kidnapper’s Clutch (Ex) Stronger than they appear to be,

erlkings can move their full speed during a grapple and

carry their opponent as well. Additionally, an erlking

that aids another erlking engaged in a grapple grants a

+4 bonus instead of the normal +2.

Shrouded Step (Su) When in at least dim illumination, an

erlking can cause the shadows to swirl about itself. This

effect operates as the spell blur (CL 4th).

Erlkings are unrepentant kidnappers. These vile

rogues prowl the night guided only by the bright malice

burning in their fey hearts. They slip like mist through the

forests on the edge of town and patiently watch for the last

candle to dim. In the darkness that follows the erlkings

strike, attempting to abscond with a bratty child they can

mold into one of their own.

Erlkings rely on mortals as a means to reproduce

their race. Once an unfortunate soul is caught, he is hauled

off through the darkness to the erlking’s dim dwellings.

Here, deep enough within the marsh or wood so that the

victim’s screams reach no ears, the erlkings chant the dark

magics that slowly twist the mind and rend the body of their

hostage. The end result is another pale-skinned, hollow-

hearted erlking.

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Fachen Muscular and thick, this creature seems to be a half-being. Its legs

connect to a torso with a single strong arm jutting forward from it;

a grotesque face with beady eyes and a mouth occupy not a head,

but the upper portion of the torso. A thick mane of black raven

feathers serves as unkempt hair.

FACHEN CR 6

XP 2,400

CN Medium fey

Init +2; Senses low-light vision; Perception +12

DEFENSE

AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)

hp 65 (10d6+30)

Fort +8, Ref +9, Will +6

DR 5/cold iron; Weaknesses vulnerable to flanking

OFFENSE

Speed 30 ft.

Melee mwk greataxe +11 (1d12+5), bite +5 (1d6+2) or bite

+10 (1d6+5)

Space 5 ft.; Reach 10 ft.

Special Attacks ravenous maw

STATISTICS

Str 20, Dex 14, Con 17, Int 6, Wis 8, Cha 13

Base Atk +5; CMB +10; CMD 22

Feats Cleave, Endurance, Great Cleave, Great Fortitude,

Power Attack

Skills Climb +18, Handle Animal +11, Intimidate +11,

Perception +12

Languages Aklo

SQ strong arm

ECOLOGY

Environment any hills and mountains

Organization gang (2-4), squad (11-20, plus 1 fachen storm

sorcerer), or clan (30-50 plus 1 fachen storm sorcerer per

10 fachen)

Treasure Standard (mwk greataxe, additional treasure)

SPECIAL ABILITIES

Ravenous Maw (Ex) Whenever a fachen uses a standard

action to make a bite attack, if successful, the attack also

causes the target to become sickened for 1d4 rounds.

Strong Arm (Ex) A fachen’s single arm is exceptionally

muscular. It may wield any two-handed weapon with

this single arm and suffer no penalties. In addition, due

to its forward facing, any weapon held gains reach out to

10 ft.

Vulnerable to Flanking (Ex) The fachen’s lack of a neck

makes it less guarded against flanking attacks. Instead of

a +2 flanking bonus, enemies gain a +4 flanking bonus

when flanking a fachen.

Fachen are perverse mockeries of the natural form.

Though not inherently evil, they possess a savage streak

born of their deformities; they actively seek to crush

anything more whole than they are -- a long list indeed.

Fachen once stood tall and proud, a race of strong,

handsome fey crafted by their liege, Jack-in-Irons. However,

the duplicitous actions of the dullahan left their god chained

to the center of the fey realm and forgotten. The fachen’s

loyalty to the fallen First Fey was repaid with dark dullahan

magic that twisted them into their aberrant form.

While these once proud fey have devolved, they’ve

not given up their faith in Jack-in-Irons. Every day in a

fachen’s life is a series of rituals designed to pay respect to

their long-departed master. Many fachen leaders still cling to

storm magic as a means of worship. A sample fachen storm

sorcerer is listed below:

FACHEN STORM SORCERER CR 9

XP 2,400

Fachen sorcerer (elemental, air) 6

CN Medium fey

Init +4; Senses low-light vision; Perception +18

DEFENSE

AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural)

hp 120 (10d6+6d6+64)

Fort +12, Ref +13, Will +12

DR 5/cold iron; Resist electricity 10

Weaknesses vulnerable to flanking

OFFENSE

Speed 30 ft.

Melee mwk greataxe +13/+8 (1d12+4), bite +7 (1d6+2) or

bite +12 (1d6+4)

Space 5 ft.; Reach 10 ft.

Special Attacks electricity ray (30 ft., 6/day, 1d6+3),

ravenous maw

Spells Known (CL 6th)

3rd (4/day) – lightning bolt (DC 16)

2nd (6/day) – bull’s strength, scorching ray*, shatter

(DC 15)

1st (7/day) – burning hands* (DC 14), mage armor,

obscuring mist, shocking grasp, true strike

0 – acid splash, dancing lights, daze (DC 13), detect

magic, detect poison, flare (DC 13), light

* These spells gain the electricity type and deal electricity

damage.

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STATISTICS

Str 18, Dex 18, Con 19, Int 6, Wis 10, Cha 17

Base Atk +8; CMB +12; CMD 26

Feats Cleave, Combat Casting, Endurance, Great Cleave,

Great Fortitude, Power Attack, Skill Focus (Intimidate),

Skill Focus (Perception)

Skills Climb +17, Handle Animal +13, Intimidate +23,

Perception +18

Languages Aklo

SQ bloodline arcana, strong arm

ECOLOGY

Environment any hills and mountains

Organization solitary, or with gangs and squads of

fachen

Treasure NPC Gear (wand of burning

hands {4th level}, amulet of natural

armor +1, potion of displacement,

potion of haste,

additional treasure)

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Jack-in-Irons This titan seems to be weather given flesh. His eyes flash like

lightning and his muscles ripple like thunder. Each move the

towering bare-chested giant makes causes the thick iron chains

looping about him to tear at the ground.

JACK-IN-IRONS CR 21

XP 409,600

N Huge fey

Init +9; Senses low-light vision; Perception +40

Aura king’s court (90 ft.)

DEFENSE

AC 37, touch 13, flat-footed 32 (-2 size, +5 Dex, +23 natural,

+1 shield bonus)

hp 402 (35d6+280)

Fort +21, Ref +24, Will +21

Defensive Abilities cold iron crown; DR 20/cold iron;

Immune electricity, mind-affecting effects; Resist cold

15, fire 15; SR 33

OFFENSE

Speed 50 ft.

Melee +2 iron-studded club +30/+25/+20/+15 (2d8+17 plus

push), +2 spiked chain +30/+25/+20 (2d6+17 plus grab) or

+2 iron-studded club +32 (2d8+17 plus push), slam +25

(1d8+15 plus push)

Space 15 ft.; Reach 15 ft.

Special Attacks push 15 ft., toss (4d6+13, 30 ft.)

Spell-like Abilities (CL 35th)

1/day – haste

3/day – meteor swarm* (DC 27)

* This spell does not deal bludgeoning damage or fire

damage. All damage, and the spell type, changes to

electricity. The damage is still split in two parts as per

the spell, however.

STATISTICS

Str 41, Dex 20, Con 27, Int 14, Wis 15, Cha 27

Base Atk +17; CMB +34 (+38 to grapple and overrun); CMD

49 (51 vs. grapple and overrun)

Feats Bleeding Critical, Cleave, Critical Focus, Critical

Mastery, Double-Slice, Greater Cleave, Greater Fortitude,

Greater Overrun, Greater Two-Weapon Fighting,

Improved Initiative, Improved Overrun, Improved Two-

Weapon Fighting, Intimidating Prowess , Power Attack,

Staggering Critical, Two-Weapon Defense, Two-Weapon

Fighting, Two-Weapon Rend

Skills Acrobatics +43, Climb +53, Handle Animal +43,

Intimidate +58, Knowledge (Nature) +40, Knowledge

(Planes) +37, Perception +40, Swim +53

Languages Aklo, Common, Sylvan

SQ chained king, cold iron crown

SPECIAL ABILITIES

Chained King (Ex) Jack-in-Irons is literally bound in thick

chains. So long have these links of iron encased his skin,

he treats them as appendages. For the purposes of

attacking, these chains are treated as light weapons in the

off-hand, yet deal damage as a Large-sized weapon.

Additionally, he has enough chains wrapped about him

that grabbing a foe with a chain does not deprive him of

his additional attacks.

Cold Iron Crown (Su) The metal crown driven into Jack-in-

Irons’ skull not only tortures him, but safeguards him

against any attacks that seek to influence his mind. Not

only is Jack-in-Irons immune to these assaults, but any

mind-affecting attack cast his way is immediately

reflected back upon the caster.

King’s Court (Su) The ground writhes about madly in Jack-

in-Iron’s otherworldly presence. All terrain within 90 feet

of the fey is considered to be difficult terrain. If in a

forested area, or area of other tall vegetation, these

difficult terrain squares may also affect flying creatures.

Toss (Ex) Once a foe has been grabbed by a chain, if Jack-in-

Irons chooses, the next successful CMB check to grapple

sends the target flying. This releases the grapple but also

pushes the target 30 ft., knocks it prone, and deals

4d6+13 damage.

ECOLOGY

Environment any hills and mountains

Organization unique

Treasure Standard (+2 iron-studded club, +2 spiked chain,

additional treasure)

Jack-in-Irons claims to be the First Fey; it was his

blood that gave rise to spriggans, dullahans, gnomes, and all

fey. The world warps around his feet like a loyal pet

awaiting his word. His eyes are as blue as weather, his skin

as sturdy as the mountain from which it was born, and his

voice is the wind that sweeps across the fey realm. Or so the

epic tales of the past paint the now fallen First Fey.

Jack-in-Irons, the Chained King, is stooped, yet still

imposing. His arms, thick as great steelwood trees, are

bound by chains of cold iron. A jagged crown embedded

into his forehead is made of similar material, and his eyes

now rage a roiling grey, like a storm waiting to be

unleashed. The ground beneath him still shakes and

trembles but not with the control, the grace, it once did.

And so Jack-in-Irons, a god amongst fey, wanders

the fey realm bound in shackles, rarely seen and rarely

thought of. But rumors persist that the chains that hold him

are weakening, that his cloudy eyes dance with flashes of

lightning, and that the old king now walks with a purpose,

his back straighter, his stride driven. . .

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Supporting these rumors of

late are the smoking ruins found in

remote areas of the fey realm. Small

forts once occupied by dullahan have

been found crushed and smoldering

devoid of any survivors. These

findings have caused a stir in the realm

not seen since the first breaching of

the prime material.

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Kapre What at first appears to be a small tree is in fact a humanoid with

skin made of bark and hair of green moss.

KAPRE CR 4

XP 1,200

N Medium fey

Init +0; Senses low-light vision; Perception +13

DEFENSE

AC 16, touch 10 flat-footed 16 (+0 Dex, +6 natural)

hp 39 (6d6+18)

Fort +7, Ref +5, Will +7

DR 5/bludgeoning, cold iron, and piercing;

Immune poison, sleep

Weaknesses vulnerability to fire

OFFENSE

Speed 20 ft.

Melee 2 claws +7 (1d4+4)

Space 5 ft.; Reach 5 ft.

Special Attacks tree strike

Spell-like Abilities (CL 6th)

3/day – tree shape, tree stride

STATISTICS

Str 18, Dex 10, Con 16, Int 11, Wis 14, Cha 13

Base Atk +3; CMB +7; CMD 17 (21 vs. bull rush,

overrun, and trip)

Feats Alertness, Great Fortitude, Skill Focus

(Knowledge [nature])

Skills Knowledge (Geography) +9, Knowledge (Local)

+9, Knowledge (Nature) +12, Perception +13, Sense

Motive +13, Stealth +9

Languages Sylvan

SQ Rooted, Tree Meld

ECOLOGY

Environment any forest

Organization solitary, pair, or grove (3-6)

Treasure standard

SPECIAL ABILITIES

Rooted (Ex) Kapre spread roots into the ground with

each step. Though this makes them slow and

ponderous, it provides a +4 bonus to CMD against

bull rushes, overruns, and trips.

Tree Meld (Su) A kapre can meld with any tree. This

functions as the spell meld into stone. The kapre can

remain melded with a tree as long as it wishes.

Tree Strike (Su) When in tree shape or tree meld form, a

kapre may strike out with its limbs as a standard

action: tree strike +7 (3d4+4).

When trekking through the woods of the fey realm,

a traveler must not only be wary of the beasts and sprites,

but the trees themselves. Kapre are malicious nature spirits

that inhabit the trees and use their oaken strength to harass

any trespassers. Since most kapre spend their time in tree

shape or tree melding many travelers are unaware they’ve

entered the gruff spirit’s domain. Kapre quickly make

themselves known, however. Groups of kapre take great joy

in rushing from tree to tree in an effort to frighten and

bewilder mortal races.

Kapre do have a serious side though; they revere

nature, sentient plants, and the wilderness as holy. Some

explorers

report kapre

gathering at

dawn to soak in the

first rays of sun in

some form of religious

ritual.

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Nightshade Wisp Tall, lithe, and graceful, this elf-like warrior carries a perfectly

carved oaken spear and is adorned in armor of interwoven dark

leaves.

NIGHTSHADE WISP CR 3

XP 800

N Medium fey

Init +8; Senses low-light vision; Perception +9

Aura toxic bloom (5 ft., distraction, DC 13)

DEFENSE

AC 17, touch 15 flat-footed 12 (+4 Dex, +2 natural, +1 dodge)

hp 22 (5d6+5)

Fort +2, Ref +10, Will +5

DR 5/cold iron; Immune poison, sleep

OFFENSE

Speed 30 ft.

Melee mwk longspear +5 (1d8+2/x3 plus poison )

Ranged javelin +6 (1d6+2 plus poison)

Space 5 ft.; Reach 5 ft.

Spell-like Abilities (CL 5th)

1/day – blink

STATISTICS

Str 14, Dex 19, Con 13, Int 10, Wis 13, Cha 11

Base Atk +2; CMB +4; CMD 18

Feats Dodge, Improved Initiative, Lightning Reflexes

Skills Acrobatics +12, Climb +10, Escape Artist +12,

Knowledge (nature) +8, Perception +9, Stealth +12

Languages Aklo, Sylvan

ECOLOGY

Environment any forest

Organization pair or squad (4-9)

Treasure standard (mwk longspear, additional treasure)

SPECIAL ABILITIES

Poison (Ex) Weapon – injury; save Fort DC 13; frequency

1/round for 4 rounds; effect 1d3 Dex damage; cure 1 save.

The save DC is Constitution-based.

The fey realm is a reflection of the natural world.

Therefore, for every city raised, every forest cleared, every

animal hunted down, there is an equal reaction in the fey

realm. Hence the nightshade wisp. Nightshades serve as

nature’s vengeance-seekers. These cold, efficient beings

are single-minded in their assault on those they deem

defilers. To this end, Nightshades are horribly

calculating foes. They do not surrender, nor do

they seem to comprehend the notion of

mercy. Lumberjacks, hunters, and miners often share

hushed stories of sudden, savage nightshade raids around

the campfire.

Nightshade wisps derive more than their name

from the poisonous flower, they share many plant-like

physiological traits as well. For example, Nightshades are

genderless, with all members appearing androgynous.

Additionally, they produce the poison that coats their

weapons.

Sages conjecture that these beings must operate at

the whim of some higher power, for it is not known how

they assign targets or plan attacks.

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Rarog Fiery winds whip about the thickly muscled and tan humanoid at

the center of this burning tornado.

RAROG CR 13

XP 25,600

CN Large outsider (fire)

Init +11; Senses darkvision 60 ft.; Perception +9

Aura Burning Breeze (20 ft., 2d8 fire plus push 10 ft., DC 24)

DEFENSE

AC 26, touch 15 flat-footed 19 (+7

Dex, +11 natural, -2 size)

hp 175 (14d10+98)

Fort +16, Ref +16, Will +10

DR 10/magic; Immune fire;

SR 24

Weakness vulnerability to cold

OFFENSE

Speed 40 ft.; fly 80 ft. (good)

Melee 2 slams +21 (1d8+7

plus burn )

Space 10 ft.; Reach 10 ft.

Special Attacks blazing dervish

(3/day, 10-40 ft. high, 1d8+7

damage, 2d8 fire damage, DC

24), burn (2d8, DC 24)

STATISTICS

Str 27, Dex 25, Con 24, Int 13, Wis 18, Cha 18

Base Atk +14; CMB +23 (+27 to overrun); CMD 40 (42 vs. overrun)

Feats Cleave, Greater Overrun, Hover B, Improved Initiative, Improved Natural Attack, Improved

Overrun, Iron Will, Power Attack Skills Acrobatics +24, Fly +28,

Intimidate +21, Knowledge (planes) +18, Perception +21, Sense Motive +21, Use Magic Device +21

Languages Ignan SQ scorched earth

ECOLOGY

Environment any

Organization pair or flock (3-6)

Treasure standard

SPECIAL ABILITIES

Blazing Dervish (Su) In many ways similar to the whirlwind power, this ability allows the rarog to spin its way across the battlefield at its ground speed. As a standard action the rarog may assume this fiery whirlwind form and move. When in this form the rarog takes up a space of only 5 ft.

Any creature who occupies a space the rarog enters when in

this form must make a Reflex save or be hit by the rarog’s

slam attack. A second Reflex save must be made, regardless

of the first outcome, to avoid being lifted into the inferno

and carried along. All creatures who fail this secondary

save take 2d8 fire damage and are deposited in a square,

prone, adjacent to the rarog when it finishes this move.

Throughout this move the rarog does not provoke attacks

of opportunity. At the end of this movement the rarog

returns to normal. The save DC is Constitution-based.

Burning Breeze (Su) Scorching winds roll off of the

rarog. All creatures within 20 feet of the rarog

must make a DC 24 Reflex save at the

start of the rarog’s turn or take 2d8 fire

damage and be pushed 10 ft. The

save DC is Constitution-based.

Scorched Earth (Ex)

When in blazing dervish

form, any square the

rarog moves through

alights. Burning

squares deal 1d6

points of fire

damage to those who

enter them and 1

point of fire damage

to those who start their

turn adjacent. These

squares can be

extinguished with a

standard action.

From afar, a rarog appears like a smoldering comet arcing its way across the sky. Trails of smoke and fire plume outwards in a brilliant explosion of colored heat. Up close the rarog is no less impressive. Its body seems alive with flame and its skin shines with a magnificent sheen.

Rarogs are elemental in nature. However, they’ve only one desire: to

feel the rush of exhilaration from constant flight and travel. Their violent home plane was too fraught with danger to fully indulge this joy. Millennia ago most rarogs immigrated to the fey realm through old portals. This realization has many fey races on end; do portals to the combustible elemental planes still exist? Rarogs never slow down long enough to answer these questions, and the fey are left worrying about the possible threat.

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Sidhe This spellbinding woman possesses angelic features. Sharp bright

eyes, long luxurious hair and pale, nearly translucent skin paint

an alluring and vivacious portrait of femininity.

LEAN SIDHE CR 7

XP 3,200

CN Medium fey (incorporeal)

Init +8; Senses low-light vision.; Perception +13

Aura Fey Beauty

DEFENSE

AC 19, touch 19, flat-footed 14 (+4 deflection, +4 Dex, +1

dodge)

hp 52 (8d6+24)

Fort +5, Ref +10, Will +10

Defensive Abilities incorporeal; DR 10/cold iron

OFFENSE

Speed fly 40 ft. (perfect)

Melee incorporeal touch +9 (1d10 damage plus muse’s whim)

Space 5 ft.; Reach 5 ft.

Special Attacks luring lyrics, shrieking cacophony

Spell-Like Abilities (CL 8th)

3/day – charm monster (DC 18), suggestion (DC 17), shatter

(DC 16)

1/day – shout (DC 19)

STATISTICS

Str -, Dex 18, Con 16, Int 13, Wis 15, Cha 19

Base Atk +4; CMB +8; CMD 22

Feats Dodge, Improved Initiative, Iron Will, Weapon Focus

(incorporeal touch)

Skills Bluff +15, Diplomacy +15, Fly +23, Knowledge

(nature) +12, Perception +13, Perform +15, Sense Motive

+13

Languages Common, Sylvan

ECOLOGY

Environment any forest

Organization solitary

Treasure standard

SPECIAL ABILITIES

Fey Beauty (Ex) The grace, charm, and appeal of the lean

sidhe is so overpowering that it saps an enemy’s will to

fight. All creatures within 30 feet of a lean sidhe suffer a -

2 penalty to any Will saves against her attacks.

Luring Lyrics (Su) The dulcet tones of the lean sidhe are a

sweet poison. Once per round as a standard action, a

lean sidhe may sing a hypnotic song to one creature

within 30 feet.. If that creature fails a DC 18 Will save it

becomes fascinated, as the condition, by the lean sidhe

for 2d4 rounds. Each round after the initial failed save

the target suffers 1 point of Wisdom damage. For

purposes of the fascination anything the lean sidhe does,

short of actually damaging the target with another

power, is considered non-threatening. This is a sonic

mind-affecting charm effect. The save DC is Charisma-

based.

Muse’s Whim (Su) The touch of the beautiful lean sidhe can

sap men of their strength and creativity. Anyone touched

by the lean sidhe’s incorporeal touch attack must make a

DC 18 Will save or become fatigued. If the target is

already fatigued, they instead become exhausted. The

save DC is Charisma-based.

Shrieking Cacophony (Su) When a lean sidhe is brought to

or below 0 hit points it unleashes this horrible death wail

as an immediate action. All creatures within 300 feet of

the lean sidhe must make a DC 17 Fortitude save or

suffer 5d6 damage and become permanently deafened.

Creatures already deaf are immune. The save DC is

Constitution-based.

BEAN SIDHE CR 10

XP 9,600

NE Medium fey (incorporeal)

Init +10; Senses low-light vision.; Perception +18

DEFENSE

AC 21, touch 21 flat-footed 14 (+4 deflection, +6 Dex, +1

dodge)

hp 90 (12d6+48)

Fort +8, Ref +14, Will +13

Defensive Abilities incorporeal; DR 10/cold iron

OFFENSE

Speed fly 40 ft. (perfect)

Melee incorporeal touch +13 (3d6 damage plus 1d6

Charisma drain)

Space 5 ft.; Reach 5 ft.

Special Attacks grieving song, keening note

Spell-Like Abilities (CL 12th)

3/day – crushing despair (DC 17)

STATISTICS

Str -, Dex 22, Con 18, Int 14, Wis 17, Cha 18

Base Atk +6; CMB +12; CMD 28

Feats Dodge, Improved Initiative, Iron Will, Skill Focus

(Intimidate), Skill Focus (Perform), Weapon Focus

(incorporeal touch)

Skills Fly +29, Intimidate +19, Knowledge (Nature) +17,

Knowledge (Religion) +14, Perception +18, Perform +22,

Sense Motive +18, Stealth +21

Languages Aklo, Common, Sylvan

SQ tempo of death

ECOLOGY

Environment any ruins or dungeon

Organization solitary

Treasure standard

Page 17: Fey Folio - Clans of the Fey Realm

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SPECIAL ABILITIES

Charisma Drain (Su) A creature hit by a bean sidhe’s touch

attack must make a DC 20 Will save or suffer 1d6 points

of Charisma drain. On each successful attack, the bean

sidhe touch attack gets stronger. For each point of

Charisma drained, give an equal bonus to all damage

done by the bean sidhe. The save DC is Charisma-based.

Grieving Song (Su) A bean sidhe can unleash a

devastatingly sad dirge of mourning as a standard

action. Every creature within a 300-foot spread must

make a DC 20 Will save or become overwhelmed with

grief. Characters who fail their saves gain the

staggered condition for 5d4 rounds. A creature

that makes its save is immune to the effects of

the same bean sidhe’s song for 24 hours. This

is a sonic mind-affecting charm effect. The save

DC is Charisma-based.

Keening Note (Su) Three times per day, as a

standard action, a bean sidhe can sing a shrill

damaging note that affects all creatures within

a 300-foot spread. Creatures within the area of

effect who fail a DC 20 Fortitude save take

6d10 sonic damage. However, creatures under

the effects of the grieving song take double

damage. This is a sonic effect. The save DC is

Constitution-based.

Tempo of Death (Su) When a creature

reaches 0 hit points or lower within

sight of the bean sidhe, she may, as an

immediate action, sing her grieving

song or keening note. A use of

grieving song in this manner may

affect creatures that have already

saved against the effect; if instead the

bean sidhe sings her keening note, it

does not count against the normal

three per day limit.

Sidhe are as capricious and cruel as they are

graceful and enchanting. These predatory fey spirits drain

mortal men of their soul and energy. They embody cathartic

moments. Lean sidhe feast on creative energy, and often

serve as muses to artists and bards before driving them to

frailty and poor health. Their dark sisters, bean sidhe, are

born of intense grief and despair; their misery seeks constant

company.

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Spriggan This short, strong humanoid looks like a savage gnome. Greasy strands of straggly hair cover the brutish figure’s face in an unkempt mask. Its skin is cracked and rough, as if it were hewn from the earth a millennia ago.

SPRIGGAN CR 1/3

XP 135 (Spriggan warrior 1)

CE Small fey

Init +0; Senses low-light vision; Perception -2

DEFENSE

AC 16, touch 11, flat-footed 15 (+5 armor, +1 size)

hp 6 (1d8+2)

Fort +4, Ref +0, Will -2

DR 1/cold iron

OFFENSE

Speed 20 ft.

Melee greatclub +3 (1d8+1)

Ranged javelin +2 (1d4+1)

Space 5 ft.; Reach 5 ft.

Spell-like Abilities (CL 1st)

1/day – enlarge person

STATISTICS

Str 13, Dex 10, Con 14, Int 6, Wis 7,

Cha 11

Base Atk +1; CMB +1; CMD 11

Feats Power Attack

Skills Climb +5, Stealth +4;

Languages Aklo, Common

ECOLOGY

Environment any mountain

Organization pair, group (3-6), or hunting

party (6-17)

Treasure NPC Gear (greatclub, javelin,

scale mail, additional treasure)

Spriggans are amongst the nastiest, most

brutish of all fey. They reek of earth and grime, they

speak in a wild, slavering cadence, and they attack

most anything that is not a spriggan, including

most other fey. Truth be told, some of the

spriggans’ greatest enemies are fey; gnomes

and faeries chief amongst those.

Much of this savagery springs from

spriggans’ fervent belief that Jack-in-Irons is a deity.

They worship him, pray to him, and seek any

means by which to free him from his prison.

They firmly believe their entire race was birthed

from his blood and that the strength of giants flows through

them. Buying into such dogma, spriggans are savage foes to

all other fey, whom they see as betrayers. Even the fachen

are subject to this enmity, as each race believes themselves to

be the First Fey’s true children. Spriggans’ ability to grow in

size when enraged lends a large degree of credence to the

theory giant blood courses in their veins.

Many spriggan tribal leaders are barbarians or

sorcerers who seek to channel the strength of Jack-in-Irons in

a similar manner as the fachen.

SPRIGGAN CHARACTERS

Spriggans are defined by their class levels

– they do not possess racial Hit Dice. All

spriggans have the following racial traits.

+2 Constitution, -2 Intelligence,

-2 Wisdom: Spriggans are

surprisingly stout for their small size and

fey nature, but they are primitive and

uncouth in the extreme.

Small: Spriggans are

Small creatures and gain a

+1 size bonus to their AC

and attack rolls. They also

receive a +4 bonus on Stealth

checks. However, they receive

a -1 penalty to their CMB

and CMD.

Low-light Vision:

Spriggans can see twice

as far as humans in dim

light.

Fey Defenses: As fey

creatures, spriggans

gain DR of (level-5)

/cold iron. This

damage

reduction has a

minimum of 1.

Spell-Like Abilities: A spriggan can cast enlarge

person once per day, using his total character level as his

caster level. Languages Spriggans begin play speaking

Aklo and Common. Those with high Intelligence

can choose bonus languages from Elven, Gnome,

Goblin, or Sylvan.

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Spring-Heel Jack

Athletic and graceful, this handsomely-dressed man’s sky blue

eyes twinkle with mischief . . . and his rapier glints with danger.

SPRING-HEEL JACK CR 5

XP 1,600

CN Medium fey

Init +4; Senses low-light vision; Perception +0

DEFENSE

AC 15, touch 12 flat-footed 13 (+3 armor, +4 Dex, +1 dodge)

hp 45 (7d6+21)

Fort +5, Ref +9, Will +5

DR 5/cold iron; Immune fear effects

OFFENSE

Speed 30 ft.

Melee mwk rapier +9 (1d6+2/18-20)

Ranged mwk dagger +9 (1d4+2)

Space 5 ft.; Reach 5 ft.

Special Attacks breath of blue flame, sneak attack +1d6

Spell-like Abilities (CL 7th)

At will – expeditious retreat, feather fall, obscuring mist

STATISTICS

Str 14, Dex 19, Con 16, Int 13, Wis 11, Cha 18

Base Atk +3; CMB +5; CMD 19

Feats Combat Expertise, Dodge, Weapon Finesse, Weapon

Focus (Rapier)

Skills Acrobatics +22; Bluff +14, Climb +12, Diplomacy +14,

Escape Artist +14, Knowledge (local) +11, Stealth +14;

Racial Modifier +8 Acrobatics

Languages Aklo, Common

SQ bounding stride

ECOLOGY

Environment any urban

Organization solitary

Treasure Standard (mwk dagger,

mwk rapier, mwk studded

leather, additional treasure)

SPECIAL ABILITIES

Bounding Stride (Ex) A

spring-heel jack can leap

about in stunning fashion.

Every jump a spring-heel

jack attempts is aided as if

they were under the effects

of a permanent jump spell

(CL 7th). Also, a spring-heel

jack may jump as part of a charge

action. If the charge attack is

successful, it deals an additional

2d6 damage.

Breath of Blue Flame (Su) Once per day a spring-heel jack

may breathe a blast of blue fire. All creatures within a 15-

foot cone take 4d6 fire damage and are blinded for 1

round. Creatures that make a DC 16 Reflex save take

only half damage and avoid the blindness. The save DC

is Constitution-based.

Spring-heel jacks are odd amongst the fey. They

prefer the hustle and anonymity of urban settings as

opposed to the fey realm, they care little for carousing or

emotive outbursts, and they feel no allegiance to other fey.

Truthfully, the only thing that these scoundrels seem to care

for is their preening vanity. They love to cut a roguish

figure. Spring-heel jacks prefer to wear striking outfits with a

rakish flair. They often fight with rapiers or other interesting

weapons, and they are

universally condescending.

Spring-heel jacks are also

amongst the most

charismatic of the fey;

no small feat. They are

clever, handsome,

and capable of

inspiring loyalty

within their

followers.

However, they

are clearly aware

of their charm and

are also

susceptible to

flattery, the

graces of a

beautiful

woman, gold

and fine

clothes,

alcohol,

gambling,

and so on. Some

suggest that

spring-heel jacks

are nature’s

embodiment of mortals’

wanton appetites.

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Sylph Glittery, sparkling wings make it difficult to fully see the beautiful

faerie woman they’re attached to.

SYLPH CR 2

XP 600

CN Small fey

Init +3; Senses low-light vision; Perception +6

DEFENSE

AC 15, touch 15 flat-footed 11 (+3 Dex, +1 dodge, +1 size)

hp 13 (3d6+3)

Fort +2, Ref +6, Will +3

DR 5/cold iron

OFFENSE

Speed 20 ft., fly 40 ft. (perfect)

Melee short sword +5 (1d4-1 plus sleepy wounds/x3)

Space 5 ft.; Reach 5 ft.

Special Attacks glamour, sleepy wounds,

sneak attack +1d6

Spell-like Abilities (CL 3rd)

3/day – gust of wind

STATISTICS

Str 9, Dex 17, Con 12, Int 11,

Wis 11, Cha 17

Base Atk +1; CMB -1; CMD 12

Feats Dodge, Weapon Finesse

Skills Acrobatics +9, Bluff +9,

Fly +17, Knowledge (nature)

+6, Perception +6, Sense Motive +6

Languages Common, Sylvan

SQ glitterwings

ECOLOGY

Environment any forest

Organization pair, party (4-9)

Treasure Standard

SPECIAL ABILITIES

Glamour (Su) Once per day, a sylph can call

upon her innate fey magics to befuddle and

confound her foes. Assaulting opponents

with illusory images, sylphs can cause no

end of mischief with this power. As a

standard action, a sylph may target one

creature within 30 feet. If the target fails a

DC 14 Will save the target gains the

confused condition for 1d4 rounds.

Additionally, the sylph is invisible to this

creature for the duration. This is a mind-

affecting illusion effect. The save DC is

Charisma-based.

Glitterwings (Su) A sylph’s incandescent and sparkly wings

grant it the benefit of a constant blur spell (CL 3rd).

Sleepy Wounds (Su) Any creature struck by the sylph’s

sword attack must make a DC 14 Will save or be affected

as if by the sleep spell (CL 3rd).

Sylphs seek nothing more than to enjoy nature’s

beauty and frolic away the hours. Still, they do possess the

mischievous streak that seems inherent to all fey. Using their

charms and magic, these sprites take great pleasure in

frustrating, annoying, and teasing mortals.

Sylphs belong to a large family of fey humanoids:

pixies, sprites, leprechauns, and brownies. In truth very little

distinguishes these creatures apart. Sylphs are the most

visible, however; they are quickly enamored with handsome

mortals, and often show their interest through oft-times

dangerous tricks and pranks.

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Vodnik

Bulbous, bloodshot eyes and sickly green skin pockmarked with

moles makes this fishy-smelling gremlin almost too ugly to look

upon.

VODNIK CR 3

XP 800

CE Small fey (aquatic)

Init +6; Senses low-light vision; Perception +1

DEFENSE

AC 15, touch 13 flat-footed 13 (+2 Dex, +2 natural, +1 size)

hp 27 (5d6+10)

Fort +3, Ref +6, Will +5

DR 5/cold iron

OFFENSE

Speed 20 ft., swim 40 ft.

Melee 2 claws +5 (1d3+2)

Space 5 ft.; Reach 5 ft.

Special Attacks drowning touch, filthy spittle, sneak attack

+1d6

STATISTICS

Str 15, Dex 14, Con 15, Int 7, Wis 12, Cha 8

Base Atk +2; CMB +3; CMD 15

Feats Ability Focus (drowning touch), Improved

Initiative, Power Attack

Skills Acrobatics +10, Climb +10, Stealth +10,

Swim +10

Languages Aklo

SQ amphibious

ECOLOGY

Environment any swamp

Organization pair, group (3-6), or band

(5-20)

Treasure half

SPECIAL ABILITIES

Amphibious (Ex) A vodnik can survive on

land indefinitely.

Drowning Touch (Su) Once per day, a

vodnik can drown a creature with a

touch. A character hit in such a manner

must make a DC 16 Fortitude save or

begin immediately drowning.

This power starts the drowning

process at the point characters

must make Constitution checks.

If a victim succeeds at two checks,

they survive and the sensation

passes. Additionally, another

creature may make a heal check (DC

15) to forcibly expel the water forming

in the creature’s lungs. The save

Filthy Spittle (Ex) A vodnik may make a ranged touch

attack (+5) to spit a dirty mixture of muck, saliva, and

swamp water at its foes. Any creature struck is blinded

until they expend a standard action to clean themselves.

The range increment is 10 ft.

Vodniks, or water gremlins, are scrawny green-blue

deformed fey. Arguably they are the ugliest creatures

inhabiting the fey realm. Accordingly, vodniks do their best

to avoid direct contact with most races, only venturing forth

from their swampy homes to kidnap slaves and food.

Legend associates vodniks with any number of

curses as origin stories, the one that holds the most currency

is has it that vodniks are dark-hearted gnomes whose sins

and corruptions slowly altered their form. While this is open

to debate, its ability to shift between the mortal and the

fey realm during a full moon is not. The only question is

how? All that is known is that the water gremlins shift en

masse, seemingly capable of the movement only when they

are gathered with others of their kind at the bottom of the

swamp.

VODNIK BOG TROLL

Some vodniks actually breed with trolls; most of the times

this coupling results in the death of the newborn,

but occasionally a vodnik bog troll is

conceived.

Challenge Rating: As normal vodnik +2

Hit Die: As normal vodnik +3

Armor: A vodnik bog trolls natural

armor bonus increases by +3. The

vodnik bog troll is also medium size.

Abilities: A vodnik bog troll

gains a +4 Strength, and a -4

Intelligence and -2 Charisma

Attacks: A vodnik bog

Troll gains a bite attack.

Regeneration: A vodnik

bog troll gains regeneration 5

(acid or fire)

Weaknesses: A vodnik

bog troll gains vulnerability

to acid and fire

DC is Constitution-based.

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Yallery

Ruddy, wrinkled orange skin and long, natty hair give this bright-

eyed small fey the appearance of a panhandler.

YALLERY CR 6

XP 2,400

CN Small fey

Init +7; Senses low-light vision; Perception +6

DEFENSE

AC 18, touch 15 flat-footed 14 (+3 armor, +3 Dex, +1 dodge,

+1 size)

hp 65 (10d6+30)

Fort +6, Ref +10, Will +7

Defensive Abilities reeking escape; DR 5/cold iron

OFFENSE

Speed 20 ft.

Melee short sword +10 (1d4/x3)

Space 5 ft.; Reach 5 ft.

Special Attacks bloody toil +3d6

Spell-like Abilities (CL 10th)

3/day – quickened sleep (DC 15), slow (DC 17)

1/day – deep slumber (DC 17), ray of exhaustion (DC 17)

STATISTICS

Str 10, Dex 16, Con 16, Int 14, Wis 11, Cha 18

Base Atk +5; CMB +4; CMD 17

Feats Dodge, Improved Initiative, Quicken Spell-Like Ability

(sleep), Weapon Finesse, Weapon Focus (short sword)

Skills Acrobatics +16, Bluff +17, Diplomacy +17, Disguise

+17, Escape Artist +16, Knowledge (local) +15, Sleight of

Hand +16, Stealth +20

Languages Aklo, Common, Gnome

SQ beggar’s idle

ECOLOGY

Environment any urban

Organization solitary

Treasure Standard

SPECIAL ABILITIES

Beggar’s Idle (Su) Yallery carry an aura of lethargy about

them. When a yallery strikes a target that is under the

influence of one of their spell-like abilities they may, as a

free action, increase the duration of that effect by 1d6

rounds.

Bloody Toil (Su) Yallery thrive in apathy and laziness.

Hence their attacks are stronger against those they’ve

entranced. Yallery deal an extra 3d6 points of damage

against creatures under the influence of one of their

spell-like abilities.

Reeking Escape (Su) Once per day, as an immediate action,

a yallery may teleport up to 50 feet. When it does so, the

square it first exits becomes the center of a 10th level

stinking cloud (DC 16).

Yallerys’ slothful appearance fits them well; they

embody laziness and often seek to ‘inspire’ lethargy in

mortals. Lecherous and drunk, yallery fancy themselves as

beggar kings. Their fey charisma and magic often ensures

this as truth.

Yallery have had to develop these roles in the

mortal world, as they were long ago exiled from the fey

realm. Their sloth and apathy was too much for any of their

cousin races. In the mortal realms they found many more

like minds. Yallery prefer urban settings where they can set

themselves up as street kings and revel in the indolence

they’ve inspired.

These diminutive street urchins are terrified of

dwarves. In many ways they are mirror opposites: Dwarves

represent toil, yallery represent laziness. However, their

physical appearances are not too different. It is believed by

some scholars that yallery are yet another fey representation,

twisted and perverted, of the mortal realm.

Page 23: Fey Folio - Clans of the Fey Realm

22

KEYS TO PLAYING THE FEY:

When using fey as villains in your home game, keep these

three guidelines in mind. They should help you establish a

fun, memorable encounter.

1. Fey are mischievous. Fey mischief is not akin to an

adolescent human’s mischief. Even the light-

hearted sylph takes pleasure from the pain that she

inflicts on others. This should come out in

roleplaying. Sylphs titter at the characters’ expense,

sidhes lure them close, and vodnik gremlins make

faces as they spit filthy swamp water into the hero’s

eyes. Even the more spiteful fey, like the dullahan,

have a mischievous streak – it just exerts itself as

more outright cruelty.

2. Fey are clever. Traps, hazards, and infuriating

negotiations should all be part of your immediate

repertoire when controlling the fey. The fey races

have spent lifetimes enjoying their status as smarter

than the mortals; their schemes should be

appropriately clever. The same goes for their

homes. Spriggans and fachen are going to use

rudimentary traps, but the spring-heel jack who

resides in the clock tower is going to have some

devilish fun in store for unexpected visitors.

3. Despite 1 & 2, not all fey are evil. Many of the fey

listed in this supplement are a closer to a neutral

alignment than good or evil. While most of these

races have reasons (grounded or not) to despise

and assault mortals, this does not mean all of them

will. A lot of rich gaming can be mined from

interactions with the lean sidhe who cannot help

but to drain the world of its greatest artists – she

can be a sympathetic villain. The rarog who only

longs for the freedom of travel may become

destructive if his way is barred – perhaps there is

method other than violence to solve that problem.

And so on. If you are going to run a fey-heavy

campaign, take the time to figure out the more

diplomatic approaches some of these fey may take.

Fey NPCs can be some of the livelier and

entertaining rogues your players may encounter if

you give them the chance to be more than mere stat

blocks.

GAMEMASTER HOOKS: In addition to injecting something a little

otherworldly into an encounter, a fey-centric campaign can

be a lot of fun as well. With a little work, many themes

(horror, high adventure, whimsy, etc.) can be shaped into

fey antagonists. Below is a loose campaign arc covering 1st-

20th level:

Low-Levels (1-7): Troublesome Rumblings

This campaign is pre-dated a few weeks by a

sudden and vicious earthquake. The tremors didn’t damage

the cities and villages too badly, but they’ve apparently

upset the ecosystem of the nearby forests. Lumberjacks,

fishermen, hunters, and the like have all reported nasty

encounters in the surrounding lands.

Enter your players.

The players will spend their lower levels dealing

with these travesties to make a name for themselves.

Initially, the adventures may be fairly mundane: The

earthquake has forced kobolds out of their caves and into

raiding, for example. However, many of these exploits will

have a more natural bent to them. For the first half of this

section this should be done somewhat subtly: pixies

harassing lumberjacks, rumors of erlkings kidnapping

children from a school, or a pack of satyr suddenly

carousing through the city streets. As the PCs begin to

progress, drop some hints. Perhaps the pixies are being

forced into violence by a gang of vodniks who themselves

are prodded on by a trio of spriggan; perhaps the erlkings

are offering the children up in a sacrifice to a hastily made

idol of a brutish chained figure. . .

Regardless of how you get the message across,

things should come to head. The fey should begin

organizing aggressive raids on the mortal lands. All clues

will point to these normally more reclusive creatures being

spurred on by some dark master . . . let the idol, terrified

tales of surrendered pixies, and crude erlking drawings all

point to some huge and chained giant.

This level-range should culminate with the PCs

realizing that the forest earthquake instigated some

upheaval. Upon investigating the fault line, they see a

spriggan clan guarding a rift to the fey realm.

SECTION 2 – GM’S REFERENCE

Page 24: Fey Folio - Clans of the Fey Realm

23

Mid-Level (7-13): Into the Wild

After defeating the spriggans, the PCs run into a

variety of friendlier fey within the rift’s confines. They have

tales of misshapen fey hordes striding across their beautiful

world in the name of a being known as Jack-in-Irons. They

plead, bargain, and ultimately warn the PCs that if the First

Fey were to fully rouse, no planar boundaries could contain

his ire.

Properly motivated the PCs make their way into

the fey realm. After a few surreal experiences to get their

bearings in this fantastical world, the evidence of pending

doom should weigh heavy. Fachen clans wage war in wide

swathes, destroying gnome and faerie communities in their

wake. Capitalizing on this chaos, dullahan and spriggan

hordes are pouring forth from their homes across the realm.

They are taking over the ruined fey cities left in the

rampaging fachens' path. The mix of evil fey and fachen

should provide quite a bit of physical fodder for your PCs,

whereas the intrigue and politicking between the good races

as they attempt to quell this violence should also prove

fertile grounds for roleplay.

Research and legend eventually provides the PCs

with some clues. Three times in the past the fachen have

been frenzied, and each rampage was triggered by an

earthquake. Each tremor is thought to be the reverberations

of Jack-in-Irons breaking one of his bonds. If this is true, this

last earthquake, the fourth, would have been the last. The

PCs are forced to get aid from those who put down the First

Fey all those millennia ago. Through negotiations or force

the PCs must get the material from the three dullahan

princes necessary to cast the binding ritual again.

This process should take up the higher stages of the

this level group and should be balanced between the fact the

PCs may have to fight their way into dark fey strongholds

and possibly negotiate and cut deals with these sinister fey

to acquire the proper arcane reagents needed to chain Jack-

in-Irons again.

High Level (13+): Jack-in-the-Box

The march towards epic level play should start

with a bang. Namely some firsthand account of what the

woken Jack-in-Irons can do. Have him level a city of

dullahan (where the PCs are, of course), his most hated

enemy, in a matter of seconds. If you want, the PCs can

tangle with him for a few rounds before he brushes them

aside and bounds off into the distance ready to wreak more

havoc.

By now the PCs should have the materials to bind

Jack-in-Irons again . . . or at least most of them. These upper

levels are a great place to throw in some additional side

quests to really get the scope this quest entails. To deal with

Jack-in-Irons, the PCs must convince the rarogs to stop

travelling for a week and instead turn their great fires

towards the creation of hardened steel links. Next, the PCs

must climb the fey realm’s Mountain of Ice so that the steel

can be hardened against the breath of the enormous white

dragon that lives there. Lastly, shackles must be carved from

the steelwood trees that lay in the fey realm’s dark jungles, a

place so wild and savage, even the fey know not what

resides there.

Once the PCs are done with all the side quests, they

are ready for an epic battle against the Chained King, Jack-

in-Irons.

If you are looking for a way to emulate how the

heroes can bond Jack-in-Irons during that final battle,

consider the following example:

Make use of the Knowledge (arcana) and

Spellcraft skills at key intervals of the fight.

Perhaps for every 100 hit points Jack-in-

Irons loses, the ritual needs to be energized

in order to bind him. Don’t shy away from

getting the more martially-inclined

characters in on these checks too. Climb

checks may be used to clamber up the

beastly fey and bind him with chains,

Acrobatics could be used to throw the chains

up and around him, and so forth. Think

outside of the box – this battle should feel

epic.

Page 25: Fey Folio - Clans of the Fey Realm

24

The fey realm is a world steeped in magic. Aside from the

fantastic landscape and its inhabitants, this fey magic can be

used to empower a wide range of magical items. A few such

examples are below:

BOOTS OF THE BLAZING DERVISH

Aura moderate evocation; CL 10th

Slot feet; Price 14,400 gp; Weight 1lb.

DESCRIPTION

As a free action, once per day, the wearer may command

these boots to alight in flame. For the next 200 feet of

movement the character makes, each square exited is

affected by a wall of fire spell. The wearer of these boots is

immune to all fire from this effect, but not any other sources.

CONSTRUCTION

Requirements Craft Wondrous Item, haste Cost 7,200 gp

DULLAHAN HIDE ARMOR

Aura moderate necromancy; CL 7th

Slot armor; Price 25,925 gp; Weight 25 lbs.

DESCRIPTION

This wicked-looking hide armor, crafted from fey beasts,

grants a wearer a +2 competence bonus to Intimidate checks

and a + 2 resistance bonus to saving throws against fear.

Additionally, the wearer may cast fear twice per day on

command (Will DC 14 partial).

CONSTRUCTION

Requirements Craft Magic Arms and Armor, fear, resistance;

Cost 12,962 gp.

SIDHE LOCKET

Aura moderate abjuration; CL 10th

Slot neck; Price 19,200 gp; Weight –

DESCRIPTION

Hanging from this silver necklace is a thin strand of golden

blond hair. The locket bestows a +4 competence bonus to

Bluff and Diplomacy checks. Additionally, once per day, as

an immediate action, if the wearer comes under the effect of

an involuntary enchantment, curse, or transmutation effect

he is immediately subject to the break enchantment spell.

CONSTRUCTION

Requirements Craft Wondrous Item, break enchantment,

eagle’s splendor; Cost 9,600 gp

SPRIGGANBLOOD CUDGEL

Aura faint transmutation; CL 1st

Slot none; Price 3,380; Weight 3 lbs.

DESCRIPTION

This gnarly looking +1 club is etched with a leering spriggan

face. Three times per day, you may cause the weapon to

enlarge; this grants the weapon the reach quality. The

weapon may stay in this state until commanded back or up

to one continuous minute.

CONSTRUCTION

Requirements Craft Magic Arms and Armor, enlarge person;

Cost 1,690 gp

SYLPH’S SWORD

Aura faint enchantment; CL 5th

Slot none; Price 7,710 gp; Weight 2 lbs.

DESCRIPTION

This thin silver-hilted blade stores one of the fey’s favorite

spells. Once per day, upon command as a free action, a

target struck by this weapon must make DC 13 Will save or

be affected by the deep slumber spell.

CONSTRUCTION

Requirements Craft Magic Arms and Armor, deep slumber;

Cost 3,855 gp

SECTION 3 – MAGIC ITEMS

Page 26: Fey Folio - Clans of the Fey Realm

25

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Page 27: Fey Folio - Clans of the Fey Realm

More than just stories . . .

Fey are embodiments of

emotion, and wicked fey are

cruelty, lust, anger, and mischief

given form. From the frightening

dullahan dreadknights to the

malicious vodnik bog troll, these

pages offer forth the most

dangerous the Fey Realm has to

offer – not the mindless beasts or

wild spirits, but the cunning and

cruel twisted fey, the members of

the Clans of the Fey Realm.

Look for more great products

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