Evil Faeries: Prankster Posions Pixies
Prankster Pixie CR 10
poison pixie sorcerer 8
chaotic evil female small fey
Init: +2 Senses: Listen +1, Spot +1
Languages: Sylvan, Common
AC: 20 (+2 dex, +4 mage armor, +4 shield) touch 12, flatfooted 12
HP: 28 (HD 10d4)
Resist: +2 vs enchantment & charm, Spell Resistance 23, Damage Reduction 5 / cold iron, %50 miss chance from blink
Immune: magical sleep
Fort: +3 Ref: +5 Will: +8
MV: 30 ft.
Attack: +7 dagger (1d4-1) or +7 shortbow (1d6)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +5 Grapple: +4
SA: sorcerer spells, spell-like abilities
Feats: weapon finesse, spell focus enchantment, greater spell focus enchantment
Abilities Str 8 Dex 15 Con 11 Int 12 Wis 13 Cha 19
Skills: Bluff + 17, Concentration + 6, Knowledge (Arcana) + 1, Spellcraft + 5.
Spells Available (DC 13 + spell level, +2 vs enchantment)
0th (6/day): guidance, ray of frost, prestidigitation, daze, ghost sound +4
1st (7 /day): sleep, color spray, reduce person, shield, mage armor
2nd (7 /day): hideous laughter, invisibility, scorching ray
3rd (6 /day): hold person, blink
4th (4 /day): dimension door
Spell-Like Abilities: 3 / day – disguise self, suggestion, command and charm person. (DC 13 + spell level – saves are charisma based)
Possessions: dagger, shortbow, 10 arrows.
Familiar: snake familiar.
Posted in Creature and tagged fey by Adam A. Thompson with no comments yet.
Wargoyle
Wargoyle
Size/Type: Medium Monstrous Canine (Earth)
Hit Dice: 8d8+25 (64 hp)
Initiative: +3
Speed: 50 ft. (10 squares), fly 60 ft. (average)
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: +6/+8
Attack: Claw +11 melee (1d6+7)
Full Attack: 2 claws +11 melee (1d6+7) and bite +9 melee (1d8+6) and gore +9 melee (1d8+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., freeze, low-light vision, scent
Saves: Fort +7, Ref +7, Will +5
Abilities: Str 25, Dex 16, Con 20, Int 6, Wis 11, Cha 7
Skills: Hide +9*, Listen +6, Move Silently +2, Spot +8
Feats: Multiattack, Toughness, Fly-by-attack
Environment: Any
Organization: Solitary, pair, pack, or wing (5-16)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 7-9 HD (Medium); 10-14 HD (Large)
Level Adjustment: +6
Wargoyles often appear to be quadripedal winged stone statues, for they can perch indefinitely without moving and use this disguise to surprise their foes. They require no food, water, or air, but often eat their fallen foes and their mounts out of fondness for inflicting pain.
Wargoyles speak Common and Terran, and also communicate as canines.
Combat
Wargoyles either remain still, then suddenly attack, or dive onto their prey from above, as they hunt in the night sky. When they work in pairs, packs, or wings, they often attempt to flank their opponents, taking advantage of the confusion and low light. They have also been known to scoop up their prey and drop them from high elevations.
A wargoyle’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Freeze (Ex): Much like a gargoyle, a wargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the wargoyle is really alive.
Trip (Ex): A wargoyle that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wargoyle.
Skills
Wargoyles have a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
*The Hide bonus increases by +8 when a wargoyle is concealed against a background of stone.
Posted in Creature and tagged magical beast by Stephen Hilderbrand with no comments yet.
Wallflowers
“Shyness is nice and shyness can stop you from doing all the things in life you’d like to.”
— A bard named Smith
These flowers that grow in vertical places cause shyness effects in their victims. Though often not encountered directly in combat, these creatures are often placed outside of the residences of the more dominant political players, long hedgerows and entrance walls, as a means of weakening their opponents before a debate, ball, or other event held at their homes.
Wallflowers CR 2
Plant
Neutral Medium plant
Init: +2 Senses: Blindsight 30 ft., Listen +1, Spot +1
Aura: Shyness Radiance 30 ft.
Languages: none
AC: 20 (+10 Natural, +1 Dex, -1 Size) touch 10, flatfooted 19
HP: 11 (HD 2d8)
Immune: Sound effects
Fort: +4 Ref: +0 Will: +4
Weakness: Plant affecting magic
MV: 5 ft.
Attack: +2 vine 1d4+1
Full Attack: 4 attacks with +2 vine 1d4+1
Attack Options: None
Space / Reach: 5 ft. / 5 ft.
Base Attack: +3 Grapple: +7
Abilities Str 13 Dex 10 Con 10 Int 3 Wis 10 Cha 18
SQ: plant traits
SA: None
Feats: Combat Reflexes
Skills: +4 Move Silently
Possessions: whatever is buried under their roots. Could be anything, but likely nothing.
Blindsight (Ex): Wallflowers have no visual organs but can ascertain all foes within 30 feet using scent, and vibration.
Shyness Radiance (Su): Any living creature within 30′ of a wallflower must succeed on a DC 15 will save or become shy for 1d4x10 minutes once they enter its aura. The Will save is Charisma based.
Plant Traits:
* Low-light vision.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
* Not subject to critical hits.
* Proficient with its natural weapons only.
* Proficient with no armor.
* Plants breathe and eat, but do not sleep.
Posted in Creature and tagged plant by Stephen Hilderbrand with no comments yet.
The Witch’s Watchdog
This is one of the first encounters in “Anointing the Seer“, an adventure coming soon from Unicorn Rampant. This big, bad wolf guards the entrance to the evil witch’s gardens in this fairy-tale styled adventure. Feel free to borrow it, or just Black Fang, for your games.
The Witch’s Watchdog (EL 12)
Here, an awakened dire wolf named Black Fang guards the entrance to the farm.
There is a break in the dense woods, revealing a clearing. A wooden arch, covered in green, thorny rose vines, marks the entrance of this small farmstead and stretches up high above your heads. A large yard and gardens stretch away before you. Shouts of revelry can be dimly heard from an enormous lodge house ahead to the left. To the right, behind extensive gardens, a two-story cottage sits among some trees at the far end of the clearing. Out of the darkness beneath the trees next to the arch a loud, low voice growls, “Who goes there?”
Creatures: An awakened dire wolf named Black Fang is the farm’s first guardian. He will challenge anyone other than the Sorceress or the giants who approaches the gate. He lurks in a dirt rut in the darkness a the foot of dense pine trees to the left of the gate (Hide: +14, +4 for cover = +18). A 100′ iron chain prevents him from ranging too far afield, and gives him a -4 on Move Silently checks. Conversation with him may allow the party to enter unmolested if they can bluff or bribe him, as he is not particularly loyal to the Sorceress. He is, however, a cruel, evil wolf, so he may demand that he be allowed to eat one of them for the others to enter. Either way, he readies a spring attack and tries to remain hidden in the shadows as soon as he spots or hears the anyone approaching.
Black Fang, CR 12
male awakened advanced dire wolf
chaotic evil large magical beast
Initiative: +7
Senses: Listen +32, Spot +32
Languages: common, sylvan, giant
AC: 22 (-1 size, +3 Dex, +3 natural, +7 dodge from Combat Expertiese), touch 18, flat-footed 14
HP: 225 (HD 25d8 + 100)
Fort: +18 Ref: +17 Will: +8
Speed: 50 ft.
Attack: bite +20 (2d6 + 19) – 7 point power attack, 7 point Combat Expertiese
Attack Options: combat expertiese, power attack, spring attack
Space / Reach: 10 ft. / 5 ft.
Base Attack: +25 Grapple: +37
SQ: Low-light vision, scent
SA: Trip (+39)
Feats: Alertness, Run, Track (from scent), Weapon Focus (bite), Improved Initiative, Combat Expertise, Dodge, Mobility, Spring Attack, Power Attack
Abilities Str 27, Dex 16, Con 18, Int 14, Wis 12, Cha 13
Skills: Hide +14, Listen +32, Move Silently +14, Spot +32, Survival +2*
Trip (Ex): When Black Fang hits with a bite attack he can attempt to trip its opponent (+38 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Black Fang.
Tactics A cyclone of furry death, Black Fang fights with cunning. He will use his spring attack to keep out of reach of any dangerous fighters, and will use his whirlwind attack if he becomes surrounded. Any spellcasters who harm him badly will be sprung on and tripped, and he will then stand over them so that if they stand he can attack again.
Development: Unless the players defeat the Black Fang quickly, the nocturnal Harpy Archer in the garden may wake and raise the alarm. A battle is listen DC -10 to hear, and the sleeping harpy has a total -3 on her listen check. The gate is 120ft (-12) from her roost (-5 for the walls), however, so a roll of 10 or more on a d20 indicates she is wakened and will arrive and join the fight in 3 rounds.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Creature, Encounter and tagged Anointing the Seer by Adam A. Thompson with no comments yet.
Mist Elemental
These creatures resulting from the ancient mixing of the elements of air and water hail from the Elemental Subplane of Mist, where they are born of the very ethereal mist itself.
Mist Elemental
Mist Elemental, Small | Mist Elemental, Medium | Mist Elemental, Large | |
---|---|---|---|
Size/Type: | Small Elemental (Mist, Extraplanar) | Medium Elemental (Mist, Extraplanar) | Large Elemental (Mist, Extraplanar) |
Hit Dice: | 2d8+1 (10 hp) | 4d8+12 (30 hp) | 8d8+32 (68 hp) |
Initiative: | +7 | +9 | +11 |
Speed: | Fly 100 ft. (perfect) (20 squares) | Fly 100 ft. (perfect) (20 squares) | Fly 100 ft. (perfect) (20 squares) |
Armor Class: | 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 | 18 (+5 Dex, +3 natural), touch 15, flat-footed 13 | 20 (-1 size, +7 Dex, +4 natural), touch 16, flat-footed 13 |
Base Attack / Grapple: | +1/-3 | +3/+4 | +6/+12 |
Attack: | Slam +5 melee (1d4) | Slam +8 melee (1d6+1) | Slam +12 melee (2d6+2) |
Full Attack: | Slam +5 melee (1d4) | Slam +8 melee (1d6+1) | 2 slams +12 melee (2d6+2) |
Space / Reach: | 5 ft./5 ft. | 5 ft./5 ft. | 10 ft./10 ft. |
Special Attacks: | Mist mastery, whirlwind | Mist mastery, whirlwind | Mist mastery, whirlwind |
Special Qualities: | Darkvision 60 ft., elemental traits | Darkvision 60 ft., elemental traits | Damage reduction 5/-, darkvision 60 ft., elemental traits |
Saves: | Fort +1, Ref +6, Will +0 | Fort +4, Ref +9, Will +1 | Fort +6, Ref +13, Will +2 |
Abilities: | Str 10, Dex 17, Con 12, Int 4, Wis 11, Cha 11 | Str 12, Dex 21, Con 16, Int 4, Wis 11, Cha 11 | Str 14, Dex 25, Con 18, Int 6, Wis 11, Cha 11 |
Skills: | Listen +2, Spot +3 | Listen +3, Spot +4 | Listen +5, Spot +6 |
Feats: | Flyby Attack, Improved InitiativeB, Weapon Finesse B | Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB | Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB |
Environment: | Elemental Plane of Mist | Elemental Plane of Mist | Elemental Plane of Mist |
Organization: | Solitary | Solitary | Solitary |
Challenge Rating: | 1 | 3 | 5 |
Treasure: | None | None | None |
Alignment: | Usually neutral | Usually neutral | Usually neutral |
Advancmt.: | 3 HD (Small) | 5-7 HD (Medium) | 9-15 HD (Large) |
Level Adjustment: | — | — | — |
Mist Elemental, Huge | Mist Elemental, Greater | Mist Elemental, Elder | |
---|---|---|---|
Size/Type: | Huge Elemental (Mist, Extraplanar) | Huge Elemental (Mist, Extraplanar) | Huge Elemental (Mist, Extraplanar) |
Hit Dice: | 16d8+80 (152 hp) | 21d8+105 (199 hp) | 24d8+120 (228 hp) |
Initiative: | +13 | +14 | +15 |
Speed: | Fly 100 ft. (perfect) (20 squares) | Fly 100 ft. (perfect) (20 squares) | Fly 100 ft. (perfect) (20 squares) |
Armor Class: | 21 (-2 size, +9 Dex, +4 natural), touch 17, flat-footed 12 | 26 (-2 size, +10 Dex, +8 natural), touch 18, flat-footed 16 | 27 (-2 size, +11 Dex, +8 natural), touch 19, flat-footed 16 |
Base Attack / Grapple: | +12/+24 | +15/+28 | +18/+32 |
Attack: | Slam +19 melee (2d8+4) | Slam +23 melee (2d8+5) | Slam +27 melee (2d8+6) |
Full Attack: | 2 slams +19 melee (2d8+4) | 2 slams +23 melee (2d8+5) | 2 slams +27 melee (2d8+6) |
Space / Reach: | 15 ft./15 ft. | 15 ft./15 ft. | 15 ft./15 ft. |
Special Attacks: | Mist mastery, whirlwind | Mist mastery, whirlwind | Mist mastery, whirlwind |
Special Qualities: | Damage reduction 5/-, darkvision 60 ft., elemental traits | Damage reduction 10/-, darkvision 60 ft., elemental traits | Damage reduction 10/-, darkvision 60 ft., elemental traits |
Saves: | Fort +10, Ref +19, Will +5 | Fort +12, Ref +22, Will +9 | Fort +13, Ref +25, Will +10 |
Abilities: | Str 18, Dex 29, Con 20, Int 6, Wis 11, Cha 11 | Str 20, Dex 31, Con 20, Int 8, Wis 11, Cha 11 | Str 22, Dex 33, Con 20, Int 10, Wis 11, Cha 11 |
Skills: | Listen +11, Spot +12 | Listen +14, Spot +14 | Listen +29, Spot +29 |
Feats: | Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Mobility, Spring Attack, Weapon FinesseB | Alertness, Blind-Fight, Combat Reflexes, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB | Alertness, Blind-Fight, Cleave, Combat Reflexes, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB |
Environment: | Elemental Plane of Mist | Elemental Plane of Mist | Elemental Plane of Mist |
Organization: | Solitary | Solitary | Solitary |
Challenge Rating: | 7 | 9 | 11 |
Treasure: | None | None | None |
Alignment: | Usually neutral | Usually neutral | Usually neutral |
Advancmnt.: | 17-20 HD (Huge) | 22-23 HD (Huge) | 25-48 HD (Huge) |
Level Adjustment: | — | — | — |
Mist elementals speak Auran and Aquan, communicating frely with both air and water elementals, though they are usually not welcomed by either, seen as a half-breed by both parent species.
Mist Elemental Sizes
Elemental | Height | Weight | Mistwind Save DC | Damage | Height |
---|---|---|---|---|---|
Small | 4 ft. | 2 lb. | 11 | 1d4 | 5×5 ft. |
Medium | 8 ft. | 4 lb. | 13 | 1d6 | 10×10 ft. |
Large | 16 ft. | 8 lb. | 16 | 1d8 | 15x15ft. |
Huge | 32 ft. | 16 lb. | 22 | 1d10 | 20×20 ft. |
Greater | 36 ft. | 20 lb. | 25 | 1d12 | 25×25 ft. |
Elder | 40 ft. | 24 lb. | 28 | 1d20 | 30×30 ft. |
Combat
Their rapid speed makes mist elementals useful on vast battlefields or in extended aerial combat. They have also been used to create areas of fog of war on the battlefield, which is where the term originated.
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against a mist elemental.
Mistwind (Su): The elemental can transform itself into a mistwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental shifts between being incorporeal as the mist and corporeal and moves at its normal speed.
The mistwind is amorphous yet contained in a up to 30’x30’x30′ cube, depending on the elemental’s size. The elemental controls the exact size, but it must be at least 5 feet wide, high, and deep.
The elemental’s movement while in mistwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the mistwind if it touches or enters the mistwind, or if the elemental moves into or through the creature’s space.
Non-elemental creatures might take damage when caught in the mistwind. An affected creature must succeed on a Reflex save when it comes into contact with the mistwind or take the indicated damage. It must also succeed on a Will save or be blinded while within the mistwind, automatically taking the indicated damage each round. A creature that wishes to leave the mistwind is allowed a Reflex save each round to escape the mistwind. The creature remains blinded and takes damage but can leave if the save is successful. Once the creature leaves the mistwind ir regains its vision. The DC for saves against the mistwind’s perceptive effects varies with the elemental’s size (see the table). The save DC is Wisdom based.
Creatures caught in the mistwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell and if blinded cannot cast spells which require them to see their targets. If they are not blinded they have a 50% chance of not seeing their targets. Creatures caught in the mistwind take a -2 penalty to Dexterity and a -4 penalty on attack rolls. The elemental can have only as many creatures trapped inside the mistwind at one time as will fit inside the mistwind’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the mistwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the mistwind’s base touches the ground, the ground is also obfuscated. This cloud is centered on the elemental and has a diameter equal to the mistwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in mistwind form cannot make slam attacks and does not threaten the area around it.
Posted in Creature and tagged elemental, mist by Stephen Hilderbrand with no comments yet.
Zuggtmoy’s Gift
This little guy just got done being slain by my players at the top of the Black Spike in the Temple of All-Consumption. Since the Return to the Temple of Elemental Evil didn’t include the stats for this 20HD mushroom, I thought I’d write them up and share them with you. Enjoy!
Advanced Violet Fungus CR: 11
Neutral Evil Huge Plant
Initiative: -3
Armor Class: 20 (-3 Dex, +15 natural, -2 size), touch 5, flat-footed 25
HP 238 (HD: 20d8+140)
Saves: Fort +19, Ref +3, Will +6
Speed: 10 ft. (2 squares)
Attack: Tentacle +25 melee (1d6+10 plus poison)
Full Attack: 4 tentacles +25 melee (1d6+10 plus poison)
Space/Reach: 15 ft./20 ft.
Base Attack/Grapple:+15 / +33
Special Attacks: Poison
Special Qualities:Low-light vision, plant traits
Abilities: Str 30, Dex 4, Con 24, Int Ø, Wis 11, Cha 9
Environment: Underground
Organization: Solitary
Treasure: None
Combat
A violet fungus flails about with its tentacles at living creatures that come within its reach.
Poison (Ex) Injury, Fortitude DC 27, initial and secondary damage 1d8 Str and 1d8 Con. The save DC is Constitution-based.
Posted in Creature and tagged plant by Adam A. Thompson with no comments yet.
Plague Dog
Plague dogs are canines that carry a plague that afflicts humanoids.
These dogs are surprising nimble for as sickly as they look, with tufts of fur stripped, visible scars, and a foamy gleam in their eyes and maws. Though their mouths don’t seem to close comfortably, there is no comfort that they will likely close around nearby flesh. Only the most aggressive breeds become proper plague dogs; their temper is only tempered by their desperation.
Size/Type: Medium Magical Beast
Alignment: Usually lawful good
Environment: Bogs, marshes, dark city alleys
Organization: Solitary or pack (10-20)
Challenge Rating: 3
Initiative: +3
Senses: Darkvision 60′, low-light vision, scent
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Hit Dice: 5d10 (30hp)
Saves: Fort +5, Ref +7, Will +5
Speed: 40 ft. (8 squares)
Attack: Bite +6 melee (1d6)
Full Attack: Bite +6 melee (1d6)
Space/Reach: 5 ft./5 ft.
Base Attack/Grapple: +5/+5
Feats: Iron Will, Run, Track, Blind-fighting
Special Qualities: Darkvision 60 ft., plague-carrying, low-light vision, scent
Abilities: Str 12, Dex 17, Con 10, Int 10, Wis 13, Cha 11
Skills: Hide +4, Listen +6, Sense Motive +3, Spot +5, Survival +5
Treasure: None
Advancement: 5-7 HD (Medium); 8-12 HD (Large)
Level Adjustment: +2 (cohort)
Plague dogs are canines that carry a plague that afflicts humanoids.
These dogs are surprising nimble for as sickly as they look, with tufts of fur stripped, visible scars, and a foamy gleam in their eyes and maws. Though their mouths don’t seem to close comfortably, there is no comfort that they will likely close around nearby flesh. Only the most aggressive breeds become proper plague dogs; their temper is only tempered by their desperation.
Combat
Plague dogs often hunt in packs, surrounding their prey, allowing some of them to take advantage of flanking and delivering their plague through their diseased maws. However, some are loners that roam the dark alleys of cities.
Plague (Su)
Plague dogs carry plaguelets in their saliva, tiny creatures that eat through the flesh of humanoids.
Plague Offal/Dung (Su)
The dung of plague dogs also carries plaguelets. Any creature coming in contact with plague dog dung must make a Fortitude save or contract the plague.
Skills
A plague dog has a +4 racial bonus on Survival checks when tracking by scent.
Posted in Creature and tagged dog, magical beast, plague by Stephen Hilderbrand with no comments yet.
Saribet’s Heart
High in the mountains, this dragon once perched above the trees, serving the powers of good and protecting the land from his chromatic brethren. However, it is said that a sneaky dwarf mage posing as a lady dragon once stole his heart. His old home lies high in the mountains in a place where no dwarves dare return, lest they be haunted by his troubled spirit. They need someone else to investigate the matter.
Saribet has long-since passed, having literally died when he lost his figurative heart, but his spectre is said to haunt the alpine valleys of the Sarhumet Mountains, named for his father, a demi-god among dragons. The dwarves who live in the villages still shake and shudder along with their homes when they feel the cold winds of winter. Strong winds accompanied by the howl of a distant spirit is enough to keep anyone indoors during these months. However, this is exactly when the party arrives.
It is said that his enormous footsteps can still be found in snowbanks high in the passes. Saribet’s heart has been taken somewhere outside of Sarhumet, and he cannot rest until it is returned, and thus, neither can the dwarves. They have taken to writing sad tales of love and loss, rather than fashioning high-end items to the rest of the land, so the effects of this situation are felt throughout Proppian.
News of this story travel throughout the land as the dwarven tales have found their way onto the playlists of many a Proppian bard. It is likely that the party has heard about this situation through just such a tale.
Posted in Creature and tagged dragon, proppian by Stephen Hilderbrand with no comments yet.
Yoven, Poison Pixie
An evil offshoot of the forest-dwelling pixies, these fey delight in sewing lies and poisoning the minds of people.
Poison pixies are usually about the size of goblins, weighing around 60 pounds, and stand between 3 and 4 feet tall.
They tend to be attractive much like elves and normal pixies, although when they let their masks of deception fall their faces become hideous to behold as they twist with hatred and malice.
Poison Pixies possess the following racial characteristics:
* -2 Strength, +4 Dexterity, +2 Intelligence, +2 Wisdom, +6 Charisma.
* Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
* Base land speed is 30 feet.
* Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
* Low-Light Vision
* Skills: Poison Pixies have a +2 racial bonus on Listen, Search, and Spot checks. In addition, bluff is always a class skill for Poison Pixies.
* Special Qualities: Damage reduction 5/cold iron, spell resistance equal to 15 + class levels.
* Special Abilities: 3 / day – disguise self, suggestion, command and charm person.
* Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
* Favored Class: Sorcerer.
* ECL +2
Presented below is an example of a Poison Pixie, Yoven. A fairly typical member of her race, she enjoys attending the fey dances near a old, inactive gateway to the abyss. There, she sets other fey against each other by whispering lies in their ears.
Yoven CR 5
poison pixie sorcerer 3
chaotic evil female small fey
Init: +2 Senses: Listen +?, Spot +?
Languages: Sylvan, Common
AC: 14 (+2 dex, +2 armor) touch 12, flatfooted 12
HP: 11 (HD 3d4)
Resist: +2 vs enchantment & charm, Spell Resistance 18, Damage Reduction 5 / cold iron
Immune: magical sleep
Fort: +1 Ref: +3 Will: +4
MV: 30 ft.
Attack: +3 dagger (1d4-1) or +3 shortbow (1d6)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +1 Grapple: +0
SA: sorcerer spells, spell-like abilities
Feats: weapon finesse, spell focus enchantment
Abilities Str 8 Dex 15 Con 11 Int 12 Wis 13 Cha 17
Skills: 18 skill points Bluff + 12, Concentration + 4, Knowledge (Arcana) + 5, Spellcraft +5.
Spells Available (DC 13 + spell level)
0th (6/day): guidance, ray of frost, prestidigitation, daze, ghost sound
1st (5/day): sleep, color spray, reduce person
Spell-Like Abilities: 3 / day – disguise self, suggestion, command and charm person. (DC 13 + spell level – saves are charisma based)
Possessions: leather armor, dagger, shortbow, 10 arrows.
Familiar: snake familiar.
Posted in Creature and tagged fey by Adam A. Thompson with no comments yet.