Classic Fey
Classic Fey
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Introduction ..................................3
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Quiet Folk....................................19
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Fey Marriage ...............................29
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Fey Feats .....................................30 are distributing are Open Game Content.
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included in the SRD. They the extent necessary to make it enforceable.
are not the same creatures 15.COPYRIGHT NOTICE
Open Game License v.1.0a Copyright 2000,Wizards of the Coast, Inc.
in disguise, but rather occu- System Reference Document Copyright 2000-2003,Wizards of the Coast,Inc.;Authors Jonathan Tweet,Monte Cook,
py the same niche,and pos- Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid,
James Wyatt, based on original material by E.Gary Gygax and Dave Arneson.
sess comparable though
not identical abilities. The Iconic Bestiary: Classic Fey Copyright 2005, Lions Den Press; Author Keith Baker
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2
Introduction
What Are the Fey? Immortality. Most of the fey are age-
less spirits. They can be killed by mortal
As we begin, this is the question we must hands, and especially fear the bite of cold
answer. The fey are creatures of mystery and iron, but time cannot end their dance. This
magic, spirits of wood and wind. At first should always play a role in encounters with
glance, this may seem to tie them to elemen- mortals. The short lifespan of humans is baf-
tals, but the differences are significant. fling to the fey. One of the quiet folk might
Elementals are truly alien creatures, embody- mistake a human for the mans great-grand-
ing the purity of the elements themselves. father, who the spirit spoke with in ages past.
The fire elemental is raw fire given form, the This can provide the basis for an interesting
essence of flame, and it exists to burn. It has adventure: perhaps the ancestor made a
no place in our world, no common frame of promise to the fey or vice versa and
reference, and if it is unleashed in the realm now the spirit has come to complete the
of compounded elementals, it is likely to fly agreement.
out of control and destroy the unfortunate
Tradition Versus Chaos. To the outside
creatures that cross its path.
observer, fey often appear to be the epitome
Elementals may be the purest forces of of chaos. They are wild and unpredictable,
nature, but the fey are the bridge between sweeping mortals away with their revels. But
humanity and the natural world. When a those who study the fey often find them to be
sailor hears a song on the ocean wind, he may creatures of tradition. The deep mermaid will
think of the mermaid. When the gale howls always return to the same rock at the same
outside the manor, those inside fear the fell time each week, combing her hair for precise-
omen of the beansidhe. And walking through ly one thousand strokes before returning to
the deep woods, it is easy to believe that the water.The grig fiddler can play with a skill
there is some force that is aware of you beyond that of any human bard but he
whether it is the dryads bound to the trees or may not be able to create new music of his
the leshy, lord of the forest itself. own. Fey may be baffled or even frightened
Classic Fey, the next in the Iconic by new things or innovations they do not
Bestiary line, offers an assortment of faerie understand.
creatures. Most are drawn from the folklore Furthermore, fey are often bound by
and legends of earthly cultures. In addition to rules or traditions about which mortals know
statistics for the creatures themselves, youll nothing. The beansidhe, for example, cannot
also find ideas for variant rules when dealing aid her mortal charge even if she wishes to:
with the fey: storybook curses, faerie she is a spirit of warning, and that is all that
changelings, and other elements that may she can do.
play a crucial role in any adventure dealing
Word is Bond. Even the chaotic fey are
with the fey.
deadly serious about promises. If a faerie
When using fey, consider the following makes a promise, it is bound to hold up its
ideas. end of the bargain. However, the fey are leg-
endary for their ability to twist words to their
benefit. Furthermore, if the mortal involved
Beansidhe
You see a beautiful young woman with pale skin
and long dark hair that spills out from the hood of
her tattered gray robe. Her cheeks are streaked with
tears, and her eyes are wild and unfocused with
grief. Spotting you, she drops to her knees, opens her
mouth and howls a horrible, keening wail that
fills you with a sense of loss and despair.
Deep Mermaid
You hear the song before you see the woman. You
cant make out the words, and youre not even sure
there are words; the song is pure music, sweet and
haunting. The singer is a woman, sitting on one of
the rocks spread out along the barren shore. She is
naked, but the pale skin of her back is largely hidden
by her long, flowing black hair, which glistens and
gleams like deep water. Her beauty is breathtaking,
and yet slightly disturbing, as well. As she turns her
dark eyes towards you, you cant help but feel that
such perfection is unnatural. And thats when you
see the long fish-tail that takes the place of her legs.
Deep Merman
A massive figure rises from the water: a man, heavi-
ly muscled and towering over nine feet tall. His
snow-white hair is wild and loose, flowing around
his shoulders like the spray of a storm-wave, and he
has a long, thick beard. His gaze is like a thunderbolt,
confident and aggressive. For a moment, he seems to
be wrapped in the water; as the lightning flashes,
you see that his lower body is that of a powerful fish.
The mighty merman raises a heavy, trident-like hal-
berd and laughs, and the thunder rolls in perfect
time with his mirth.
Large Fey Special Attacks: Stormcalling
Hit Dice: 18d6+72 (135 hp) Special Qualities: Amphibious, aquatic bond,
Initiative: +2 damage reduction 10/cold iron, fast healing
Speed: 5 ft. (1 square), swim 120 ft 5, low-light vision, spell resistance 22, voice
AC: 19 (+2 Dex, +8 natural, 1 size), touch 11, of the water, water breathing, wild empathy
flat-footed 14 Saves: Fort +12, Ref +13, Will +18
Base Attack/Grapple: +9/+21 Abilities: Str 26, Dex 14, Con 19, Int 13,Wis 20,
Attack: +2 halberd +18 melee (2d8+14, Cha 17
1920/x3) Skills: Concentration +20, Handle Animal
Full Attack: +2 halberd +18/+13 melee +20, Intimidate +24, Knowledge (nature)
(2d8+14, 1920 x3) +22, Listen +20, Perform (oratory) +20,
Space/Reach: 10 ft./10 ft. Spot +25, Survival +26, Swim +20
10
Dullahan
A powerful black stallion canters towards you. Its
eyes are red, and sparks fly from its nostrils as it
snorts and scents the air. A well-dressed man sits
astride the horse, a lord dressed in black and crimson
finery a man with no head. He holds a short
whip in one gloved hand, a flail formed from a
human spine, and in the other he holds his own
head. The flesh glows ever so faintly, and the mouth
is twisted in an idiotic grin. The eyes are small and
black, and are still alive in the severed head. The
spectral horseman fixes you with his gaze, and you
feel an unreasoning horror flow through you
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Leshy
The little man before you is green. His body is cov-
ered with shirt green fur, and he has a long green
beard and hair that flows to his shoulders. He has
cloven hooves instead of feet, and short goat-like
horns protrude from his forehead. He wears a sheep-
skin robe, but curiously, he has it turned inside out.
He regards you with sparkling green eyes and smiles
confidently.
Medium Fey (Shapechanger) Environment: Forest
Hit Dice: 24d6+72 (156 hp) Organization: Solitary
Initiative: +6 Challenge Rating: 16
Speed: 40 ft., climb 30 ft., swim 30 ft. Treasure: None
AC: 30 (+2 Dex, +10 deflection, +8 natural), Alignment: Usually neutral
22 touch, 28 flat-footed Advancement: 2550 HD (Medium)
Base Attack/Grapple: +12/+18 Level Adjustment:
Attack: Claw +14 melee (1d4+2)
Full Attack: 2 Claws +14 melee (1d4+2) and The leshy (plural leshiye) is the lord of the for-
bite +8 melee (1d4+1) est and all its creatures. His voice is the wind,
Space/Reach: 5 ft./5 ft. and the storm is his fury.Every leshy is bound to
Special Attacks: Lord of the forest, spell-like a particular woodland region. Good leshiye do
abilities their best to protect their animal subjects,
Special Qualities: Change shape, DR while evil leshiye turn the power of the forest
10/magic and cold iron, forest bond, leshy against any humanoids rash enough to test the
traits, low-light vision, regeneration 5, resist- strength of the wild. They lie dormant during
ance to acid 10, cold 10, and lightning 10, the winter, but can be encountered at any other
spell resistance 30, wild empathy, woodland time of year.
speech A malevolent leshy will rarely be seen by
Saves: Fort +13, Ref +16, Will +24 his victims. His shapechanging powers allow
Abilities: Str 14, Dex 15, Con 17, Int 16,Wis 26, him to inflict his mischief on intruders without
Cha 23 revealing his presence. But if an adventuring
Skills: Bluff +15, Climb +15, Diplomacy +15, party has an accomplished druid or ranger, a
Handle Animal +35, Heal +20, Hide +20, leshy may appear to the travelers. Leshiye love
Intimidate +25, Knowledge (geography) to drink and gamble, and may play games with
+10, Knowledge (nature) +30, Listen +30, the party or ask for stories from foreign lands,
Move Silently +20, Search +15, Sense Motive but the leshy demands respect from all who
+20, Spot +30, Swim +15, Survival +35 deal with him. He is the master of his domain,
Feats: Alertness, Blind-Fight, Faerie Luck*, and those who insult him will feel his wrath.
Great Fortitude, Improved Initiative, A leshy can assume many forms, and will
Improved Unarmed Strike, Improved Grapple, usually approach strangers in the guise of an
Iron Will, Reality Bends* elderly man. He saves his true form for those he
15
16
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18
Quiet Folk
You see a tiny man with dark skin and a red, bushy
beard that falls to his waist. At first you think he may
be a small gnome covered with soot from the fire-
place, but his proportions are odd. His arms are too
long for the rest of his body, and when you look
down, you notice that his feet are strangely large
and flat. He wears a well-tailored crimson doublet
and breeches, and a large black hat.
19
20
21
Sheerie
A swarm of glittering lights dance in the air,
sparkling in the dusk. As it flows towards you, you
see that each glimmer is a tiny humanoid figure, a
naked, elfin being with a cruel smile. Hundreds of
the tiny spirits dance around you, calling out in
strange and incomprehensible voices, and you feel
the world slipping away
Diminutive Fey (Incorporeal, Swarm) legends say that they are the spirits of children
Hit Dice: 5d6+5+3 (25 hp) who died in birth,who are now trapped between
Initiative: +4 worlds.The fact that they are repulsed by positive
Speed: 60 ft flight (perfect) energy lends some credence to this claim,though
AC: 21 (+4 Dex, +4 size, +3 deflection), touch most druids believe the sheerie are simply a
21, flat-footed 17 capricious manifestation of nature.
Base Attack/Grapple: +3/ Sheerie are only found in swarms.They cling
Attack: Swarm (Confusing touch) together and seem to be driven by a group con-
Full Attack: Swarm (Confusing touch) sciousness. Individual sheerie are luminescent
Space/Reach: 10 ft./ 0 ft. and insubstantial humanoids, two to three inch-
Special Attacks: Confusing touch, maddening es in height.There are no reports of anyone ever
cry having a successful conversation with a sheerie
Special Qualities: Darkvision 60 feet, haunting swarm.While they act with intelligence, the only
images,immune to weapon damage,low-light time they speak is to utter cacophonous howls
vision,spell resistance 15 (from Child of Magic), that drive their victims to madness. While they
swarm traits do not speak,multiple sheerie swarms always act
Saves: Fort +3, Ref +8,Will +5 with perfect coordination.
Abilities: Str , Dex 19, Con 12, Int 10, Wis 13, Sheerie frequent desolate places, and while
Cha 16 the sun does not harm them they only emerge
Skills: Bluff +11, Hide +28, Knowledge (nature) during the hours of darkness.
+9, Listen +9, Spot +9, Survival +9 Being insubstantial, the sheerie do not
Feats: Ability Focus (confusing touch), Child of actively collect treasure. The sheeries hoard rep-
MagicB, Superstitious,ToughnessB resents the remains of previous victims, and it
Environment: Any sparsely populated region should be scattered over the area.Tracking down
Organization: Solitary, pair, or host (2d4) the treasure can be a deadly task in its own right!
Challenge Rating: 4
Treasure: Standard Combat
Alignment: Usually chaotic evil The sheerie are completely insubstantial and
Advancement: cannot cause any direct physical harm to their
Level Adjustment: victims. Instead, they use the terrain as their
weapon, trying to cause travelers to stumble into
The sheerie are malevolent spirits that take natural hazards. The haunting images power of
pleasure in leading travelers to their doom.Some the sheerie is an effective tool; sheerie will often
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Skogsnufva
A young woman emerges from the woods and your
eyes are instantly drawn to her face. Her skin is
smooth, her features perfect, and her emerald eyes
sparkle with a mischievous light that sends a thrill
through your nerves. She wears a simple green
dress, and her hair is long and loose, flowing down
her back in a fragrant cascade.
Depending on the Spot skill of the observer, you tail, similar to that of a cow; you can see the very
might add the following: tip at the edge of the hem. And as you study her
As she turns, you notice a faint flicker of move- hair, you notice something stranger than any
ment along the base of her dress. Studying it, you tail: empty space instead of flesh an open
come to the conclusion that she is hiding a long hollow where her back should be!
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Fey Curses
The curse is a classic element of faerie tales. Barren Touch: Any food or drink touched by
When the hag is shunned from the christening, the victim spoils. Any plants he tills die.
she lays an inescapable curse on the child. Any Healing checks he makes automati-
When the miller steals from the witchs garden, cally fail, and any cure spells he casts
she renders his line barren. In the classic tales, have a 50% chance of becoming inflict
people fear the quiet folk, and with good rea- spells of the same level.
son: If you cross the fey, you may suffer a pun- Ignominy: Anyone who comes into contact
ishment that will last you the rest of your life. with the victim will forget any noble or
While any fey can have the power to curse, valorous deeds she has done, while clear-
in practice few do. Faerie curses are represent- ly remembering any crimes she has com-
ed by three feats: Evil Eye, Fey Curse, and Death mitted or mistakes she has made. People
Curse. will attribute the characters greatest
The Evil Eye is the weakest of these, and achievements to other people. If the
mimics the effects of bestow curse. The victim curse is lifted, memories will return.
receives a saving throw to resist the effect. The Ostracism: The victim is surrounded by an
advantage of the Evil Eye is that it can be used aura that causes all NPCs to have a hos-
on whoever the fey wishes. If the old pixie is in tile attitude towards him. This also
a foul mood, he can curse the first person to results in a 6 penalty to the victims
cross his path in the morning. Charisma score, to a minimum score of 1.
Fey Curse is far more powerful, but far People cant explain why they dont like
more limited. A fey may only use this feat when the victim he just seems suspicious
he has actually been wronged: it is reactive, not and hateful. NPCs can resist this some-
proactive. Of course,being wronged is still in what, but will still find the character
the eyes of the fey. The king may not see a strangely repellent; they may suspect
missed invitation to the christening to be that that he has been replaced by a doppel-
important, but if it matters to the hag, its ganger or an evil twin. In addition, any
worth a curse. In any case, if a character treats a sort of spell used to detect alignment
fey respectfully, peacefully and politely, he will always respond with the alignment
should remain safe from a curse. Even violence most hostile to the caster, and discern lies
is acceptable, in self-defense: a leshy cant will always show the victim as lying.
attack you and then curse you because you Poverty: Any precious metal that the vic-
fight back. But if you strike the first blow, thats tim touches turns to lead.
a different story.
Fey curses are powerful effects.The bestow These are just a few examples. From the
curse and binding spells can both be used as curse of Oedipus to Sleeping Beauty, any curse
guidelines, but only as guidelines.This is a case the DM can come up with is possible. Of course,
where the DM should be prepared to throw the the power of the spirit should be consistent
rules out the window and come up with some- from encounter to encounter. In Irish folklore,
thing that makes a good story. Consider the fol- the sidhe Macha lays a curse on all the men of
lowing: Ulster after she is wronged; thats not some-
thing just any pixie can pull off.
Aging: The victim ages one year at the While the Evil Eye may fail, there is no sav-
start of each day. ing throw against a fey curse. After all, how
28
Fey Marriage
Faerie tales are filled with examples of fey who A true marriage between fey and mortal
fall in love with mortals. These stories often entered willingly by both parties con-
seem strange to the outsider: why does the fers benefits on both. As long as he remains in
beautiful wood woman take an interest in the the company of his fey spouse, the mortal
average farmer? Why is the deep mermaid inherits a fraction of her immortality: the pas-
intrigued by the sailor when there are so many sage of time is reduced by 25% when deter-
mermen in the sea? Some sages say that the mining the effects of age, so after 20 years of
draw is based on children: that the fey believe marriage, he is only considered to have aged 15
that they do not have true souls, and that a years. Furthermore, he receives a +3 bonus to
child of a mortal-fey union will be capable of a all saving throws against disease.
spiritual life the pure fey can never have. A sim- The fey partner draws inspiration from her
pler answer is that opposites attract, that the mortal companion, as well. Due to their bond,
vibrant spark of the mortal fascinates the fey, she receives a +1 morale bonus to all saving
and that the fey is drawn to the farmer precise- throws and skill checks.
ly because his life is so different from her own. These bonuses only apply to matches of
As such, a fey is more likely to take an interest true love. When a skogsnufva temptress claims
in the human fighter or rogue than the elf wiz- a mortal as a toy, neither gain any benefit from
ard or gnome illusionist; long-lived and magi- the arrangement.
cal, the elf is not so different from the fey them-
selves.
29
Fey Feats
One of the few things that can be relied upon Craftsmans Blessing [Fey]
when dealing with the fey is that nothing can Folktales are filled with stories of the inhuman
be relied on. In one folktale, a mermaid lays a skill of fey artisans, who can squeeze the work
terrible curse on the love who spurns her. But of days into a single night and produce work of
not all mermaids possess such power. These amazing quality.
feats provide a way to customize the fey to suit Prerequisite: Fey, 5 ranks in two or more
the needs of a particular tale. Craft skills.
While these abilities are selected using Benefit: This feat provides you with a
feat slots, they vary in power and are typically number of benefits. You receive a +5 insight
far stronger than feats available to normal bonus to all Craft skill checks. Creating items
characters; they are a compromise between takes only 25% of the normal time.
mortal feats and the salient powers of immor- You can give up these benefits for 24 hours
tal, god-like beings.These feats should never be in order to grant a single creature a +3 insight
made available to non-fey, and fey player char- bonus on a single Craft skill check. Granting this
acters can only select these feats with the per- gift is a standard action, and the bonus applies
mission of the DM. Ultimately, these feats are to the first Craft check the target makes in the
expressions of the spirits magical nature. 24 hour period.
Craftsmans Blessing is appropriate for the
Quiet Folk and for sprites that live in urban Curse of the Fey [Fey]
areas, but it doesnt make sense for a beansid- You have the power to level powerful curses on
he or a dullahan, and shouldnt be given to those who wrong you.
these creatures. A crusty old pixie may have the Prerequisite: Fey.
ability to lay a curse on those who bother her, Benefit: You can level a fey curse
but that makes her a fearful legend Fey (explained in more detail on page 28). While
Curse should not be treated with the noncha- there are no specific prerequisites, this is one of
lance of Power Attack. the rarest and most powerful abilities present-
ed here, and should be used with caution.
Child of Magic [Fey]
Your spirit is suffused with magical power, and Death Curse [Fey]
as a result, you can shrug off the effects of If you are slain, you may lay a curse upon your
many lesser spells. killer.
Prerequisite: Fey, one or more spell-like Prerequisite: Fey, either Curse of the Fey
abilities. or Evil Eye.
Benefit: A fey with this feat gains spell Benefit: When you are slain, you may
resistance equal to 10 + its hit dice and class immediately target your killer with Curse of the
levels. If the fey already possesses spell resist- Fey or Evil Eye, whichever you possess.
ance, increase its innate SR by 5. Regardless of your choice, there is no saving
Special: You may select this feat multiple throw against this effect. People should think
times. Each time, it increases your spell resist- twice before going on pixie hunts!
ance by 5.
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