As I was preparing for my upcoming Fey themed game, I knew that the lady herself should make an appearance. And for me, in this game, this is the Queen of the Fey, known by most mortals as Mother Goose.
Mother Goose NG Medium Fey 12 HD* Fey
Init +6 Senses Low-light vision; Perception +15
AC 24 touch 19, flat-footed 22 (+2 Dex, +5 natural, +7 Magic Armor)
hp 84 (13d8+26 con)
Fort +5, Ref +9, Will +12
Defensive Abilities DR 25 Immune: All Charm and Elemental Attacks
Speed 30 ft; Fly (Good) 80 (Broom)
Melee Diamond Encrusted Sharp Rapier +8 (1d6-1 / 12-20 *5 )
Special Attacks See Below
Str 10, Dex 15, Con 15, Int 18, Wis 20, Cha 25
Base Atk +5 CMB +4 CMD 16
Feats Improved Initiative, Alertness, Iron Will, Power Attack, Toughness, Weapon Focus (Rapier)
Skills +17 Bluff , +17 Diplomacy , +7, Escape Artist , +18 Fly, +10 Knowledge (geography), +17 Perception , +14 / +14 Perform (Lute & Whistle), +17 Sense Motive , 12 Sleight of Hand , +15 Ride +15, Stealth, +9 Use Magic Device
Languages Fae, Elven, Common, Dwarf, and 12 others
Legendary Gear Storybook of the Fey, Pen of Happy Dreams, Fey Broomstick
Environment Faelands, Candyland or Mortal Plane
Treasure Value Triple (Coins, Gems & Old Spell-Books)
As far as most visitors can tell, Mother Goose is an elderly human female, though physically frail she is wise and very charismatic, making friends and allies with both the inhabitants and the many sleeping visitors. While best known for helping sleeping children, she also helps fae and other inhabitants in the Candyland. What few visitors realize is that she is called by another name by the fey - Faerie Queen.
One of the highest level fae in Candyland. She is a well known but mysterious figure as she has had a presence both here and in mortal lands for hundreds of years. Her main foes are those that would steal or otherwise take advantage of the sleeping visitors. She has waged war on both the devils and demons (and many others) but she usually leaves them alone as long as they do not cause problems. Her servants are always watching outsiders.
What is little understood is that there are times Mother Goose is unable to cast her highest level spells or effects, essentially being a mid-level caster while other times she can cast the most powerful spells in all of Candyland. Most believe that she is outside of time, so there are times she appears as various version of herself. She knows the fey and their stories as they are apart of her but does not always remember every mortal creature she interacts with. Roll below to determine where Mother Goose is in her circle.
Roll below once /night.
01 - 60 As 9 HD Fey
61-70 As 10 HD Fey
71-80 As 12 HD Fey
81-85 As 14 HD Fey
86-90 As 16 HD Fey
91-95 As 18 HD Fey
96+ As 20 HD Fey
Add +1/attacks & saving throws for every HD added.
Constant Friendship to Fey, Animals and Elementals - Both in the feylands and in mortal realms see Mother Goose as a trusted friend.
Charm Speech (Will DC 20) Constant affect, Those she is able to speak with are treated as if they are charmed. Only if they actively resist, do they get a saving throw to avoid. She uses this to convince both allies and foes to stop taking violent action agaisnt fey and others. She will not use this to take advantage of others.
Banish (Will DC 24 - 3 / day) she can banish creatures, having them unable to come back into the Feylands for 72 hours.
Summon Fey - 4 / day - Can summon 20 HD of fae creatures 4 times a day, the only two stipulations are she must have met them before and they are on the same plane as her.
Sleep (Will DC 20 - 2/day) Can affect creatures up to 15 HD, her sleep effect can put anything asleep that naturally sleeps as their base HD level shown below. If they normally do not sleep (Golems, Undead) treat them as double HD, so she can affect them but to a much lesser extent.
1-3 HD; 24 hours
4-5 HD; 12 hours
6-7 HD; 6 hours
8-9 HD; 3 hours
10 HD; 2 hours
11 HD; 1 hour
12 HD; 20 minutes
10 HD - Forget Me Now: Enemies who are hit by this touch causes them to forget their negative impulses. Creatures who are charmed or otherwise magically affected are brought back to their base emotion. Foes need to save on a Will DC 21. Can affect creatures only once every day. Most planar creatures automatically return to their home plane due to confusion.
12 HD - Dream Realm: Enemies hit by this ray must make a will save vs DC 23 or fall into their own personal realm for a range of time similar to sleep, except they need to re-save every day as the dream realm is highly personal and quite enjoyable. They must realize they are imprisoned, then actively save to escape it (adding +1 on their saves for each successive night.)
14 HD - Deepest Darkest: The Faerie Queen immediately learns a creature's deepest darkest secret. Those trying to resist must make a Will Save vs DC 19.
16 HD - Awakened: One of the few non-aggressive affects the Faerie Queen has. This will awaken a creature to full sentience (Int and Cha to 10.) This is most often done to get immediate helpers to assist with a threatening foe.
18 HD - Am I really here: Somewhat similar to her Forget Me Now affect, but with this, they don't even realize they exist, believing themselves to be images in the dream realm. Most creatures will just wander around as if in a dreamy-sleep state, taking neither negative or positive actions. They need to save once a week as a Will Save vs DC 25 to break free.
20 HD - No More Dreams (DC 25) If she is able to touch an opponent, she forcibly rips them out of the dream state and prevents them from getting back to the dreaming realm. The consequences are that they are unable to obtain new spells. Most creatures in fact slowly go insane after not sleeping for the number of days equal to their charisma score.