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Showing posts with label Fey. Show all posts
Showing posts with label Fey. Show all posts

Friday 19 February 2016

Bon Homme


Bon Homme  CR 8
NG Medium Elemental (Seven  Feet Tall)
Init +5; Senses darkvision 30 ft., low-light vision; Perception +7

DEFENSE
AC 19, touch 15, flat-footed 14 (+4 natural, +5 Dexterity)
HP  60 (8d8+24 con)
Fort +9, Ref +7, Will +2
Immune cold, Regenerate 5 hp / subzero temperatures
Weaknesses vulnerability to fire (Suffer -3 to all fire saves)

OFFENSE
Speed 50 ft.
Melee 2 Fists + (2d6+6/X4)
Range Snowball +12 (1d10/ X 4) or 3 X Snowball Blitz +8 (1d8)

STATISTICS
Str 21, Dex 20, Con 16, Int 13, Wis 11, Cha 15
Base Atk +10; CMB +10; CMD 25
Feats Weapon Focus (Snowball), Upgrade Weapon Damage, Increase Weapon Critical Range X 2

Skills
+9 Diplomacy, +7 Perception, +8 Performance (Dance, Sing and Instrument)+5 Knowledge (Elemental)+5 Track, +15 stealth (Bonus +8 on Stealth checks in winter)

SQ freeze

ECOLOGY
Environment any land (Quinois)
Organization solitary
Treasure Triple

Bon Homme est une créature de neige élémentaire des terres culturelles de l'élite . Leur tâche principale est de protéger les villages Quinois . Tandis habituellement jovial, ils peuvent être terrifiant si son de personnes sont menacées . Il aime se faire plaisir et de voir les autres avoir du plaisir aussi !

*  *  *  *  *  *  *

Bon Homme is an elemental creature of ice from the cultural lands of the elite. Their main job is protecting the Quinois villages. while ordinarily jovial, they can be terrifying if his
people are threatened. He loves to enjoy himself and see others have fun too!

...pour mon petite fille!

Wednesday 17 February 2016

Tin Man

Continuing with the creatures that are in my newly created Candyland, for an upcoming con adventure. Here is the consummate warden, the ever shiny and vigilant Tin Man. 

Tin Man (Lesser Golem) CR 3
LN (G)  Medium Sized construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception +3

DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
HP  36 (3d10+20)
Fort +1, Ref +2, Will +1
DR 1/-;  Immune construct traits, magic

OFFENSE
Speed 30 ft.
Melee +6 Sharpened Wood Axe (1d6+2/18-20)
Space 5 ft.; Reach 5 ft.

STATISTICS
Str 14, Dex 13, Con 10*, Int 10, Wis 11, Cha 10
Base Atk +5; CMB +7; CMD 16
Feats Weapon Focus (Axe), Skill Focus (Perception)
Skills +4 Survival, +4 Perception, +5 Knowledge (Candyland or Forest),

Environment Candyland
Organization solitary or gang (2–4)
Treasure none

Special Attacks: Sharp Axe - Increase critical range by 2 after three days of sharpening
Special Weakness: Heavy rain or water spells will inflict rusting, causing them to lose full motion. If they are at half hit points due to water damage, they move at 50% speed, if they are at 5% of hit points due to water damage, they lose all physical motion until they are oiled up again.

Tin Men were created long ago by The Great Wizard to help protect Candyland for the times when he was away from his post They were originally stationed at cross-roads, bridges and castles and all other places of high traffic to be gardeners and wardens, to alert the Candy Cane soldiers when problems appeared and assist when force had to be used. Though originally non-sentient like most other Golem types, they eventually became self-aware as the magical energies of the demi-plane soaked into them. Most are not overly smart or wise or highly charismatic, but they certainly do their jobs quite well and are dedicated to the people, places and magic of Candyland.

Most Tin Men will return to their station posts after getting the authorities, but a rare few will engage in quests if they believe it is in the interest of Candyland or the inhabitants. They are uninterested in personal glory or wealth, they are happiest doing their task - alone or with others is meaningless for them as they seem to be uninterested in building personal relationships. Strangely, many citizens that reside near particular Tin Men grow very fond of them, and the citizens realize the Tin Men do not understand or can even appreciate as they often do not pick up on their positive emotional feelings for them.

Higher Level Advancement (HD)

4 HD +3 skill points, Feat, DR 3/Magic, Increase any 2 ability scores by +2
5 HD +3 skill points , Gain Natural AC +2
6 HD  +3 skill points, Track, Increase Wood Axe's Critical range (+1)
7 HD  +3 skill points, Feat, DR 5/Magic, Increase any 2 ability scores by +2
8 HD  +3 skill points, Gain Natural AC +2
9 HD  +9 skill points, Feat, DR 9/Magic, Increase Wood Axe's Critical range (+2), Increase any 3 ability scores by +2

Few Tin Men ever attain 9 HD as they need to adventure and this would mean venturing away from their post which they are highly unlikely to do. In theory, as free-willed constructs they could gain levels in Fighter, Ranger, Paladin or Rogue. It has not been recorded if a Tin Men has ever tried to achieve class levels before 10 HD / level.

Gain Natural AC - These are physical improvements and better quality metal used in their bodies.

DR - The damage reduction is for non-magic weapons only.

Weapon Critical Range - They can increase any axe or bladed weapon`s critical range. It takes one week per range increase. The Tin Man must continually sharpen it, otherwise it slowly loses its sharpness after one day being uncared for. It will lose one +1 for each successive day it is not sharpened.

Construct Constitution - In my games constructs have 10 on their constitution. They do not gain or lose hit points, it always remains at this point and it cannot be drained.

Tuesday 16 February 2016

Winged Monkeys

Another one of the Candyland Monsters that will make an appearance at a local con I am doing very soon. This is a winged pest, that once served evil masters but today is mostly a nuisance.  They make a great companion for evil druids or witches.

Winged Monkeys
Small Sized Magical Beast

Init +1      
Senses low-light vision; Perception +3

AC 15, touch 13, flat-footed 13 (+2 natural, +2 Dex, +1 Size)
HP 16 (3d8+3)
Fort +5, Ref +5, Will +0 DR 1/cold iron

Speed 30 ft. Fly 50 (Average)
Melee 2 claws +4 (1d3+1), Bite +4 (1d4+1)
Special Attacks Swoop

Str 12, Dex 15, Con 14, Int 5, Wis 9, Cha 8
Base Atk +5; CMB +3; CMD 15

Feats Weapon Focus (claw),Multi-Attack
Skills Fly+10 , Perception+3 Survival +4, Stealth+3; Bonus +8 on Fly

Alignment: Neutral (Evil)
Environment Candyland
Organization Small Flock (3-12) o Large Flock (30 - 120)
Treasure Quarter 
Advancement 4-6 HD (Medium); 7-10 HD (Large)

Swoop: Gain a +3 bonus on a single claw attack  if they are able swoop down ten feet down during combat. 

It is believed these creatures were an experiment in cross-breeding by one of Candyland's former Witch Mistresses. They have since escaped and bred wild. 

At one time, their flocks numbered in the hundreds, and they could turn the bright pink sky black as they descended to attack creatures or travelers. But when their masters lost access to the huge revell (corn) fields, they could not be controlled and the flocks broke apart to look for food on their own. Now they mostly survive by raiding or harassing farmlands or sniping travelers.. They can be quite cunning, using their stealth to sneak in and take small objects but they usually just us their numbers to take what they want by strength.

This is the typical specimen, there are more advanced versions that sometimes advance HD in fighter, rogue or druid levels. Some evil druids select these creatures as minions but only if they have been to Candyland previously.

Monday 15 February 2016

Eggston (Egg Man)

I was preparing a fairy tale adventure and needed some storybook monsters. Didn't really find any monsters that fit the Egg-type mold and was inspired to create my Eggston. A bit serious but a kind-hearted fey, they hold important positions in Candyland, a demi-plane of sweet delight.

Eggston    (Egg Man)
Medium Sized Fey

Hit Dice: 11 hp (2d6+4 con)
Initiative: +2 (dexterity)
Speed: 30 ft

AC: 13 (+2, dexterity, +1 natural)
Base Atk +1 CMB +3 CMD 15 (Trip 18)
Melee Attacks: +0 Cudgel (1d6)
Range Attacks: +3 Small Crossbow (1d4)
Special Attacks: Rolling Attack +6 (Trip)
Special Qualities: Rolling, DR 1 / Blades and Missiles

Saves: Fort +2, Ref +5, Will +2
Abilities: Str 8, Dex 14, Con 15, Int 12, Wis 8, Cha 14
Skills: +5 Acrobatics , +5 Climb , +4 Diplomacy, +4 Knowledge (local & Fey) +5 Perception
Feats: Weapon Focus (Roll)

Climate/Terrain: Candyland or any Neutral Planar World
Organization: Solitary, Pair or by Pack (3-10)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral (tends towards LN)
Advancement Range: 3-7 HD (Medium)

Disadvantage: Suffer a -4 on saving throws versus crushing & blunt falling damage
Rolling Attack: Dropping to their side as an instant action, they gain a +6 to their rolling attacks in an attempt to trip up their foes. They roll back to their feet in the same round of an attack. They must be able to roll between ten to twenty feet. If the Eggston succeeds on their CMD check, the opponent is knocked down. If they fail by ten or more vs the opponent's CMD, they end their turn on the prone.

A famous humanoid race found throughout Candyland. Appear as a five foot tall egg with short legs and arms. Most wear clothing to fit in with humanoids they interact with but in their own shell-towns they normally only wear their bare white or brown egg shell.

There are many races and creatures found in Candyland, some as travelers or adventurers, but the Egg-shaped Eggston is one of the few true native inhabitants. They are looked to for advice and often given minor positions of authority as they have an intelligence that is thoroughly respected though sometimes misplaced. They are keen to help visitors, and in some instances their advice will actually help. Many times their apparent sophistication is for naught, as they rarely admit that they do not know, and can give false information and not even realize it. Because of their dutiful nature, they rarely turn away from tasks that help defend their posts. The rare Eggston above 7 HD gain levels in bard, rogue, or fighter.

Higher Level HD

3 HD Acrobatics & Climb (Add 3 X HD to Jump and Climb Skill Scores), See Invisible, +1 Natural AC, +6 Skills Points
4 HD Gain +2 to any two ability scores, Immunity to Charm Spells, +1 Natural AC, Feat, +6 Skills Points
5 HD Immunity to Natural Poison, DR 3/Blades and Missiles, Gain +4 on Fae & Bard reaction checks, +6 Skill Points
6 HD Gain +2 to any two ability scores, +1 Natural AC, Feat, +6 Skill Points 
7 HD Gain +2 to any two ability scores, SR 15, DR 5/Blades and Missiles , Feat, +6 Skill Points

See Invisible (Su): Due to their keen senses, they have a 85% chance, before rolling a perception check to determine if there are invisible creatures in their line of sight. This increases to 95% if the creature is within twenty feet of them.

Bonus to Jump and Climb skills: Eggston are very adept at quickly moving around, getting a bonus equal to three times current HD to their base skill before rolling d20. They get these adjustments 2 + Cha bonus

Immunity to Natural Poison: Immunity to natural poisons found in the woods - usually from animals or reptiles and those directly from plants. This gives a +4 to  manufactured poison saving throws.


Sunday 14 February 2016

Cupid - small angelic figures

These small angelic figures inhabit temples and places that serve alcohol. Their main task is to find people willing to take on holy tasks, but they have a weakness for supporting lonely hearts into finding mates. While not confirmed, many believe that children can see them, even if they invisible.

Cupid                CR 4
CG* Small outsider (native)
Init +3; Senses Darkvision 60 ft, low-light vision; Perception +16

DEFENSE
AC 17, touch 14, flat-footed 13 (+3 Natural, +3 Dex, +1 size)
HP 32hp (5d8+10 con)
Fort +3, Ref +4, Will +3
DR 10/magic;

OFFENSE
Speed 20 ft., Fly 50 ft. (Good)
Melee: Unarmed
Ranged +3 shortbow +10  (1d4)

STATISTICS
Str 8, Dex 17, Con 14, Int 13, Wis 8, Cha 17
Base Atk +2; CMB +2; CMD 15
Feats Point-Blank, Precise shot, weapon focus (short bow)
Skills: Bluff +11, Fly +25, Knowledge (Religion)+15, Perception +16, Sense motive +14

Languages Common, Elven, Faerie.

ECOLOGY
Environment Obelisk (Non-Evil)
Organization solitary, pair, heart (4-7)
Treasure Usually Silver Coins or chocolate hearts

SPECIAL ABILITIES

Bonus to Emotion Based Spells: Gain +1 per their HD to any spells that affect emotions

Invisibility (Sp) Can turn invisible five times a day. Each time they shoot an arrow, they become visible until they re-use this ability.

Possess Other (Sp) A cupid's official task is to seek mortals to do missions for their heavenly patrons. They determine which of the faithful can best accomplish a task and then try to steer them back to their patron's temple. The most used method is to possess them for short periods of time (10-20 minutes.)

Enchanted Arrows (Sp)  They are armed with magical short bows that shoot arrows that can either damage the flesh or the heart.  A cupid can utilize 2+Cha Bonus magic arrows every day, created when the arrow is knocked.  Those struck by a cupid’s arrow are struck as if by a spell-like ability at a caster level equal to the cupid’s Hit Dice. All saves are Charisma based.

Some of the varieties of cupid’s magic arrows are:

Dream - Fall into a deep slumber for 10-60 minutes, Will DC 14

Love - Fall for the nearest person they are looking at, having a -5 to suggestions (or polite requests) made by the same person for the next 24 hours, Will DC 17

Misery - Lose all interest in any positive interaction, wishing to imbibe alcohol or similar substances for the next 20-200 minutes, Will DC 15


Cupids are small angelic spirits best known for helping lovers find their mates but they have many magical skills.  They are found in many temples or small pubs looking to help the faithful in tasks. When flirting about a city, they will often use their magic to help out various causes.  They are rumored to have many other arrows with emotion affecting magics. While their primary job is not to make mortals fall romantically for each other, they have a weakness for lonely people and try to make them happy.

They have a very strong affection for children and will usually take time to play with or inspire them to engage in artistic endeavors. It is often said that children can see through a Cupid's invisibility.

Oddly, they have a changing alignment, it teeters between neutral and good, dedicated and free. Despite this they have free reign in many good temples as they are rarely seen as a misaligned force.  

Friday 5 February 2016

Dral (Shadow Elves)


As much as I adored the Dark Elf stories, that's not really the type of elf I like to use. These forest elves are intelligent, hard-working and very social. They are unlikely to back down from an honorable duel. Their numbers are low but they have many allies willing to come to their aid - though they have never actually needed it.

Dral (Shadow Elves)

NG Medium Humanoid
Init +3 Senses Perception +4

DEFENSE
AC 16 touch 13, flat-footed 13 (+3 Dex, +3 Leafy Armour)
hp 9 hp (2d8)
Fort +3, Ref +3,Will +1

OFFENSE

Speed 30 ft.
Melee Scimitar +5 (1d6)
Ranged Long Bow +5 (1d6)

STATISTICS

Str 10, Dex 16, Con 10, Int13, Wis 11, Cha 15
Base Atk +1 CMB +2 CMD 15
Feats Point Blank Shot or Weapon Finesse
Skills: Craft (Any) +3, Perform (Any) +3, Knowledge (History) +3, Diplomacy: +3 Perception +4

Languages: Fey, Dral, Common
Location: Primarily Oromos Wood (Only known Homeland)
Organization: Pair, Patrol (3-9) or Tribe (600+)
Treasure: Standard

A dark hued elf with black hair, wearing dark green leafy armor and armed with a scimitar approaches.

Dral or sometimes Tree-Shadow Elves are dark-skinned elves with a deep interest in music, lore and all things fey. They collect books, scrolls and scrying devices, but pay most handsomely for diaries or other pieces of historical antiquity. Honorable to a fault, and have kept a 1,000-year pact with the Oromian monarchy. They resent intrusion into their forest-homes and repay it with deadly action. They sometimes invite bards, clerics or wizards into their homes to share or trade information. These elves are wonderful musicians – but they rarely perform for others.

Some humans who are unaware of Dral society and their honour-bound oaths sometimes get them mixed up with strange Fey stories of underground, evil savages living in huge cities. Drow society has never existed on Nyssa, although individual Dral may be evil.

Scimitar and bow are their primary weapons but they have the ability to manipulate sound. Due to their hiding skills, nobody can truly threaten a Dral in a forest if they want to remain hidden.

As Characters
+2 Dexterity, +1 Charisma, -1 Strength
+1 Scimitar or bow
Other abilities per standard elf

Preferred Classes: Bard, Druid, Ranger, Rogue, Sorcerer, Wizard (Enchanter)

Dral usually have twelve levels in any one preferred class. If they deviate or take dual class, they are limited to 10th level.

1st level: Envelope in Shadow (+5 to Hide in Forest Shadows)
3rd level: Audible Glamour (1+cha bonus/day)
5th level: Audible Repetition  (1+cha bonus/day)
7th level: Audible Damper   (1+cha bonus/day)
9th level: Freedom of Movement

Audible Glamour: Create Sound; DC 12 to recognize fake sound
Audible Repetition: Repeat one word to create an Enthrall effect; DC 15 to avoid
Audible Damper: Reduce sound range by half; +10 on an opponent’s perception check DCs
Freedom of Movement: As per the spell of the same name in their natural terrain

Tuesday 25 August 2015

Nyssian Centaur

Never really liked the typical centaur write-up found in the monster books - always seemed too weak in terms of their HD. So I changed them to fey and increased their HD. Unlike many other of my creatures, I didn't think this one appropriate to be a small little pony, and then change from their natural HD to levels, so I just wrote this as a 10 HD fey creature. Also, unlike like their Grecian horse-fathers, the Nyssian version are wonderful alcoholics, loving to share in the fruits of their work. Only the older ones settle in human communities, the others are on the run, in the wild, meeting friends and battling foes .

NYSSIAN CENTAUR

N(G)      Large Fey     CR 10
Init +2   Perception +12

DEFENSE
AC 20, touch 12, flat-footed 18 (+2 armor, +2 Dex, +4 natural, +2 shield, –1 size)
HD:     10d8+30 (61 hp)
F +6, R +9, W+9

OFFENSE
Speed 50 ft. (35 ft. in armor)
Combat +13 / +8
Melee longsword +16/+11; 2 hooves +7 (1d6+1)
Ranged Bow +15 / + 9 (1d8+2/×3)

STATISTICS
Str 17, Dex 14, Con 16, Int 10, Wis 15, Cha 11
Base Atk +8; CMB +8; CMD 20 (24 vs. trip)
Feat Trees - Archery, Expertise & Strength Focus (See Below)
Skills Acrobatics + 5*, Appraise +6, Perception +12, Survival +15, Craft (Any trade) +10, Knowledge (local & nature) +8,  *Acrobatics: Centaurs gain a +15 to their score for jumping
Languages Common, Faerie, Giant
SQ undersized weapons
Advancement  By Character Class

ECOLOGY
Environment temperate forests and plains
Organization solitary, pair, hunt (3–10), tribe (110–300)
Treasure standard (gems and jewelry are preferred)

SPECIAL ABILITIES
Undersized Weapons (Ex) Although a centaur is Large, its upper torso is the same size as that of a Medium humanoid. As a result, they wield weapons as if they were one size category smaller than their actual size (Medium for most centaurs).

Nyssian centaurs are powerful and wise creatures found through-out the domain in small herds.  Like many other types of fey, they are creatures of extremes - peaceful in their homes, but wild and uncontrollable when facing an enemy or celebrating. They have considerable knowledge of wildlife, crafting practice and local traditions as well as their communal connections with other fey. Renown for their ability to handle copious amount of alcohol and the calming effect it has on them. While the typical trade is weapon making (Fletcher) there are also artists, chefs, musicians, engineers, etc.

Centaurs live a nomadic lifestyle, roaming from one large grassland to another in small tribes, coming together with fey-kin to trade, share information and socialize. They own little in physical belongings as they usually prefer to be able to pick up and move on a moment's notice.  They can hunt for what they need, but some experts make their living as guides for human populations, spending their time between the town and tribe. Elders who are starting to slow down, sometimes settle in small human or elven communities and survive through their crafting. Fey young centaurs ever adopt a set community as they would miss the freedom of running wild with kin.

They use simple weapons that they can easily create themselves (bow, mace, spear) but those who work as guides or mercenaries often have access to much better equipment.

They usually advance by taking character classes - barbarian, bard, druid, fighter, or ranger are the most typical selection. They rarely advance as clerics, and wizards are virtually non-existent.

Archery Feats -  Alertness: Point Blank Shot, Deadly Aim, Spirited Charge, Weapon Focus (Bow)
Combat Feats - Expertise, Weapon Focus, Power Attack, Dazzling Display, Gr Weapon Focus*
Strength Attack - Power Attack, Weapon Focus,  Cleave, Imp Bull Rush, Imp Overrun