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| Evil DM Mk304-21-07, 06:19 PM | Has anyone ever stated up Banshee as fey, YES I know about the undead one but that does not fit the purpose I had in mind. If you do not know of a Fey Banshee what about another Fey that could do the job of vicious killing spirit with a little modifiaction? |
| Witch04-21-07, 06:35 PM | Has anyone ever stated up Banshee as fey, YES I know about the undead one but that does not fit the purpose I had in mind. If you do not know of a Fey Banshee what about another Fey that could do the job of vicious killing spirit with a little modifiaction? Here you go. Some notes: the original Irish spelling for Banshee is Bean Sídhe, not Baen Sídhe. It was altered because we didn't want the name to sound like vegetables. Aside from that, this is a draft, iirc, and subject to change - but it might fit your purposes. Here's my first draft. I think the death sense ability needs some work. Baen Sídhe A thin, faint woman appears before you. Night-black feathered wings emerge from her back. Her eyes are puffy and red, her form gaunt. She has ruffled red hair that streams down her back, which she slowly works with a silver comb. She wears a green slip under a grey mantle. She opens her small mouth and unleases a terribly piercing, mournful song. BAEN SÍDHE (CR 15) Often N Medium Fey (Deathtouched) Init +9; Senses low-light vision, Listen +27, Spot +27 Languages Common, Elven, Gnome, Sylvan ________________________________________ _____________________ AC 31, touch 26, flat-footed 26 (+5 Dex, +6 deflection, +5 luck, +5 natural) hp 108 (18d6+90; minimum), regeneration (10/light); DR 15/cold iron and magic Immune death effects, energy drain, exhaustion, fatigue, physical ability damage, poison, sleep, sonic Resist cold 10; SR 26 (11 + CR) Weakness susceptibility to light Fort +17, Ref +22, Will +21 ________________________________________ _____________________ Speed 30 ft., fly 80 ft. (perfect) (16 squares) Melee 2 wings +15 touch (2d8+6 plus 1d8 Wisdom plus curse); or Melee spell-like ability +15 touch Base Atk +9; Grp +9 Special Actions keening, wail ________________________________________ _____________________ Spell-like Abilities (CL 18th) Always active—deathwatch At will—death knell 3/day—commune with nature, divination, polymorph (crow or raven only; self only), shatter (DC 18) ________________________________________ _____________________ Abilities Str 11, Dex 20, Con 21, Int 16, Wis 22, Cha 22 SQ deathtouched traits, incorporeal form, spectral presence, unearthly grace Feats Ability Focus (keening), Blind-Fight, Combat Reflexes, Flyby Attack, Improved Initiative, Weapon Finesse Skills Balance +7, Diplomacy +29, Hide +26, Intimidate +27, Knowledge (nature) +30, Listen +27, Search +24, Sense Motive +27, Spot +27, Survival +27 (+29 in aboveground natural areas), Tumble +26 Possessions comb ________________________________________ _____________________ Comb: All baen sídhe carry special combs. As long as it is worn in the hair (occupying space as a magic helm), a baen sídhe's comb provides a +2 luck bonus on Armor Class. For a baen sídhe (and only a baen sídhe), the bonus is instead +5. This bonus has been factored into the statistics above. A baen sídhe that loses its comb cannot use its incorporeal form special ability until it manufactures another, which takes a month. The comb can only be crafted by a baen sídhe. No baen sídhe will ever give its comb to a mortal, and any baen sídhe that sees a mortal wearing a baen sídhe's comb will attack on sight. Curse (Su) A creature struck by a baen sídhe's wings must succeed on a Will save (DC 25) or be cursed as per bestow curse. The save DC is Charisma-based. Death Sense (Su) A baen sídhe can predict the death of any living creature. In order to use this ability, the baen sídhe must be aware of the subject or have him identified for it unambiguously and then choose him as a subject of this ability. A baen sídhe can have up to one subject as a focus of this ability per racial Hit Die it possesses. Each day at sunset, the baen sídhe becomes aware of all subjects which will die within the next week as if it had asked for their time of death with divination (caster level 18th). The baen sídhe can predict the deaths of any living thing within 30 feet of it without selecting them as subjects. Changing subjects is a free action. A baen sídhe cannot predict its own death or that of another baen sídhe. Often, Unseelie Faerie Lords will keep baen sídhe on retainer to watch their favorite servants. When a subject will die within 24 hours, the baen sídhe can constantly detect which plane he is on. If he is on the same plane as the baen sídhe, it can pinpoint him from any distance as if with blindsense. Additionally, a baen sídhe can detect all creatures within 30 feet that will die in the next 24 hours, locating them as if with blindsense. A baen sídhe can't predict the deaths of elementals or outsiders. Incorporeal Form (Su) A baen sídhe can become incorporeal as a move action, along with any objects it may be wearing or carrying. Ending this effect is a free action. While incorporeal, the baen sídhe loses its land speed, natural armor bonus, and wing attacks. Simultaneously, it may choose to become invisible as per greater invisiblity, or cease its invibility, as a free action. A baen sídhe that loses its comb loses its incorporeal form ability. Keening (Su) A baen sídhe can begin singing a haunting dirge as a standard action. It may maintain the dirge for up to eight hours. A baen sídhe may still take other actions while it sings, but it may not cast spells with verbal components, activate word-activated or spell completion magic items, or use its wail or other verbal special abilities. The keening can be heard up to 1 mile away, but only has an effect on creatures within 200 feet. When a living creature first hears the keening, he must succeed on a Will save (DC 27) or become shaken and suffer despair that causes a -2 penalty on all attacks rolls, saving throws, ability checks, skill checks, and weapon damage rolls for as long as the baen sídhe can be heard or seen and for 1 hour after that. A victim which fails his save has all his magical protections against death (such as death ward) targeted by an effect identical to greater dispel magic at caster level 18th. A new save is required each round that the baen sídhe can be heard, and those that fail multiple saves become progressively more scared. If it desires, a baen sídhe can keen without causing fear and despair. Keening is a sonic effect; the despair and fear are mind-affecting. The save DC is Charisma-based, and includes a +2 bonus from Ability Focus. Negative Energy Infusion (Ex) A creature struck by a baen sídhe’s wing attack is infused with negative energy, suffering 2d8 damage modified by the baen sídhe’s Constitution modifier. Regeneration (Ex) A baen sídhe suffers normal damage only from spells or effects with the light descriptor, and from weapons affected by such spells or effects. A baen sídhe cannot regrow lost body parts. Spectral Presence (Ex) A baen sídhe’s natural armor and natural weapons function normally against incorporeal foes as if they had the ghost touch property. A baen sídhe can perceive disembodied souls and incorporeal creatures with all its senses normally and interact physically with them. Susceptibility to Light (Ex) Unlike most deathless, a baen sídhe is more vulnerable to light than most living things. It suffers damage from light spells and effects such as sunbeam as if it were an undead creature. Unearthly Grace (Su) A baen sídhe adds its Charisma bonus to its saving throws and as a deflection bonus to Armor Class. Wail (Su) As a standard action, a baen sídhe can unleash a terrible wail. All living things (creatures and objects) within 30-foot radius or a 60-foot cone must succeed on a Fortitude save (DC 25) or die (nonmagical living objects automatically fail). The baen sídhe may choose for any number of creatures or objects to be immune to this effect; most baen sídhe are careful to kill no more living things than necessary. This is a sonic death effect. Once a baen sídhe wails, it cannot do so again for 1d4 rounds. The wail is audible up to 1 mile away. The save DC is Charisma-based. Wisdom Damage (Su) A creature struck by a baen sídhe’s wing attack suffers 1d8 points of Wisdom damage, or 2d8 points on a critical hit. The baen sídhe gains 5 temporary hit points every time it uses this ability, or 10 on a critical hit. Skills A baen sídhe has a +4 racial bonus on Knowledge (nature) checks. ________________________________________ _____________________ STRATEGY AND TACTICS A baen sídhe is quick to anger if it thinks that someone is interfering with its duties. It will seek to scare them off first by keening (to induce fear as well as break and spells warding against death) while incorporeal and invisible. If that fails, it will usually move directly overhead to let loose a wail. It will then engage in melee to soften up the remaining obstacles before finishing them off with another wail. Baen sídhe may appear alone or in broods of 3-5 members. A brood is usually dispatched by the Unseelie Court to punish particularly important offenders against nature, but also may escort exceptionally desirable souls to Faerie. SAMPLE ENCOUNTER A baen sídhe most often attacks parties when they get in the way of her duties. For instance, an elderly huntsman has lived a long life, and death is soon to take him. He doesn't want to die because he loves the forest and is afraid to leave it untended, and he doesn't know what kind of afterlife to expect since he has never worshipped anything but nature. He has heard a baen sídhe keening in the night, and he fears she is coming after him. He thinks she is an evil ghost, and asks the party to save him from her. He isn't even aware that the fey have always been very fond of him and his superb care for the woodlands and want him to join the fey's cycle of life. EL 15: A single baen sídhe arrives in the night to take him. EL 18: A brood of three baen sídhe come for him; the man's soul is seen to have immense potential for some inscrutible reason. ECOLOGY A baen sídhe is most often created by the Queen of Air and Darkness. If a servant of hers nears death prematurely (from injury, magic, or any other source), the Queen remakes them as baen sídhe so that they may continue their service until it is their proper time to die. The Queen sometimes performs this service for her other subjects, if they please her and show willingness to sacrifice for the cause of the Unseelie. Baen sídhe can mate and reproduce like any other fey, but they do so even less often than most Unseelie fey. They are so preoccupied with death that they rarely give any thought to life. Environment: Baen sídhe can be found anywhere that death occurs, but they spend the majority of their time in Faerie participating in the activities of the Unseelie Court. Typical Physical Characteristics: Baen sídhe normally stand about 5 feet tall and weigh 60 pounds. Since they age normally, they can appear as young, old, or in between. Their black wings are usually folded behind them. They usually only allow themselves to be seen on dark nights, when their black wings are nearly invisible. A baen sídhe may be of either gender, but the Queen of Air and Darkness primarily uses female servants and so there are more female baen sídhe than male. Alignment: Baen sídhe have no predilection for any alignment, and so they are often neutral. They are rarely chaotic, though. BAEN SÍDHE LORE Characters with ranks in Knowledge (nature) can learn more about baen sídhe. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. Knowledge (nature) DC Results 25 This is a baen sídhe, a fey spirit of death. Baen sídhe are famous for their ability to kill with a wail. 30 A baen sídhe's unnerving keening can break spells that protect against death. 35 Like death itself, baen sídhe are strongly associated with darkness. They are vulnerable to harm from light-based spells and weapons enchanted with those spells. SOCIETY Baen sídhe are mortality incarnate. They understand every nuance of natural death and predict it. A person who is blessed by the fey will sometimes be aided by a baen sídhe - the baen sídhe may give a warning of impending death to allow him to prepare himself, and may try to soothe him into coming to peace with death. Obviously, a lot of mortals don't take to kindly to finding out they're soon to die, and folks are generally scared of death, so of course baen sídhe are much-feared. In addition to warning of death, a baen sídhe will also escort the souls of those mortals which belong to Faerie rather than the Realms Beyond. Their keening is a song of mourning, and they are often truly sad to bring life to an end. The purpose of their fatal wail is to stop those who would deny death or who are otherwise gravely offending nature. Often, they act because they must, not because they enjoy it. Baen sídhe prefer to work at night because of its strong connection to death and because their death sensing powers operate most effectively at dusk. A baen sídhe typically serves the Queen of Air and Darkness or another Unseelie lord. A few baen sídhe serve the Seelie Court and other courts to collect souls the other courts desire, a service the Queen trades to Titania and other rulers in exchange for other small favors. TYPICAL TREASURE A baen sídhe collects treasure as is normal for a monster of its Challenge Rating, typically having the equivalent of about 22,000 gp (which doesn't include its comb). It usually keeps its treasure (except that which it can easily carry and finds useful) at the court of its Faerie Lord leige, however. Baen sídhe are particularly fond of collecting combs both magical and mundane. A baen sídhe's special comb has a market price of 15,000 gp, but a potential buyer that succeeds on a DC 28 Knowledge (nature) check can recognize the origin of the comb (and usually refuse to purchase it). A DC 33 Appraise check offers similar information. A person with 5 or more ranks in Knowledge (nature) gains a +2 synergy bonus on the Appraise check, and vice versa. BAEN SÍDHE WITH CLASS LEVELS The baen sídhe's favored class is bard. Baen sídhe with class levels are also often druids, sorcerers, or sometimes clerics; they are among the very few fey who are clerics with any frequency. Those that are worship the Death aspect of the Great Cycle and have access to the Fey, Oracle, and Repose domains. ADVANCED BAEN SÍDHE Baen sídhe advance by racial Hit Dice with age and experience. Baen sídhe can reach up to 36 Hit Dice. A baen sídhe's regeneration is equal to two-thirds its racial Hit Dice, rounded down to the nearest 5. BAEN SÍDHE IN MIDLORR Nothing yet. Deathtouched Subtype: A deathtouched straddles the line between life and death, having some qualities of living creatures and undead. Traits: A deathtouched has the following traits (unless otherwise noted in a creature's entry). —Receives only minimum hit points per Hit Die. —Affected as both a living creature and an undead creature by spells and effects. If an effect causes different results for undead than for living creatures, the deathtouched is treated as whichever is more advantageous. However, if an effect works normally on either, or if it only works on one and not the other, the deathtouched is affected normally. For example, a deathtouched would suffer damage as a living creature, rather than an undead, from a sunburst spell, but can be turned or rebuked like an undead. A deathtouched is healed by both positive and negative energy, but regains only half as many hit points as normal from either. —Immunity to death effects, energy drain, exhaustion, fatigue, physical ability damage, poison, and sleep. —Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection restore the deathtouched to the form it had before its partial death. —Deathtouched do not eat, sleep, or breathe. |
| Thiez04-22-07, 07:11 AM | That comb, can it be used as a +5 luck bonus with a succesful UMD check? |
| Witch04-22-07, 08:55 AM | That comb, can it be used as a +5 luck bonus with a succesful UMD check? I presume so :) |
| Thiez04-22-07, 10:01 AM | That is pretty hot, such an item would normally cost a small fortune. |
| Evil DM Mk304-22-07, 02:09 PM | Trust me in my world that would be a minor problem. Hey look at me wearing an item stolen from a fey. Hey, where did everybody run to screaming in such a hurry... Let me put it this way, the fairy house that I want banshees for also own the wherewolves (as in wherewolves can't refuse their orders) Most fey's favourate word is revenge. |
| Thiez04-23-07, 07:06 AM | In combination with Mind Blank and a Hat of Disguise... And having angry NPCs hunting you is fun! :) |
| Evil DM Mk304-23-07, 07:34 AM | What, when most of the family has invisibility and mindblank at will? And because it is hard it becomes everyones favourate game? And you are unable to open a door without the possibility of an assassin vine droping down over your neck (so funny)? |
| Thiez04-23-07, 08:11 AM | At least it ain't boring! |
| Evil DM Mk304-23-07, 08:28 AM | You sir are CN in a barrel. On a differant note you never delt with the scent issue. Vital if you want to deal with lycans. |