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| itsclark09-03-03, 11:01 PM | Glow Sprite Tiny Fey (Incorporeal) ------------------------ Hit Dice: 1/2d6+1 (2 hp) Initiative: +5 Speed: 10 ft. (2 squares), fly 60 ft. (perfect) Armor Class: 19 (+2 size, +5 Dex, +2 deflection), 19 touch, 14 flat-footed Base Attack/Grapple: +0/-11 Attack: None or light crossbow +7 ranged (1d4-3/19-20/X2) Full Attack: None or light crossbow +7 ranged (1d4-3/19-20/X2) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Poisoned crossbow bolts, spell-like abilities Special Qualities: Become corporeal, damage reduction 10/cold iron, glow, low-light vision, spell resistance 15, telepathy 60 ft. Saves: Fort +1, Ref +7, Will +5 Abilities: Str -, Dex 21, Con 13, Int 16, Wis 16, Cha 14 Skills: Concentration +5, Disable Device +7, Escape Artist +9, Hide +17, Intimidate +6, Listen +7, Sense Motive +7, Spot +7, Survival +7 Feats: Alertness, Dodge(B) Environment: Cold or temperate forests. Organization: Gang (2-4), band (6-11), or tribe (20-80) Challenge Rating: 2 Treasure: No coins; 50% goods; 50% items Alignment: Always nuetral Advancement: 1-3 HD (Tiny) Level Adjustment: -- Tiny spheres of unearthly amber light emerge from the trees. As they approach, you can just make out a humanoid figure with dragonfly wings at the heart of each glow. Within its strange glow, the sprite resembles a transparent elfin figure with insectoid antennae. Also known as ether fey, glow sprites are much more furtive than thier pixie kin. They spend most of thier time in an incorporeal state, often hiding themselves inside rocks and trees. They emerge at night to play or to patrol thier woods for signs of intruders. To the few who earn thier trust, glow sprites can be excellent guides and sources of information regarding the comings and goings near thier woodland homes. Against those who annoy them, however, they are patient, relentless and ingenius in thier harassment. Glow sprites typically speak Sylvan and Common, and sometimes know other languages as well. However, they prefer to communicate telepathically with strangers (if at all). Combat Glow sprites tend to shy away from weapons, preferring to rely on spell-like abilities and outright sabotage (disable device skill) in thier harassment of suspicious intruders. When angered, however, they sometimes launch tiny crossbow bolts from postitions of ambush. Become corporeal (Su): Glow sprites keep most of thier mass on the ethereal plane until the need to reconstitute a physical bodies arises. Taking on a physical aspect is a standard action. The sprite loses the advantages of its incorporeal subtype (including its deflection bonus to AC) in exchange for a strength score of 4. In this state, they often sabotage the gear and campsites of intruders. They must also become corporeal in order to employ weapons against other corporeal beings. Reverting to an incorporeal phase is also a standard action, and may provoke an attack of opportunity. A glow sprite's personal gear and clothing change phase along with its body. Glow (Su): A glow sprite is bathed in an unearthly amber radiance about equal to fairie fire in brightness. The glow extinguishes when the sprite becomes corporeal, but otherwise cannot be voluntarily subdued. This glow has the effect of a hypnotism spell (DC 13, caster level 8) cast as a free action one time during any encounter with the sprites (usually at the beginning of the encounter). The save DC increases by +1 for every two sprites appearing beyond the first (DC 14 for three sprites, DC 15 for five sprites, and so on up to a maximum DC of 18). The save DC is charisma-based. An observer who makes his save cannot be subject to this effect again within a 24 hour period. A glowing sprite does not benefit from the concealment normally provided by darkness. Magical darkness can mask the glow, if coming from a second level or higher spell or spell-like effect. Poisoned Crossbow Bolts (Ex): Glow sprite crossbow bolts are sometimes tainted with plant based toxins such as bloodroot (see DMG). The sprites do not risk poisoning themselves when applying such toxins. Spell-like abilities: 1/day - charm animal (DC 13), daze monster (DC 14), detect chaos, detect good, detect evil, detect law, dispel magic, endure elements (others), ghost sound (DC 12), glitterdust (DC 14), lesser confusion (DC 14). Four glow sprites working together can utilize hallucinatory terrain (DC 16). The caster level is 8th. The save DCs are Charisma-based. Telepathy (Su): Glow sprites can communicate telepathically with animals (with effects much like a speak with animals spell) and with creatures that speak Common or Sylvan. The subject must be within 60 ft. |
| itsclark09-04-03, 04:57 PM | Made a few tweaks and corrections. :) Input and suggestions welcome. |
| Selenia's angel09-04-03, 05:09 PM | Are these based on the wisp's from warcraft? |
| itsclark09-04-03, 05:51 PM | Are these based on the wisp's from warcraft? Hi Selenia's Angel. Honestly I never played warcraft. These are just based on the picture I've always had in my head (right or wrong) of what the fairies of folklore would be like. |