Faerie Creature Template [Archive] - Wizards Community

Post/Author/DateTimePost
malykoth

09-15-04, 07:06 PM
I've seen the half-fey template, but somehow it's not exactly what I have in mind when I think of a fey creature. The half-fey centaur in the Fiend Folio looks ridiculous, more like something from a comic book than a fairy tale (not that I don't love comic books!). Anyway, I tried to come up with a slightly more ephemeral, fey feel. Whattya think?

Faerie Creature:
“Faerie creature” is a template that can be added to any animal, magical beast, plant or vermin (referred to hereafter as the “base creature”). A faerie creature’s type changes to “fey”, and uses all the base creature’s statistics and special abilities except as noted here. As a rule, faerie versions of creatures are usually highly attractive or remarkable members of their species. A faerie elk, for example, might be large and powerfully built, with enormous, opalescent antlers and glittering sapphire eyes. Faerie birds will have incredibly vibrant, almost crystalline plumage, and sing complex songs with rich melodies and harmonies. Even faerie insects tend to look more like animated jewelry than lowly vermin. Often, a faerie creature will have unusual colors or features for its species, such as a bright red or pale green deer, or an unusually large (or small) bird.

Once dead, most faerie creatures rapidly revert to the more mundane, pedestrian appearance of mortal members of their species. A mortal hunter who is lucky (?) enough to kill a golden-bristled faerie boar, for example, will find a very ordinary boar in his possession when he returns to his lodge or village.

Faerie creatures live quite a long time. Generally, double the creature’s normal life-span, or add an additional +20 years, whichever would be greater. Faerie creatures that live on the Plane of Faerie itself slow these extended life-spans down by a factor of 10. Unlike mortals that spend a long time in Faerie, these creatures do not have to fear their true age “catching up” with them if they leave the realm of Faerie.

Faerie creatures are usually more intelligent than their mundane cousins. Most notably, faerie animals and vermin can possess an ability to reason that is truly astounding. In certain regions of Faerie, animals have achieved full sentience, and have started communities and societies. Such communities are often multi-species. At least one colony of bees in Eternal Spring, and one colony of ants in Eternal Autumn have achieved sentience, and both send emissaries to the Seelie Court. The oldest trees of the forests are quite intelligent, and frequently will speak with other living creatures…if that creature has a great deal of patience. Like many extremely long-lived beings, elder faerie trees are in no hurry to move a conversation along.

Hit Dice: changes to d6
AC: gain a +1 to natural armor per 5 Hit Dice
Special Qualities:
Cold Iron Vulnerability: in addition to bypassing it's damage reduction, cold iron has a truely devistating effect on faerie creatures. Cold iron weapons always do at least 1/2 their base damage, regardless of what the attacker rolls (i.e.: a cold iron longsword will do at least 4 hp damage per strike).
Low-Light Vision (creatures that already have Low-Light Vision gain no other benefit)
Spell Resistance: Equal to the creature’s HD + 8 vs arcane magic, and HD + 4 vs divine magic.
Saving Throw Bonus: Fey are very hard to fool with illusions. Fey may attempt a saving throw to disbelieve an illusion it sees even if it has not interacted with the effect, in the same manner as an elf may attempt to find secret doors merely by passing one. Furthermore, faerie creatures gain a bonus on such saving throws equal to their HD.
Abilities: CHR +4, other abilities are the same as base creature, but INT is always at least 3, and frequently higher (DM’s discretion).
Skills: Gain (4 + INT modifier; minimum of 1) skill points per HD. Add the following to class skills: Bluff, Hide, Listen, Move Silently, Sense Motive, Spot and Survival, in addition to any class skills the base creature may already possess.
All faerie creatures understand and speak Fey (Sylvan). If they have an INT of 6 or higher, they may also understand Common (DM’s discretion). The ability to speak is a Supernatural ability if the base creature is physically incapable of reproducing humanoid speech.
Faerie plants gain tremorsense to a range of 10' per Hit Die, as well as the ability to see (including Low-Light Vision) and hear. Few faerie plants can move beyond the spot where they are rooted.

Fey creatures gain damage reduction and a few other abilities based on their HD.

1-2: 2/cold-iron or magic, +2 to all Will saving throws
3-6: 5/cold-iron or magic, +2 CHR
7-10: 5/cold-iron or magic, +2 to all Will saving throws (stacks)
11-14: 10/cold-iron or magic, fascinate
15-18: 10/cold-iron, +2 DEX
19+: 15/cold-iron, +2 CHR

Fascinate: A fey creature with 11 or more hit dice may attempt to cause one or more creatures to become fascinated with it. This is an at will, spell-like enchantment (compulsion), mind-affecting ability. Each target the fey creature attempts to fascinate must be within 60’, able to see the fey creature, and able to pay attention to it. The fey creature must also be able to see the target. The distraction of a nearby combat or other dangers prevents the ability from working. For every four full hit dice a faerie creature possesses, it can target one creature with a single use of this ability.
Each affected creature may attempt a Will saving throw, with a DC equal to the faerie creatures HD + CHR modifier. If the saving throw succeeds, the faerie creature cannot attempt to fascinate that subject again for 24 hours. If the saving throw fails, the affected subject sits quietly and stares at the faerie creature, taking no other action for as long as the faerie creature is visible and behaves in a peaceful manner (1 hour maximum) and for an additional 1d3 rounds after the faerie creature has left its line-of-sight. While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat, such as an ally of the faerie creature approaching the fascinated subject, allows the subject to make a new Will saving throw. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. This ability will not work on fey or targets that have more HD than the faerie creature. Targets gain a +1 to the Will save for every pound of cold-iron they carry or wear.
Aerunation

09-15-04, 07:23 PM
My campaign is very rich in faerie mythos and my players deal with them alot. I use the suggestion from the manual of the planes and add the half celestial template on an elf for "seelie" fey and half fiend for "unseelie". I changed the damage reduction to cold iron and I give them special abilities like dimention door or alter self/glamour at will. Bastion press's book called "faeries" is also very helpful for tone and feel of faerie culture. For "high fey" I ususally add the half celestial/fiend template on a fey creature like a satyr which produced my "satyr godfather" :) ....add character class and loads of special abilities and you got what you need. :)