Flocks of Fairies [Archive] - Wizards Community

Post/Author/DateTimePost
R.M.G.C.L.F.

07-03-05, 11:21 PM
Drixie
Diminutive Fey
HD:1d6(3hp)
Initiative:+3
Speed:10ft, Fly 15ft(good)
AC:17(+4size,+3dex)
BAB/Grapple:+0/-16
Attacks: Tiny Spear+7 Melee or tiny spear+7 ranged (most drixies only carry one spear and quickly retreat) or Kiss+7 touch
Damage: Tiny Spear 1d4-4
Face/Reach:1ft/0ft
Special Attacks: Kiss, Spell-like abilities
Special Qualities: Fey Traits, Low-Light Vision, Fairy Glow
Saves:Fort+0,Ref+5,Will+3
Abilities:Str3,Dex17,Con11,Int6,Wis12,Ch a12
Skills: Spot+2, listen+3, hide+17, move silently+7, animal empathy+6, handle animal+5, Survival+4, Bluff+2 (+2 racial bonus to animal empathy, handle animal, and survival checks)
Feats: Weapon Finesse
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Climate/Terrain: Temperate Forests and hills
Organization: Solitary, mated pair, cluster(2-5 of same gender), or colony (3-7 of mixed genders)
CR:1/3?
Alignment: Usually Chaotic Neutral
Treasure: 1/10 coins, no items, 50% goods (appropriately sized only)
Advancement: 2-5hd(diminutive) or by class level (favored class bard)

Drixies stand roughly 6-8 inches high. They resemble slender humanoids with glowing bodies, dressed in minimal garments of silk and leaf or completely naked. They have pointy ears, keen cat-like eyes, and large moth-like wings. They each glow a different color, which is intensified in their wings. They constantly shed minor amounts of the phosphorescent powder and secretion from their wings and skin, leaving briefly glowing footprints as they walk and trails of glowing sparkles as they fly.

Drixies are somewhat mischevious fey that live in small groups. They enjoy playing tricks on unwary travellers and sometimes even raid passers-bye for valued trinkets. Despite this they are not a malicious or violent folk. If befriended by or enamored of a person, they will go to great lengths to protect and guide them through the area, sometimes to the point were they become a great annoyance.
Drixies are interested in trinkets such as coins, bells, jewelery, and have a special liking for alchemical items and light-producing items. They have a violent inherent hatred for all things iron, and if presented with iron items they will turn hostile immediately. Drixies appreciate manufactured food such as sweets and crackers, but most of all they delight in rasberry tarts. These minor baked goods are a surefire way to appease or lure out a Drixie, and any diplomacy check made towards them with rasberry tarts offered has a +4 bonus, while they suffer a -3 penalty to detect a trap with rasberry tarts as the bait. If given the opportunity they will gorge themselves near to bursting on the until they are too full and bloated to run, much less fly. Knowing this secret craving takes a knowledge(nature) check dc:18.

Drixies speak sylvan. One in six drixies also speaks gnomish or elven.

Combat: Drixies favor the use of confusion and tricks in combat, rarely seeking lethal ends. They ambush whenever possible, and use ghost sound to distract foes and give them opportunities to make unseen attacks or hide. They always use flare to dazzle enemies before moving into melee. If in serious danger, they will try to either lie their way out of a situation with offers of gold then lose them in the woods or grant the person a wish in exchange for their life and/or freedom.

Kiss(su): A creature kissed by a drixie is overwhelmed with such a feeling of lovestruck bliss and soothing contentment they must make a will save dc:13 (+2 racial bonus to dc) or be dazed for one round, temporarily gaining a +1 morale bonus to AC during that time. If the creature kissed is of the opposite sex, they suffer a -2 morale penalty to their saving throw. When the drixie kisses the person, if they are of the opposite sex, they may whisper a single request into their ear as a free action. If so the person gets another will save at the same dc. If they fail the save, they react to the request for 1 minute as if they were two levels friendlier, but if they succeed they break free of the kiss entirely. A creature that succeeds their initial save against a drixie's kiss is immune to the kiss of that drixie for the rest of the day.

Spell-like abilities(sp): At will: flare, prestidigitation, lullaby, Once per day: Ghost Sound, Detect Magic, Fairy Fire, Minor Wish (usable only to grant wishes of non-fey creatures) (http://boards1.wizards.com/showthread.php?t=458027)

Fairy Glow(ex): Drixies shed light equal to that of a candle. They can supress or resume this light as a move-equivalent action.

Drixie Society: Drixie societies are loosely organized clusters of makeshift huts and sleeping mats made of twigs, grass, and leaves, either in the branches of a tree or in a mushroom-filled area. Near the center of the establishment can be found one tree knot or shallow whole used for storing eggs and "treasures". Inhabitants in such a group can be large family units or merely close-nit friends. They leave night to taunt travelers, seek food, and collect trinkets, but a spot check dc:16 reveals glowing wing-prints and faint outlines of tiny bodies on the place. This color signature and starting point gives a +2 circumstantial bonus on attempts to track the fairies. If their hiding place is discovered, they will quickly abandon it and take their young and belongings to a new spot.

Drixie uses: Drixies are prized as pets. Their eggs sell for 20gp on the open market, and drixie children (unintelligent juveniles with the mental capacity of a lizard) go for 30gp. Drixie powder can be collected by putting a drixie in a small closed space with granular substance like sand or sugar, which causes them to beat their wings flying about in a hyperactive frenzy, after one minute of this they calm down and the resulting powder can be sifted out. It takes 10 minutes of this to get one ounce, and each ounce sells for 7gp and is useful as raw material the creation of magical items that involve light spells, and sunrods.
A drixie can be taken as a famliar at ? level. In addition to normal familiar benefits, drixies grant a +1 bonus to the dc and caster level for all their master's evocation(light) spells, and gives the caster the ability to raise the illumination level of their light spells by one degree. Shadowy becomes normal, normal becomes bright, and bright becomes dazzling (creatures entering the light must make a fortitude save or be dazzled (-1 on attack rolls).

More coming later.
OamuTheMonk

07-04-05, 12:08 AM
Oh wait. Your monsters tend to be 3.0, right? 3.0 fey don't have DR, do they? Hmmm. I miss the DR. Even Grigs have DR 5/cold iron.

It seems a bit hideous and tragic that creatures like this would be sold as pets, but also utterly realistic.

What would be the advantages of having a Drixie as a familiar? And isn't it a bit...wrong to have a sentient creature as a familiar? I know that you can't have an awakened animal for instance...at least I think you can't...

In any case the CR may be a bit high at 1/3, but it's just too low to split hairs about. I can see these creatures being used primarily as plot hooks anyway--stealing magic rings and the like.

I'm not sure they are distinctive enough from the other permutations of Fey (they seem very similar to shimmerlings or Petals, for example)--I'm trying to figure out what could make them more distinctive, but nothing I could suggest would leave them at their current CR. The best I can think of would be some kind of more...valuable...talent or ability, one that would make them really useful to a spellcaster, like glitterdust as a spell-like ability 1/day, or detect magic at will...I dunno. I like them, but I want them to do more.
R.M.G.C.L.F.

07-04-05, 01:21 AM
Actually, lots of sentient creatures are available for familiars. Pseudodragons are listed as familiars, and they're smarter than most humans.

To an extent, I didn't really want to make them distinctive from most fey. There just aren't many fey out their, and I'm making this thread to swell the proverbial ranks. These are things I gathered together from simple ideas and folklore.

I'm aware of the DR/iron, but I felt these weren't strong enough to merit damage reduction. The bulk of their repitoire is making combat a long and somewhat irritating experience. Their ACs are relatively quite high, and equal as touch ACs which makes them unlikely to be dispatched by a ray of frost. If that didn't make them hard enough to hit, you're taking penalties from the flare, and they keep sneaking off with their heavy hide bonuses and kissing you in a dazing sneak attack.

I suppose aside from the light theme, their main thing is desirability. They are popular as pets, the can produce magic powder, maybe even decorative illumination for the particularly wealthy, and if you catch one, they'll grant you a wish to be set free.

The int6 is an important marking point. Their smart enough to have language, social groups and a general understanding of tools and people, but they don't really have the intellect for true craftsmanship or civilization. I'm easing into the territory for my next jump.
Great Cthulhu

07-04-05, 02:55 AM
Interesting to say the least.
Not your best, El Finger, but not bad.
R.M.G.C.L.F.

07-04-05, 12:10 PM
Mixie
Diminutive Fey
HD:1d6+1(4hp)
Initiative:+1
Speed: 10ft, fly 15ft(good)
AC:15(+4size,+1dex)
BAB/Grapple:+0/-14
Attacks: Bite+5 melee
Damage: Bite 1d4-2 plus poison
Face/Reach: 1ft/0ft
Special Attacks: Poison, light dance
Special Qualities: Fey, Low-light vision, darkvision 20ft
Saves: Fort+1,Ref+3,Will+3
Abilities:Str7,Dex13,Con13,Int2,Wis12,Ch a10
Skills: Spot+6, listen+7, hide+17, move silently+5 (Mixies recieve skill points as animals)
Feats: Weapon Finesse, alertness(b)
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Climate/Terrain: Forests, Hills, Cupboards, gardens, and candy bowls
Organization: Cluster(2-5), or swarm(6-12)
CR:1/4?
Alignment: Always Neutral
Treasure:None
Advancement: 2-3hd(diminutive),4-5hd(tiny)

Mixies appear as multi-colored naked humanoids with beedy black eyes, shining insect-like wings, and very sharp teeth.

Mixies, despite their humanoid appearance, are little more than annoying pests with the capacity to make rude gestures and faces. They have a strong craving for sweets, and often sneak into residential areas to feast upon their favorite prize.

Combat: mixies buzz about, blowing rasberries, extending fingers, making faces and hurling moons while diving in to bite viciously. They have little conception of tactics.

Poison(ex): Initial damage dazed for 1 round, secondary damage 2dex.

Light Dance(su): Once per day, a mixie may initiate a light dance, activating their bioluminescence and magic powers and spinning about in a rapid flight pattern, creating a flashing glowing streak. This is an illusionary, mind-affecting pattern effect, and forces creatures within the 10ft square to make a will save or be dazed for 2 rounds and confused for 1d4 rounds afterwords while making a fort save to avoid being blinded for 1d4 rounds and dazzled for 1 minute afterwards (both are dc:10). This needs at least one other mixie's participation, and gains a +1 bonus to the dc for each other mixie participating. All mixies capable of doing so will eagerly join in a light dance, and after participating a mixie cannot participate in another light dance for 1 minute.
R.M.G.C.L.F.

07-08-05, 05:19 PM
Bump
MythMage

07-09-05, 02:41 AM
I don't believe that a creature with intelligence 2 is capable of using rude gestures. However, I don't think something like that is covered in core descriptions of the ability scores, so don't know if that can be verified. I would just give them an Intelligence of 3.
Callahan

07-09-05, 02:53 AM
I don't believe that a creature with intelligence 2 is capable of using rude gestures. However, I don't think something like that is covered in core descriptions of the ability scores, so don't know if that can be verified. I would just give them an Intelligence of 3.
sounds to be something a low wisdom creature would do.
R.M.G.C.L.F.

07-09-05, 01:36 PM
Well, they have human-like charisma, and they might not necisarily know what said gestures mean, a la the monkey see monkey do theory.

I basically wanted them to be annoying and rude but still retain the "smooshable" trait of a non-sentient creature.
R.M.G.C.L.F.

07-23-05, 12:13 AM
Squelvie
Small Fey
HD:4d6+4
Initiative:+3
Speed: 30ft, climb 20ft, fly 40ft(poor, supernatural), swim 30ft
AC:16(+3dex,+2natural,+1size)
BAB/Grapple:+2/+6
Attacks: 2 claws+7 melee
Damage: Claw 1d6
Face/Reach:5ft by 5ft/5ft
Special Attacks: Drain Fluid, Spell-like abilities, Scent
Special Qualities: Underbending, nature's tongue, low-light vision, blindsight 20ft, Electricity resistance 15, DR10/iron, amphibious
Saves: Fort+2,Ref+7,Will+8
Abilities:Str10,Dex17,Con12,Int5,Wis19,C ha12
Skills: Knowledge(nature)+2, Handle Animal+6, Wilderness Lore+9 (+3 racial bonus to knowledge(nature) checks, handle animal, and wilderness lore, +2 racial bonus to listen checks)
Feats: Weapon Finesse, Alertness
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Climate/Terrain: Forests, Aquatic, Swamps, and mountains
Organization: Solitary or Chill (2-6)
CR:3
Alignment: Any
Treasure: Standard
Advancement: By Class Level (favored class druid)

Squelvies are strange magical beings. They have blue smooth skin, lined with patches of shifting color. Their bodies taper into a long snake-like tail. They have a slender body with two long, triple-jointed arms ending in three claws. A pair of moth-like antenna, dark green eyes, and a long butterfly-like proboscis adorn its head.

Squelvies are a race of fey alien in appearance. Their ties with nature are strong, and they posses a limited ability to grant wishes which they impart upon those they favor.

Combat:

Drain Fluid(ex): A squelvie can stab its proboscus into a grappled creature with a successful touch attack. A squelvie can deal 1d6 con damage to a creature, siphoning their blood. It can only use this ability once per hour because of the fluid back-up.

Underbending(su): Instead of a penalty, a squelvie recieves a bonus to grapple checks for being smaller than medium.

Nature's Tongue(su): A squelvie can communicate with other living things as though through speak with plants and speak with animals.

Spell-Like Abilities(sp): At will Minor Wish, Faerie Fire, Color Spray, Once per day: confusion, summon swarm (spiders only), summon nature's ally III (snakes, octopi, and sharks only), as cast by a 4th level druid.
Nezzadar Respawned

07-28-05, 03:38 PM
Nice Idea. Transfer the stats to another thread so we dont have to see the other chat.
R.M.G.C.L.F.

07-28-05, 05:30 PM
No.

I don't feel like moving this to another thread just to save people the time and effort of scrolling down a few posts. I'm posting my fairyish fey here.
Tevish Szat

08-03-05, 01:07 AM
Drixie: Very interesting i'd say. nice generic standard fairy take, i like it... At CR 1/3, they should probably be able to be taken as an Improved Familiar (via the feat) at third level... the earliest possible level to aquire Improved Familiar.

The Squelvies are a neat water-fey creature, hearkening back to

The mixies seem like jsut a great way to annoy people.
R.M.G.C.L.F.

08-03-05, 01:36 AM
:bump: