Super Genius Games - Mythic Menagerie - Faeries of the Fringe, RPG, Pathfinder
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1 Mythic Managerie: Faeries oF the Fringe
Foreword
W
elcome to
Faeries of the Fringe
, the
tenth in our Mythic Menagerie line
of monster books. Each volume in
this line presents a small set of monsters tied
to a single theme, but spread over a range of
CRs. For Faeries of the Fringe that theme is
fey folk who dwell of the mainstream (and
are often tied to niche environments the way
more common fey are tied to trees and forests).
As an added bonus, author Sam Hing has put
together an awesome set of fey-related magic
items, spells, and feats to round out your
wicked wise women.
While fey are classically considered to be
most dryads and fauns, perhaps knights of
some otherworldly Fairy Court, there are many
cases of spirits tied to speciic locations or ideas
from mythology that could be considered to
be “fey” in rules terms. This product looks
at both some examples of such creatures
in mythology and some niches common to
fantasy roleplaying game campaigns, and
posits what kinds of faeries would be atached
to them. The end result is a whole new set of
foes ranging in power from CR 2 (the glade
maiden) to CR 10 (the river mother), ready to
force the PCs to ight, lee, or negotiate.
So stay out of the fairy-rings, put some milk
out on the sill, and keep your cold iron handy.
The charnel-kin are stirring, the nightswans are
counting their tribute, and the river mothers
are always on the lookout for new husbands.
Owen K.C. Stephens
January 2012
2 Mythic Managerie: Faeries oF the Fringe
charnel-Kin
A humanoid creature darts about the headstones, its skin so
tight to its bones as to look nearly skeletal. It appears to be
dressed in clothing made from grave shrouds. Its pale eyes
gleam with gleeful madness.
Charnel-Kin CR 4
XP
1,200
CE
Medium Fey
Init
+4; Senses darkvision 100 ft., low-light vision;
Perception +15
D
efense
AC
18 touch 18, lat-footed 16 (+2 Dex, +6
delection)
hp
38 (7d6+14)
Fort
+10,
Ref
+15,
Will
+14
DR
5/cold iron and good
Weakness
undead kin
O
ffense
Speed
30 ft., burrow 20 ft.
Melee
touch +7 (1d4 negative energy), or sickle +7 (1d6)
Spell-Like Abilities
(CL 7)
At will-
bleed
(DC 16),
deathwatch, ghost sounds, mage
hand, prestidigitation
3/day-
cause fear
(DC 17),
chill touch
(DC 17),
death
knell
(DC 18)
1/day-
invisibility, desecrate, control undead
(DC 23)
s
tatistics
Str
10,
Dex
19,
Con
14,
Int
15,
Wis
17,
Cha
22
Base Atk
+3;
CMB
+3;
CMD
17
Feats
Alertness, Skill Focus (Knowledge
(religion), Stealth), Weapon Finesse
Skills
Acrobatics +12, Bluf +14, Intimidate
+12, Knowledge (religion) +10, Perception
+15, Sense Motive +11, Stealth +16, Use
Magic Device +14
Languages
Aklo, Common, Sylvan
SQ
deathly transport, grace of the dead, kiss,
rotting empathy
e
cOlOgy
Environment
any land
Organization
solitary, pair
Treasure
standard
s
pecial
a
bilities
Deathly Transport (Su):
A charnel-kin can teleport itself
through objects with a strong connection with death,
such as grave markers or corpses. The charnel-kin simply
touches the object, and is transported out of an object of
the same type that is within 600 feet (100 feet per point
of the fey’s Charisma modiier). If there is not another
object of the same type within range, the atempt fails.
The charnel-kin may take one other creature of
roughly similar size with it on its transport. The fey
must make a grapple check against an unwilling
target, who also receives a Will save, DC 19, to resist.
The save is Charisma-based.
3 Mythic Managerie: Faeries oF the Fringe
Mythic Managerie: Faeries oF the Fringe 3
cait sith
The features of this ebony cat-like creature seem frozen
into a smirk. Its face is vaguely humanoid, and its paws
resemble hands. A patch of fur as white as newly fallen
snow emblazons its chest.
Cait Sith CR 2
XP
600
CN
Small Fey
Init
+9; Senses low-light vision; Perception +9
D
efense
AC
18 touch 16, lat-footed 13 (+5 Dex, +2 natural, +1 size)
hp
22 (4d6+8)
Fort
+3,
Ref
+9,
Will
+5
DR
5/cold iron
Weakness
catnip
O
ffense
Speed
30 ft., climb 20 ft.
Melee
2 claws +3 (1d4 plus disease), and bite +3 (1d3
plus disease)
Special Atacks
disease
Spell-Like Abilities
(CL 4)
At will-
lare
(DC 13),
ghost sounds, mage hand, lullaby
(DC 13),
prestidigitation
3/day-
entangle
(DC 14),
shocking grasp
1/day-
improved invisibility
s
tatistics
Str
10,
Dex
20,
Con
15,
Int
14,
Wis
13,
Cha
17
Base Atk
+2;
CMB
+6;
CMD
16
Feats
Agile Maneuvers, Improved Initiative
Skills
Acrobatics +12, Bluf +10, Climb +15, Perception +9,
Slight of Hand +10, Stealth +12, Use Magic Device +10
Languages
Common, Elven, Sylvan
e
cOlOgy
Environment
any land
Organization
solitary, pair
Treasure
standard
s
pecial
a
bilities
Grace of the Dead (Su):
A charnel-kin gains its Charisma
modiier as an insight bonus to its saves as long as it is
in a graveyard, necropolis, or similar place of the dead.
This bonus is added into its standard stat block, above.
Kiss (Su):
As a full round action, a charnel-kin may
kiss a corpse, which then rises as a zombie (75%) or a
ghoul (25%). The fey has no special control over the
undead it creates (but see roting empathy, below). It
may do this a number of times per day equal to 3 + its
Charisma modiier (normally 9, minimum of 1).
Roting Empathy (Su):
Charnel-kin may use Bluf and
Intimidate against mindless undead, to atempt to get
the creatures to follow its commands. Non-intelligent
undead treat the charnel-kin as one of their own, and
intelligent undead tend to react favorably to the dark
fey. In addition, the charnel-kin can atempt to mimic
the supernatural abilities of any undead within 30 feet.
The fey makes a Knowledge (religion) check to mimic the
ability it chooses, with a DC of 15 + the CR of the undead
it wishes to mimic. If the target undead is unwilling, it
receives a DC 19 Will save to resist. The charnel-kin may
mimic only one ability at a time, although rumors persist
of lords of the dead that may have as many abilities as
they wish active. The mimicked power lasts for one hour,
or until the charnel-kin atempts to mimic another ability.
Undead Kin (Ex):
Charnel-kin are treated as if they
were undead with respect to positive and negative
energy and efects.
C
harnel-kin are dark, debased fey that are native
to anywhere that large amounts of creatures died
or were interred after death. They dislike the living,
rapidly becoming frustrated with the weakness of
living lesh and lowing blood. A charnel-kin without
undead companions gets depressed and violent, and
seeks to redress this lack as soon as safely possible.
Charnel-kin prefer to stay on the edges of combat,
directing hordes of undead. They atempt to make
themselves the prime target of spellcasters, trusting
in their enhanced saves to protect them. If they ind
themselves on the losing end of batle, they simply
lee through a nearby tombstone or fallen foe, hiding
until the threat passes.
Charnel-kin living in smaller rural graveyards
are somewhat more tolerant of the living, seeing
themselves as protectors of the graves, and forging
uneasy relationships with the grave diggers. They tend
to be more mischievous then destructive, although if
their graveyard is not treated with respect, they will
lead a small horde of undead into the town for revenge.
Catnip (Su):
A cait sith that is exposed to catnip must
make a DC 20 Will save or be compelled to consume it.
The catnip takes efect in 1d4 rounds. If the cait sith is
not in combat when the efect begins, it is afected by
confusion for 3d6 rounds. If the cait sith is in combat
then it is afected by rage for 2d6 rounds. No mater
which efect occurs, the cait sith is fatigued for an
hour after the efect ends. Catnip can be found in 1d6
4 Mythic Managerie: Faeries oF the Fringe
hours in most forest environs with a DC 15 Survival
or Kowledge (nature) check.
Disease (Su):
A cait sith’s claws and fangs carry a
magical disease that afects both the body and the
mind, inlicting intense itching and the impression of
moving, leering shadows all about the victim.
Cait sith fever-injury; save Fort DC 14; onset 1
minute; frequency 1/day; efect 1d3 Dex and 1d3 Wis;
cure 2 consecutive saves.
C
ait sith (or catfey) are passionate, freedom loving
the catfey. Other times they take up such causes
helping an entire nation gain its freedom from what
they view as oppression.
Combat with a cait sith is a short, violent afair, with
the fey atacking iercely for a few rounds, then streaking
of into hiding, to await the perfect chance to atack
again. They will slip into camps and homes to steal
objects that their foes depend on, or items that simply
catch their eyes. Items that they can’t use themselves are
left as gifts on the doorsteps of those than can.
The white patch on every cait sith’s chest changes
shape to relect its passions. A cait sith that is in love
may sport a white heart on its chest. If the object of its
afection is slain and the catfey is intent on vengeance,
then the patch takes the shape of a skull, dagger,
noose, or other such object of destruction.
gahonga
This small, chiseled humanoid appears to have been born
from bedrock. Every part of it seems to be animated stone,
and the hollows at its apex suggest a scowling face.
Gahonga CR 8
XP
4,800
N
Small Fey
Init
-1; Senses low-light vision, tremorsense 50 ft.;
Perception +14
D
efense
AC
25 touch 10, lat-footed 25 (-1 Dex, +15 natural, +1
size)
hp
115 (10d6+80)
Fort
+10,
Ref
+6,
Will
+9
DR
10/cold iron
O
ffense
Speed
20 ft.
Melee
2 slams +13 (1d10+9)
Ranged
rock +5 (1d4+10)
Special Atacks
explode rocks
Spell-Like Abilities
(CL 8)
At will-
magic stone, stone tell
3/day-
bull’s strength, stone shape
1/day-
spike stones, stone call
s
tatistics
Str
28,
Dex
9,
Con
24,
Int
10,
Wis
13,
Cha
13
Base Atk
+5;
CMB
+15;
CMD
24
Feats
Greater Bull Rush, Improved Bull Rush,
Improved Sunder, Power Atack, Toughness
creatures. They enjoy playing pranks, and
hedonistic pleasures, but when they take up a cause,
they throw themselves into it with every iber of their
being. Generally these causes are short term afairs,
such as avenging a wrong done to beings that were
kind to the catfey, or pranking a creature that insulted
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Mythic Managerie: Faeries oF the Fringe 5
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