Bestiary: Feywild

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Faerie Dragon


Race: Dragon SR: 53 TR:
AB: 103, 98, 93, 88, 103 AC: Saves: F / R / W Conceal: 30% KB:
Takes: Bl Pi Sl a Co e f s Ma Di Ne Po Heals: (none) Deals:
Misc Imm:
Spell Imm: Earthquake
Special Abilities:
900 HP.

The faerie dragon is a mischievous creature that often allies with fey creatures such as pixies. A faerie dragon’s scales are iridescent, reflecting all the colors of the rainbow. Its butterflylike wings are a beautiful platinum. It bears a sharp-toothed grin at all times except when attacked in anger. It has a long, prehensile tail that constantly flicks and twitches, particularly when the creature is happy or excited.
Faerie dragons generally keep their distance from intruders into their forest homes, preferring to lead such creatures away rather than confront them directly. It is not uncommon to encounter them near the tree of a dryad, the lake of a nymph, or the lair of a tribe of sprites, since such creatures get along well with one another.

Firbolg


Race: Giant SR: TR:
AB: AC: Saves: F / R / W Conceal: (unknown) KB:
Takes: b Pi Sl Ac c e f s Ma Di Ne Po Heals: (none) Deals: Sl?
Misc Imm:
Spell Imm: Implosion, Bigbys Crushing Hand, and Bigbys Grasping Hand
Special Abilities: Hurls rock, Reflex Save DC 47.
Occurs in: Forest Lake
1300 HP.

Bl: 40% 10/-
Sl: 20% 5/-
Co: 40%
El: 30% 5/-
Fi: 40%
So: 30%


Firbolgs are reclusive giants who tend to avoid contact with humanoid races and even ohter kinds of giants. Unlike some of the more brutish giantkin, firbolgs do not depend heavily on raiding for subsistence, nor do they rely solely on force to resolve problems.
A firbolg looks like a 10-foot-tall human and weighs more than 800 pounds.

Fomorian


Race: Giant SR: TR:
AB: AC: Saves: F / R / W Conceal: (unknown) KB:
Takes: b Pi Sl Ac El Fi s Ma Di Ne Po Heals: (none) Deals:
Misc Imm:
Spell Imm: Implosion, Bigbys Crushing Hand, and Bigbys Grasping Hand
Special Abilities:


Formorians are grossly deformed behemoths that live in mountain caves, abandoned mines, or other subterranean areas. They rarely modify thier homes for comfort or convenience; they simply adapt to their surroundings. Their territories are commonly marked by the partially consumed bodies of their victims.
Each fomorian has a different set of physical deformities. These can include a misplaced or misshapen limb, a misplaced facial feature, a hunchback, a bulging body part, drooping flesh, flapping ears, a huge snout, large feet on short legs, and many others. Patches of hair as tough as wire are scattered over its pale white skin, and large warts and other growths dot its thick hide.
Unlike other giants, formorians can survive on relatively little food, considering the size of their bodies. They eat almost any organic matter they come across, from molds and lichens to humanoid prey, which is their favorite.

Shadar-Kai


Race: (unknown) SR: TR:
AB: AC: Saves: F / R / W Conceal: 60% KB:
Takes: Heals: (none) Deals:
Misc Imm: Death Magic Level/Abil Drain
Spell Imm: Know Vulnerablilities
Special Abilities: Fades out periodically; cannot be targeted while faded.


The shadar-kai, or shadow fey, are a race of bitter, determined folk whose souls are poisoned by shadow. Gray-skinned and dark-eyed, the slender shadar-kai stand slightly taller than average humans, and their soft movements exude grace and uncanny stealth. Shadow follows the shadar-kai wherever they go. Shadows cast by the folds of their clothing seem deeper than those on humanoids, and a shadar-kai can seemingly fade out of sight by simply stepping into any common shadow.
The shadar-kai prefer light weapons suited for grace and agility, especially spiked chains. Many shadar-kai favor a variety of piercings and tattoos.
Long ago, the shadar-kai thought to preserve the world from the rising humanoid races. Skilled in shadow magic, the shadar-kai made a pact with a dark power of the Plane of Shadow to cast the world into an endless twilight in which the shadow fey would rule supreme. But the experiment went awry, and the shadar-kai were left bound to the Plane of Shadow, cursed to lose their souls in its dark depths. This shadow curse affects shadar-kai to this day, and every member of the race is engaged in a lifelong struggle to stave off inevitable doom.

Shimmerling Swarm


Race: Vermin SR: 52 TR: 47
AB: 104, 99, 94, 89 AC: 79 Saves: F 39 / R 40 / W 44 Conceal: 60% KB: (none)
Takes: Bl Pi Sl a c El Fi Ma Di Ne Po Heals: (none) Deals: Bl Po
Misc Imm: Freedom Knockdown Sneak Attack Critical Hits
Spell Imm: Earthquake, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, and Bigbys Interposing Hand
Special Abilities: Concentration vs. Shimmerling Swarm DC 22: "You are dazed by the swirling shimmerlings!" (Daze)


Shimmerlings are minuscule and nearly mindless fey that feed on pollen. Individually harmless, shimmerlings would be no more worrisome than sparrows but for their ability to swarm.
Shimmerlings form swarms when under great stress. Common triggers are a lack of food sources, loss of habitat, or overhunting by predators. Shimmerlings collect into swarms primarily to move the entire population to another location, but a swarm also develops an aggressive group intelligence that often seeks revenge on whatever it thinks caused the stress.
An individual shimmerling looks like a 4-inch tall elf with dragonfly wings. Its skin and hair are the same color as the glow it gives off, which can be any color of the rainbow. A shimmerling weighs 1 ounce.

Spriggan


Race: Giant SR: 50 TR:
AB: AC: Saves: F / R / W Conceal: (unknown) KB:
Takes: b Pi Sl a c e f So Ma Di Ne Po Heals: (none) Deals:
Misc Imm: Freedom Death Magic
Spell Imm:
Special Abilities:


Spriggans are evil, nomadic gnomekin with the strange ability to grow to a large size at will. They wander in packs through woodland areas, sometimes venturing into towns and villages. Spriggans live to rob and pillage as they journey. They are a numerous people, but pose little threat to civilized races because of their inability to organize.
Spriggans resemble ugly, mean gnomes with greasy, reddish-brown hair and dull, yellow skin. They grow their hair to ridiculous proportions, proudly sporting bushy mustaches, sideburns and ponytails. They are disgustingly unclean things, exuding an almost nauseating smell of rancid flesh.

Troll, Cave


Race: Monstrous Humanoid SR: 0 TR:
AB: AC: Saves: F / R / W Conceal: (unknown) KB:
Takes: Bl Pi Sl Ac c e Fi So Ma Di Ne Po Heals: (none) Deals:
Misc Imm:
Spell Imm:
Special Abilities:
Occurs in: Twilight Stones


Trolls are horrid carnivores found in all climes, from arctic wastelands to tropical jungles. Most creatures avoid these beasts, who know no fear and attack unceasingly when hungry.
Trolls have ravenous appetites, devouring everything from grubs to bears and humanoids. They often lair near settlements and hunt the inahbitants until they devour every last one.
Trolls walk upright but hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are very agile.

Troll, Swamp


Race: Monstrous Humanoid SR: TR:
AB: AC: Saves: F / R / W Conceal: (unknown) KB:
Takes: Bl Pi Sl Ac c e Fi s Ma Di Ne Po Heals: (none) Deals:
Misc Imm:
Spell Imm:
Special Abilities:



Elementals

Balewisp


Race: Elemental SR: 52 TR: 48
AB: 104, 99, 94, 89, 104 AC: 78 Saves: F / R / W Conceal: 30% KB: (none)
Takes: Bl Pi Sl Co El Fi So Ma Di Ne Po Heals: (none) Deals: Bl Ac
Misc Imm: Mind Spells Freedom Critical Hits Death Magic Petrification
Spell Imm: Earthquake, Implosion, Drown, Disintegrate, Flesh to Stone, Call of Stone, and Cast in Stone
Special Abilities:


Elemental wisps are cousins to the will'o'wisp, and equally malevolent. Unlike their cousins, who feed on the powerful emotions associated with panic, horror, and death, elemental wisps feed on the basic elements of living creatures. This makes them far bolder than typical wisps, since their goal is not to terrify, but to devour.

Flamewisp


Race: Elemental SR: 52 TR: 48
AB: 104, 99, 94, 89, 104 AC: 78 Saves: F 40 / R 43 / W 40 Conceal: 30% KB: (none)
Takes: Bl Pi Sl Ac Co El So Ma Di Ne Po Heals: (none) Deals: Bl Fi
Misc Imm: Mind Spells Freedom Critical Hits Death Magic Petrification
Spell Imm: Earthquake, Implosion, Drown, Disintegrate, Flesh to Stone, Call of Stone, and Cast in Stone
Special Abilities:
Occurs in: Phosphor Sea


Elemental wisps are cousins to the will'o'wisp, and equally malevolent. Unlike their cousins, who feed on the powerful emotions associated with panic, horror, and death, elemental wisps feed on the basic elements of living creatures. This makes them far bolder than typical wisps, since their goal is not to terrify, but to devour.

Frostwisp


Race: Elemental SR: 52 TR: 48
AB: 104, 99, 94, 89, 104 AC: 79 Saves: F 40 / R 43 / W 40 Conceal: 30% KB: (none)
Takes: Bl Pi Sl Ac El Fi So Ma Di Ne Po Heals: (none) Deals: Bl Co
Misc Imm: Mind Spells Freedom Critical Hits Death Magic Petrification
Spell Imm: Earthquake, Implosion, Drown, Disintegrate, Flesh to Stone, Call of Stone, and Cast in Stone
Special Abilities:
Occurs in: Phosphor Sea
Bl: 5/-

Pi: 5/-
Sl: 5/-
Co: 100% 5/-


Elemental wisps are cousins to the will'o'wisp, and equally malevolent. Unlike their cousins, who feed on the powerful emotions associated with panic, horror, and death, elemental wisps feed on the basic elements of living creatures. This makes them far bolder than typical wisps, since their goal is not to terrify, but to devour.

Songwisp


Race: Elemental SR: 52 TR: 48
AB: 104, 99, 94, 89, 104 AC: 78 Saves: F / R / W Conceal: 30% KB: (none)
Takes: Bl Pi Sl Ac Co El Fi Ma Di Ne Po Heals: (none) Deals: Bl So
Misc Imm: Mind Spells Freedom Critical Hits Death Magic Petrification
Spell Imm: Earthquake, Implosion, Drown, Disintegrate, Flesh to Stone, Call of Stone, and Cast in Stone
Special Abilities:
Occurs in: Phosphor Sea
Bl: 5/-

Pi: 5/-
Sl: 5/-
So: 100% 5/-


Elemental wisps are cousins to the will'o'wisp, and equally malevolent. Unlike their cousins, who feed on the powerful emotions associated with panic, horror, and death, elemental wisps feed on the basic elements of living creatures. This makes them far bolder than typical wisps, since their goal is not to terrify, but to devour.

Windwisp


Race: Elemental SR: 52 TR: 48
AB: 104, 99, 94, 89, 104 AC: 78 Saves: F / R / W Conceal: 30% KB: (none)
Takes: Bl Pi Sl Ac Co El Fi Ma Di Ne Po Heals: (none) Deals: Bl El
Misc Imm: Mind Spells Freedom Critical Hits Death Magic Petrification
Spell Imm: Earthquake, Implosion, Drown, Disintegrate, Flesh to Stone, Call of Stone, and Cast in Stone
Special Abilities:
Occurs in: Phosphor Sea, Forest Harp


Elemental wisps are cousins to the will'o'wisp, and equally malevolent. Unlike their cousins, who feed on the powerful emotions associated with panic, horror, and death, elemental wisps feed on the basic elements of living creatures. This makes them far bolder than typical wisps, since their goal is not to terrify, but to devour.


Fey

Brownie


Race: Fey SR: 56 TR:
AB: 104,99,94,89,104 AC: Saves: F / R 44 / W 41 Conceal: 20% KB:
Takes: Bl Pi Sl a c e f s Ma Di Ne Po Heals: (none) Deals:
Misc Imm: Death Magic Evasion
Spell Imm:
Special Abilities: No Save: "The brownie whizzes around you distractingly!" (Spell Failure 0%, AC reduced by 0(?))


A brownie is a timid, quiet fey creature that prefers to live only among its own kind. Most brownies dwell in pastoral areas untouched by civilization, such as deep forests and wild lands far from other creatures.
Brownies are rarely over 18 inches tall. Their hair is always some earth tone such as brown, gray, or tawny. Most brownies prefer green or otherwise brightly colored clothing. They may be distant relatives of pixies and halflings, but this has never been proven.

Dryad


Race: Fey SR: TR:
AB: AC: Saves: F / R / W Conceal: 50% KB:
Takes: Bl Pi Sl a c El Fi s Ma Di Ne Po Heals: (none) Deals:
Misc Imm: Freedom Death Magic Petrification
Spell Imm: Flesh to Stone, Call of Stone, and Cast in Stone
Special Abilities: Reflex DC 51: "You are struck by the whirling storm of leaves around the dryad!" (Blindness? What does follow-up Fort save do?)


Dryads are wild, mysterious entities found deep in secluded woodlands. They defend the trees from any who would fell them and sometimes come into conflict with humans and others who take wood from the forests. Dryads have been known to charm adventurers into helping them defend their homes or hunting down the forest's enemies - even if those enemies are human loggers and woodcutters.
Dryads remain something of a mystery even to other woodland beings. Tales tell of dryads who took a fancy to handsome elf or human men, charmed them, and held them captive. But since dryads rarely associate with any outside their own kind, these stories may be purely apocryphal. Dryads are more likely to ensnare intruders and then send their charmed "guests" out to deal with threats the dryads cannot handle.
A dryad's delicate features are much like a female elf's, though her flesh is like bark or fine wood, and her hair is like a canopy of leaves that changes color with the seasons.

Forest Sprite


Race: Fey SR: TR:
AB: AC: Saves: F / R / W Conceal: 50% KB:
Takes: Bl Pi Sl a c e Fi s Ma Di Ne Po Heals: (none) Deals:
Misc Imm: Death Magic
Spell Imm: Earthquake
Special Abilities:


Pixies are merry pranksters that love to lead travelers astray. They can, however, be roused to surprising ire when dealing with evil creatures.These sprites love to trick misers out of their wealth. They do not covet treasure themselves but use it to taunt and frustrate greedy folk. If a victim of pixie pranks exhibits no greed or demonstrates a good sense of humor, the tricksters may allow the individual to choose a reward from their hoard. The normally carefree pixies ferociously attack evil creatures and unwanted intruders.
Pixies wear bright clothing, often including a cap and shoes with curled and pointed toes. They stand about 2-1/2 feet tall and weigh about 30 pounds.

Leprechaun


Race: Fey SR: TR:
AB: AC: Saves: F / R / W Conceal: (unknown) KB:
Takes: Bl Pi Sl Ac c e Fi Ma Di Ne Po Heals: (none) Deals:
Misc Imm: Freedom Death Magic
Spell Imm:
Special Abilities:
Bl: 5/-

Pi: 5/-
Sl: 5/-
Ma: 5/-
Co: 30%
El: 40%
Fi: 20%
So: 60%


Leprechauns are short fey creatures, about 2 feet tall. They favor brightly colored clothes, particularly greens and reds. Leprechauns are a jovial people, enjoying fine food and drink; some leprechauns also enjoy a good smoke from a long-stemmed pipe. They are a tricky folk, and enjoy jokes and pranks, although they usually do not appreciate being the victims of such acts.
Most leprechauns are skilled pickpockets, and it is a favored prank of these wee folk to filch items from unsuspecting travelers in their domain and then taunt the intruders into pursuit. The leprechaun so involved in the prank often alternates between being visible and invisible as he teases and pesters his pursuers in a merry chase. Leprechauns tire of pranks quickly, however, and will give up the stolen item and sneak away. Some say leprechauns are descendants of halflings and pixies. Leprechauns summarily dismiss this rumor, however, scoffing at those who repeat it.

Naiad


Race: Fey SR: TR:
AB: 105, 100, 95, 90 AC: 79 Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl Pi Sl a Co El f s Ma Di Ne Po Heals: (none) Deals: Pi Po
Misc Imm: Death Magic Petrification
Spell Imm: Drown, Flesh to Stone, Call of Stone, and Cast in Stone
Special Abilities: Bolt attack, Will save DC 50 (what is the effect?)
Bl: 5/-

Pi: 5/-
Sl: 5/-
Ac: 50%
Fi: 50% 5/-
So: 40%


Naiads are formed from the element of water but left the Elemental Plane of Water centuries ago, making their home on the Prime Material Plane instead. They now inhabit the seas and lakes of Faerun, equally at home in salt or fresh water. They will protect their watery homelands from any who would tresspass on them.
A typical naiad stands 6 ft tall and weighs 140-150 pounds, with slick, smooth skin and large, dark eyes. They are surprisingly muscled from years spent swimming. Their skin colour ranges from greenish blue through to darkest navy blue. They lack body or facial hair, but the lustrous hair which grows from their heads can take any colour of the rainbow. Males often keep their hair short while females grow theirs long.
Naiads feel sorry for the land-based creatures, who can breathe only the air and cannot live a life in the waters. They often share territory with the sea elves, sahuagin and other aquatic races, sometimes as allies and sometimes as foes. Naiads are wary and suspicious of creatures with ties to the element of fire. They judge other races by their actions, but sometimes underestimate these races due to their reliance on the land.

Needler


Race: Fey SR: 53 TR:
AB: 99, 94, 89, 84, 99 AC: 77 Saves: F / R / W Conceal: 50% KB: (none)
Takes: Bl Pi Sl a c e Fi s Ma Di Ne Po Heals: (none) Deals: Pi So Ma
Misc Imm: Death Magic
Spell Imm: Earthquake
Special Abilities: Will Save DC 47: "The needler's arrow drives you into a rage!" (Only after Ranged Touch Attack AB 89?) (what is the effect?)
Occurs in: Forest Lake


Pixies are merry pranksters that love to lead travelers astray. They can, however, be roused to surprising ire when dealing with evil creatures.These sprites love to trick misers out of their wealth. They do not covet treasure themselves but use it to taunt and frustrate greedy folk. If a victim of pixie pranks exhibits no greed or demonstrates a good sense of humor, the tricksters may allow the individual to choose a reward from their hoard. The normally carefree pixies ferociously attack evil creatures and unwanted intruders.
Pixies wear bright clothing, often including a cap and shoes with curled and pointed toes. They stand about 2-1/2 feet tall and weigh about 30 pounds.

Nereid


Race: Fey SR: 54 TR:
AB: 102, 97, 92, 87 AC: Saves: F 40 / R 41 / W 40 Conceal: 50% KB: (none)
Takes: Bl Pi Sl a Co El f s Ma Di Ne Po Heals: (none) Deals: Sl Po
Misc Imm: Death Magic Petrification
Spell Imm: Drown, Flesh to Stone, Call of Stone, and Cast in Stone
Special Abilities: Fortitude Save vs. Death DC 48: "The nereid fills your lungs with water, drowning you!" (Death)
Ac: 50%

Fi: 50% 5/-
So: 40%


Nereids are fey native to the Elemental Plane of Water. They resemble tritons and share a common ancestry, but unlike their cousins they have never moved permanently to the Material Plane. Nereids occasionally leave their home plane to explore Material Plane seas.
Tales speak of nereids as beautiful women who drown men with a kiss, but in fact they are extremely shy. A nereid is nearly impossible to detect in its element, with a shimmering body that is almost transparent. On the rare occasions that a nereid leaves the water, it takes on a more solid-looking appearance, resembling a pale elf wearing a distinctive shawl.

Nymph


Race: Fey SR: 54 TR:
AB: 102, 97, 92, 87 AC: 76 Saves: F 39 / R 41 / W 43 Conceal: 50% KB: (none)
Takes: Bl Pi Sl a c e f s Ma Di Ne Po Heals: (none) Deals: Bl Po
Misc Imm: Death Magic
Spell Imm:
Special Abilities: Will Save DC 48: "You are blinded by the nymph's beauty!" (Blindness, 1 Turn)
Occurs in: Phosphor Sea, Forest Lake


Nymphs are nature's embodiment of physical beauty, and the guardians of the sacred places of the wild. They are so unbearably lovely that even a glimpse of one can blind an onlooker. Nymphs hate evil and any who would despoil the wilds for any reason.
A nymph's demeanor is wild and mercurial. Like nature itself, she embodies both great beauty and fearsome danger. She can be kind and graceful to mortals who revere the wild places of the world, but is also quick to strike against mortals who take more than they need or who treat nature thoughtlessly. Animals of all types flock to a nymph, ignoring the presence of natural enemies; injured beasts know that the nymph will tend their wounds.

Pixie


Race: Fey SR: 53 TR:
AB: AC: Saves: F / R / W Conceal: 50% KB: (none)
Takes: Bl Pi Sl a c e Fi s Ma Di Ne Po Heals: (none) Deals:
Misc Imm: Death Magic Imp.Evasion
Spell Imm: Earthquake
Special Abilities: Will Save DC 47: "The pixie's arrow muddles your memories!" (what is the effect?)
Occurs in: Forest Harp, Forest Lake
850 HP.

Pixies are merry pranksters that love to lead travelers astray. They can, however, be roused to surprising ire when dealing with evil creatures.These sprites love to trick misers out of their wealth. They do not covet treasure themselves but use it to taunt and frustrate greedy folk. If a victim of pixie pranks exhibits no greed or demonstrates a good sense of humor, the tricksters may allow the individual to choose a reward from their hoard. The normally carefree pixies ferociously attack evil creatures and unwanted intruders.
Pixies wear bright clothing, often including a cap and shoes with curled and pointed toes. They stand about 2-1/2 feet tall and weigh about 30 pounds.

Pooka


Race: Fey SR: TR:
AB: AC: Saves: F / R / W Conceal: (unknown) KB:
Takes: Bl Pi Sl Ac c El f s Ma Di Ne Po Heals: (none) Deals:
Misc Imm: Death Magic
Spell Imm:
Special Abilities: Pooka create illusionary copies of themselves
The copy of a Pooka is glowing blue and cannot be damaged. It fades shortly after the original Pooka is killed.

The pooka is one of the most fear-inspiring faires. This is mainly because it is always out and about after nightfall, creating harm and mischief, and because it can assume a variety of terrifying forms. The guise in which it most often appears, however, is that of a sleek, dark horse with sulphurous yellow eyes and a long wild mane.
Pookas are gifted illusionists, and will often put their abilities to use in tormenting non-fey beings. They have been known to lure unwary travelers into mounting them, only to dash off at breakneck speeds in an attempt to hurl their victim to his death.

Rascal


Race: Fey SR: TR:
AB: AC: Saves: F / R / W Conceal: 50% KB:
Takes: Bl Pi Sl a c e Fi s Ma Di Ne Po Heals: (none) Deals:
Misc Imm: Death Magic
Spell Imm: Earthquake
Special Abilities: Will Save DC 47: "The rascal's arrow confuses you!" (What is the effect?)
Bl: 5/-

Pi: 5/-
Sl: 5/-
Ac: 40%
Co: 40%
El: 40%
So: 40%
Ma: 5/-


Pixies are merry pranksters that love to lead travelers astray. They can, however, be roused to surprising ire when dealing with evil creatures.These sprites love to trick misers out of their wealth. They do not covet treasure themselves but use it to taunt and frustrate greedy folk. If a victim of pixie pranks exhibits no greed or demonstrates a good sense of humor, the tricksters may allow the individual to choose a reward from their hoard. The normally carefree pixies ferociously attack evil creatures and unwanted intruders.
Pixies wear bright clothing, often including a cap and shoes with curled and pointed toes. They stand about 2-1/2 feet tall and weigh about 30 pounds.

Satyr


Race: Fey SR: 51 TR:
AB: AC: Saves: F / R / W Conceal: (unknown) KB:
Takes: Bl Pi Sl a c e Fi So Ma Di Ne Po Heals: (none) Deals:
Misc Imm: Death Magic
Spell Imm:
Special Abilities:
Occurs in: Forest Harp


Satyrs, also known as fauns, are hedonistic creatures that frolic in the wild places of the world. They love fine food, strong drink, and passionate romance.
A satyr's hair is red or chestnut brown, while its hooves and horns are jet black. A satyr is far more likely to be carrying musical instruments or bottles of wine than weapons. For the most part, satyrs leave travelers alone. They are, however, more than a little mischievous and often seek fun at the expense of those who wander too near their woodland homes.

Trickster


Race: Fey SR: 53 TR:
AB: 99, 94, 89, 84, 99 AC: 77 Saves: F / R 43 / W 41 Conceal: 50% KB: (none)
Takes: Bl Pi Sl a c e Fi s Ma Di Ne Po Heals: (none) Deals: Sl So Ma
Misc Imm: Death Magic Imp.Evasion
Spell Imm: Earthquake
Special Abilities: Will Save DC 47: "The trickster's arrow makes you laugh uncontrollably!" (Domination, 2 Rounds)
Bl: 5/-

Pi: 5/-
Sl: 5/-
Ma: 5/-
Ac: 40%
Co: 40%
El: 40%
So: 40%


Pixies are merry pranksters that love to lead travelers astray. They can, however, be roused to surprising ire when dealing with evil creatures.These sprites love to trick misers out of their wealth. They do not covet treasure themselves but use it to taunt and frustrate greedy folk. If a victim of pixie pranks exhibits no greed or demonstrates a good sense of humor, the tricksters may allow the individual to choose a reward from their hoard. The normally carefree pixies ferociously attack evil creatures and unwanted intruders.
Pixies wear bright clothing, often including a cap and shoes with curled and pointed toes. They stand about 2-1/2 feet tall and weigh about 30 pounds.


Gnomes

Boggan


Race: Gnome SR: 53 TR:
AB: 103, 98, 93, 88, 103 AC: 77 Saves: F 44 / R 43 / W 42 Conceal: (none) KB: (none)
Takes: Bl Pi Sl Ac Co Fi Ma Di Ne Po Heals: (none) Deals: Pi Ma
Misc Imm: Death Magic
Spell Imm: Drown
Special Abilities: Spot vs. Boggan DC 32: "The boggan glues your potion stoppers shut!" (Can't use any potions)
Occurs in: Forest Lake


Boggans are short (2-3 ft. in height), wiry little faeries with elongated noses and large feet. They tend to wear long, brightly colored stocking caps and tend to be quite acrobatic. Boggans live for practical jokes, and will play them incessantly on anyone they encounter. The angrier a victim gets, the more the boggan will try to annoy him or her. Exceptional poor sports will instantly be adopted by the boggan, who will then follow the poor soul everywhere he or she goes. While a boggan can be a tremendous nuisance, there have been legends that speak of boggans actually helping those of good alignments, albeit in their own maddening way. The only way to truly get rid of a boggan (aside from killing it outright) is to perform a practical joke the boggan has never seen before. Once a boggan learns a new trick, it will quickly disappear and go hunting for new victims to annoy.

Nocker


Race: Gnome SR: 53 TR:
AB: AC: Saves: F / R / W Conceal: (unknown) KB:
Takes: Bl Pi Sl a c e So Ma Di Ne Po Heals: (none) Deals:
Misc Imm: Death Magic Petrification
Spell Imm: Flesh to Stone, Call of Stone, and Cast in Stone
Special Abilities:
Occurs in: Twilight Stones


Nockers are the great miners of the fey. They resemble short, gnarled little gnomes with leather aprons and mining helmets. Nockers inhabit large cave complexes where they constantly work the stone in their never-ending search for gemstones. Their name is derived from the sounds they make while they work. Usually, travelers will hear nockers long before they see them, though it is possible to stumble upon them by surprise. When this happens, a nocker will usually grab his tools and dive into the surrounding cave walls, using their Meld Into Stone ability to great effect. Nockers are generally kindly creatures, rewarding those who are respectful with beautiful works of crystalline art which are highly prized by private collectors. To those who anger them, however, nockers can be dangerous foes indeed. Though they will rarely engage in a face-to-face fight, nockers are highly adept at triggering cave-ins upon their foes.

Redcap


Race: Gnome SR: TR:
AB: AC: Saves: F / R / W Conceal: (unknown) KB:
Takes: Bl Pi Sl a c e f s Ma Di Ne Po Heals: (none) Deals:
Misc Imm: Death Magic
Spell Imm: Implosion
Special Abilities:


Redcaps are the most evil fey you're ever likely to meet. They are mass-murdering psychotic killers who live on other creaures' pain. A redcap stands 3 to 4 feet tall, weighs about 50 pounds, and looks like a tough old man with protruding teeth. On their heads redcaps wear bright red hats - kept fresh and moistly colored by dipping in their victims' blood - and on their feet they wear boots of iron. The more zealous redcaps drench their caps so thoroughly that the blood intermingles with their hair, making the cloth wraps of the cap and the hair it twines around nearly indistinguishable in the gore.
Redcaps prefer to roost in old abandoned keeps and towers, preferably ones left vacant by some horrific tragedy. These fey absorb some of the essence of every creature they kill. Thanks to this ability, a redcap that manages to live a long life can amass tremendous strength and near invulnerability. When a redcap dies, it vanishes from the world, leaving only a single tooth behind.

Ruttle


Race: Gnome SR: 51 TR:
AB: AC: Saves: F / R / W Conceal: (unknown) KB:
Takes: Bl Pi s a c e So Ma Di Ne Po Heals: (none) Deals:
Misc Imm: Critical Hits Death Magic Petrification
Spell Imm: Drown, Flesh to Stone, Call of Stone, and Cast in Stone
Special Abilities:


Ruttles are among the larger gnomes, their height averaging just less than three feet. Stocky builds show the incredible strength common to these people. Their skin is almost rock-like, with some people swearing they have seen dust fall when a Ruttle moves quickly and rubs some of his skin off. Ruttles have a rocky appearance, with their flesh being very dry and often cracked. The thickness and rocky nature of the skin gives them a natural armor. Their color ranges from the gray of granite, to the brown of sandstone and even the dull black of basalt. Their hair tends to be black or brown and the eyes that of dull, earth tones. Ruttles live approximately six to seven hundred years.


Magical Beasts

Corollax


Race: Magical Beast SR: 52 TR:
AB: 102, 97, 92, 87, 102 AC: Saves: F / R / W Conceal: (unknown) KB:
Takes: Bl Pi Sl a c e Fi So Ma Di Ne Po Heals: (none) Deals:
Misc Imm: Mind Spells Petrification
Spell Imm: Earthquake, Flesh to Stone, Call of Stone, and Cast in Stone
Special Abilities:
800 HP.

Corollaxes are mischievous and curious insectivores that dwell in dense jungles in tropical and subtropical climates. They typically nest in large colonies that span several closely placed trees.
These colorful creatures are very curious and quite social. They can provide the unknowing traveler with a great deal of companionship and amusement - at least until startled. At that point, their natural defensive reaction erupts, and chaos usually ensues, as it unleashes a powerful color spray attack.
A corollax has a gray-black, curved beak and black eyes. Its plumage varies in color, but a typical male's feathers are a mixture of bright red, orange, and yellow, and a female's are either brown or gray.

Fey Owl


Race: Magical Beast SR: TR:
AB: AC: Saves: F / R / W Conceal: (unknown) KB:
Takes: Bl Pi Sl a c e Fi So Ma Di Ne Po Heals: (none) Deals:
Misc Imm:
Spell Imm: Earthquake
Special Abilities: "The owl's hoot deafens you!" (Deafness, no save?)
1000 HP.

Fey birds are enchanted versions of their mundane cousins, though they tend to be more intelligent, in addition to possessing some limited magic. Sages have speculated at their origins, with the consensus being that, rather than arising from some magical experiement, that these animals simply absorbed some measure of fey magic after long exposure.

Fey Pigeonhawk


Race: Magical Beast SR: TR:
AB: AC: Saves: F / R / W Conceal: (unknown) KB:
Takes: Bl Pi Sl a c e Fi So Ma Di Ne Po Heals: (none) Deals:
Misc Imm:
Spell Imm: Earthquake
Special Abilities:
1000 HP.

Fey birds are enchanted versions of their mundane cousins, though they tend to be more intelligent, in addition to possessing some limited magic. Sages have speculated at their origins, with the consensus being that, rather than arising from some magical experiement, that these animals simply absorbed some measure of fey magic after long exposure.

Fey Thrush


Race: Magical Beast SR: 54 TR:
AB: 104, 99, 94, 89 AC: Saves: F 39 (pre-buff) / R / W Conceal: (unknown) KB:
Takes: Bl Pi Sl a c e Fi So Ma Di Ne Po Heals: (none) Deals:
Misc Imm:
Spell Imm: Earthquake
Special Abilities:
Occurs in: Forest Lake
Fey Thrushes buff the saves of themselves and nearby allies. (by 2?)

Fey birds are enchanted versions of their mundane cousins, though they tend to be more intelligent, in addition to possessing some limited magic. Sages have speculated at their origins, with the consensus being that, rather than arising from some magical experiement, that these animals simply absorbed some measure of fey magic after long exposure.

Jackdaw


Race: Magical Beast SR: TR:
AB: 102, 97, 92, 87 AC: Saves: F / R / W Conceal: (unknown) KB:
Takes: Bl Pi Sl a c e Fi So Ma Di Ne Po Heals: (none) Deals:
Misc Imm:
Spell Imm: Earthquake
Special Abilities: No save: "The jackdaw's jabbering leaves you tongue-tied!" (Silenced, until end of turn?)
800 HP.

Jackdaws are a breed of highly-intelligent crows with the ability to speak the tongues of humanoid races. In fact, talking is what jackdaws do best. Constantly gossiping and carrying on, a single jackdaw could be a valuable source of information while an entire flock could quickly lead one to gibbering insanity. Despite their talkativeness, jackdaws are highly sought out for use as spies and informants. Getting a jackdaw to agree to this, however, is no easy task. Jackdaws are extremely shrewd in their dealings with humanoids. While it is true that a jackdaw is drawn to shiny objects, they will bargain like a gypsy in order to maximize their advantage in any deal.

Plants

Bamboofolk


Race: Plant SR: TR:
AB: 105, 100, 95, 90 AC: 79 Saves: F / R / W Conceal: (unknown) KB: (none)
Takes: Bl Sl a e Fi So Ma Di Ne Po Heals: (none) Deals: Bl Ma
Misc Imm: Critical Hits Death Magic Mind Spells
Spell Imm:
Special Abilities: Discipline vs. Bamboofolk DC 57 "The bamboofolk trips you with its staff!" (Knockdown, very short (half round?))
Heals once. Horrid Wilting insta-kills Bamboofolk on failed Fortitude save.

Bamboo folk are the descendants of humans and various spirits of nature. They have very strong ties to the natural world as well as to the society of humans.

Needlefolk


Race: Plant SR: 52 TR:
AB: AC: Saves: F / R / W Conceal: (unknown) KB:
Takes: Bl p Sl a e Fi s Ma Di Ne Po Heals: (none) Deals:
Misc Imm: Mind Spells Critical Hits Death Magic
Spell Imm:
Special Abilities:
Occurs in: Forest Ruins


Though needlefolk superficially resemble humanoids, they are in fact mobile plants. Because they lack roots, needlefolk must take in water and nutrients through a structure that resembles a mouth.
Under most circumstances a needlefolk's movements are slow and stately. When faced with danger, however, it can be nearly as quick and agile as a human.
A needlefolk is a green, hairless bipedal creature whose body is covered with short, stiff bristles (actually needlelike thorns). In human terms, its body is quite thin, even emaciated-looking. Its arms end in "hands" that sport vicious-looking claws (actually large, sturdy thorns). The coloration of the small leaves that cover the monster's body mirrors that of the foliage around them: green in spring and summer, red and yellow in autumn, and brown in winter. Needlefolk are deciduous, so they drop their leaves and become dormant through the cold season. A dormant needlefolk resembles a tree with two branches and a faint outline of a face in the bark atop its body.
Needlefolk have no appreciable society or culture. They live in the forest with no more social organization than trees or shrubs would have. Their dietary needs are all satisfied by absorbing light and by eating dirt, decaying leaves, and the occasional small, dead forest animal. They reproduce by seeds, which each needlefolk produces in the autumn. The seed pods are brown and covered with spiny thorns. Because they fall close to the parent plant, groves of needlefolk tend to spring up wherever one has chosen to spend a season.
The only thing that excites needlefolk is elves - they hate elves passionately. Needlefolk can sense the presence of an elf within 1,500 feet, and they always move to attack when one is detected. However, the monsters do possess enough intelligence and cunning not to commit suicide if they can see that the odds are strongly against them. If badly outnumbered, a needlefolk may shadow the target elves until it can see that enough additional needlefolk have gathered in the area to shift the balance against the enemies.

Treant


Race: Plant SR: TR:
AB: AC: Saves: F / R / W Conceal: (unknown) KB:
Takes: Bl p Sl Ac e Fi s Ma Di Ne Po Heals: (none) Deals:
Misc Imm: Mind Spells Knockdown Critical Hits Death Magic Petrification
Spell Imm: Flesh to Stone, Call of Stone, and Cast in Stone
Special Abilities: Strength vs. Treant DC 22 "The treant tramples you!" (What is the effect?)


Treants combine features of trees and humans. They are peaceful by nature but deadly when angered. They hate evil and the unrestrained use of fire, considering themselves guardians of the trees.
A treant's leaves are deep green in the spring and summer. In the fall and winter the leaves change to yellow, orange, or red, but they rarely fall out. A treant's legs fit together when closed to look like the trunk of a tree, and a motionless treant is nearly indistinguishable from a tree.
A treant is about 30 feet tall when full grown, with a 'trunk' about 2 feet in diameter. It weighs about 4,500 pounds.

Volodni


Race: Plant SR: TR:
AB: AC: Saves: F / R / W Conceal: (unknown) KB:
Takes: Bl p Sl a c Fi s Ma Di Ne Po Heals: (none) Deals:
Misc Imm: Mind Spells Critical Hits Death Magic
Spell Imm:
Special Abilities:


The volodnis, or pine folk, are a race of vengeful foresters who defend the ancient woods of northeastern Faerun against the incursions of the 'warm folk,' as they refer to the humanoid races. The seek to expand the borders of their forest homelands, regardless of who might stand in their path, and dream of a day when all Faerun once again lies cloaked in unbroken green.
Volodnis are descended from a forgotten tribe of humans who traded their humanity in exchange for shelter from their enemies. They still strongly resemble their human forebears, although their skin is the deep olive-green of a pine needle, and their flesh is woody and tough. Clear sap runs through their veins instead of blood, and their hair grows in long, thick locks scaled like the bark of a young tree. Their eyes are a gleaming black, and they are tall and lean, with wide shoulders and long arms. The pine folk do not work metal or kindle fires if they can help it and favor arms and armor made from leather and wood, dyed green and brown to blend in with the forest terrain.
Volodnis respect druids of any race and often ally with druid circles to deter human expansion in the wild lands. Some wish to drive off settlers, other prefer to retreat deeper into the woods and avoid contact altogether, and a few believe that the time has come to take the struggle to the world beyond the trees. Most volodnis are driven to bring more of Faerun's forests under their protection, and pine folk roam the East in search of suitable homes for their kind.
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