TEXT: Requires the use of a Roleplaying Game Core Book published by Wizards of the Coast,Inc.
  This product utilizes updated material from the v.3.5 revision.
  
  The Iconic Bestiary
  Classic Fey
  Credits
  Written By: Keith Baker
  Development: C.A.Suleiman
  Cover and Interior Art: Beth Trott
  Layout: Philip J.Reed
  Contents
  Introduction..................................3
  Beansidhe.....................................5
  Deep Mermaid ..............................7
  Deep Merman ...............................8
  Dullahan .....................................11
  Leshy...........................................15
  Quiet Folk....................................19
  Sheerie........................................22
  Skogsnufva..................................24
  Fey Curses ...................................28
  Fey Marriage...............................29
  Fey Feats .....................................30
  2
  Lions Den Press – The Iconic Bestiary: Classic Fey
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  System Reference DocumentCopyright 2000-2003,Wizards of the Coast,Inc.;Authors Jonathan Tweet,Monte Cook,
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  James Wyatt,based on original material by E.Gary Gygax and Dave Arneson.
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  Also Available from
  Lions Den Press!
  Click Here!
  In these pages are are seven
  new monsters, fully ready
  for use. Each one of these
  creatures correlates to one
  of the iconic monsters not
  included in the SRD. They
  are not the same creatures
  in disguise,but rather occu-
  py the same niche,and pos-
  sess comparable though
  not identical abilities.
  
  What Are the Fey? 
  As we begin,this is the question we must
  answer. The fey are creatures of mystery and
  magic, spirits of wood and wind. At first
  glance, this may seem to tie them to elemen-
  tals, but the differences are significant.
  Elementals are truly alien creatures, embody-
  ing the purity of the elements themselves.
  The fire elemental is raw fire given form, the
  essence of flame, and it exists to burn. It has
  no place in our world, no common frame of
  reference, and if it is unleashed in the realm
  of compounded elementals, it is likely to fly
  out of control and destroy the unfortunate
  creatures that cross its path.
  Elementals may be the purest forces of
  nature, but the fey are the bridge between
  humanity and the natural world. When a
  sailor hears a song on the ocean wind,he may
  think of the mermaid. When the gale howls
  outside the manor, those inside fear the fell
  omen of the beansidhe.And walking through
  the deep woods, it is easy to believe that
  there is some force that is aware of you —
  whether it is the dryads bound to the trees or
  the leshy, lord of the forest itself.
  Classic Fey, the next in the Iconic
  Bestiary line, offers an assortment of faerie
  creatures. Most are drawn from the folklore
  and legends of earthly cultures.In addition to
  statistics for the creatures themselves, you’ll
  also find ideas for variant rules when dealing
  with the fey: storybook curses, faerie
  changelings, and other elements that may
  play a crucial role in any adventure dealing
  with the fey.
  When using fey, consider the following
  ideas.
  Immortality. Most of the fey are age-
  less spirits. They can be killed by mortal
  hands, and especially fear the bite of cold
  iron, but time cannot end their dance. This
  should always play a role in encounters with
  mortals.The short lifespan of humans is baf-
  fling to the fey. One of the quiet folk might
  mistake a human for the man’s great-grand-
  father,who the spirit spoke with in ages past.
  This can provide the basis for an interesting
  adventure: perhaps the ancestor made a
  promise to the fey — or vice versa — and
  now the spirit has come to complete the
  agreement.
  Tradition Versus Chaos. To the outside
  observer, fey often appear to be the epitome
  of chaos. They are wild and unpredictable,
  sweeping mortals away with their revels. But
  those who study the fey often find them to be
  creatures of tradition.The deep mermaid will
  always return to the same rock at the same
  time each week,combing her hair for precise-
  ly one thousand strokes before returning to
  the water.The grig fiddler can play with a skill
  beyond that of any human bard — but he
  may not be able to create new music of his
  own. Fey may be baffled or even frightened
  by new things or innovations they do not
  understand.
  Furthermore, fey are often bound by
  rules or traditions about which mortals know
  nothing. The beansidhe, for example, cannot
  aid her mortal charge even if she wishes to:
  she is a spirit of warning, and that is all that
  she can do.
  Word is Bond. Even the chaotic fey are
  deadly serious about promises. If a faerie
  makes a promise, it is bound to hold up its
  end of the bargain. However, the fey are leg-
  endary for their ability to twist words to their
  benefit. Furthermore, if the mortal involved
  3
  Lions Den Press – The Iconic Bestiary: Classic Fey
  Introduction
  
  ever breaks his word to the fey or attacks the
  spirit, the fey is released from all obligations.
  Nothing is Predictable. Just because a
  player has memorized every detail about
  every monster doesn’t mean a deep mermaid
  can’t surprise him.The appendix at the end of
  this book includes an assortment of magical
  feats that fey creatures can possess. Many of
  the fey presented here already use one or
  more of these feats, but these can always
  been changed and adjusted — and you
  should feel free to come up with new feats
  with similar flavor. Traditionally, it is the
  beansidhe who curses those who cross its
  path.But the barbarian who decides to attack
  the pixie may find it has the same power!
  Appearances Can Be Deceiving.Many
  fey are similar in appearance to humans or
  elves, but they are not mortal creatures, and
  this should become clear to anyone who
  spends much time around one. They eat and
  drink, but cannot actually starve to death —
  and furthermore, many fey have unusual
  diets. A dryad may dine on flowers and rain-
  water; a changeling of the Quiet Folk may be
  able to eat ten times its weight at a single sit-
  ting; and a beansidhe dines on misery and
  sorrow.
  In general, you should always look for
  ways to highlight the mysterious and alien
  nature of the faerie folk.The fey are not sim-
  ply monstrous humanoids.They are the whis-
  pers of the world, the magic that exists
  because we know that it must. Tree-spirit,
  house-spirit, omen of doom and despair —
  the fey are always there in the shadows, and
  humans who delve into their world often end
  up the worse for it. Fate itself twists in favor
  of the fey, and the wise adventurer will learn
  to treat them with respect.
  Welcome to The Iconic Bestiary: Classic
  Fey! 
  Keith Baker
  4
  Lions Den Press – The Iconic Bestiary: Classic Fey
  
  Medium Fey (Incorporeal)
  Hit Dice: 6d6+12 (33 hp)
  Initiative: +4
  Speed: 30 ft (6 squares);fly 30 ft.(perfect)
  AC: 17 (+4 Dex, + 3 deflection), 17 touch, 13
  flat-footed 
  Base Attack/Grapple: +3/–
  Attack: None
  Full Attack: None
  Space/Reach: 5 ft./ 5 ft.
  Special Attacks: Deadly vengeance
  Special Qualities: Blood guardian, damage
  reduction 10/cold iron,darkvision,dimension
  door,low-light vision,spell resistance 20
  Saves: Fort +4,Ref +9,Will +9
  Abilities: Str –,Dex 18,Con 15,Int 11,Wis 18,
  Cha 16 
  Skills: Hide +13, Knowledge (nature) +5,
  Listen +15, Perform (song) +12, Profession
  (washer-woman) +8, Sense Motive +13,
  Spot +15
  Feats: Alertness,Curse of the Fey*,Shun Steel*
  Environment: Any
  Organization: Solitary
  Challenge Rating: 0*
  Treasure: None
  Alignment: Neutral
  Advancement: 7–20 HD (Medium)
  Level Adjustment: —
  While there is an undead creature whose wail
  can strike down the living, the true beansidhe
  (pronounced BAN-shee) is not a ghost, but
  rather a fey spirit that warns the living of mor-
  tal danger.
  Most of these wailing spirits are tied to
  specific families,traditionally those of pure and
  noble blood. A beansidhe appears to warn her
  charges of the presence of death. There are
  three common manifestations of the beansid-
  he:
  • A young woman wailing and keening in
  inconsolable misery, as described above.
  This is the most common form of the
  beansidhe, but in this manifestation she
  typically stays at a distance from the
  charge; her cries can easily be mistaken
  for a terrible wind.
  • An old woman washing clothes; on closer
  examination, she is washing the blood-
  stained clothing of the person whose
  death she foretells.In this form,she may
  or may not speak.
  • A stately matron in her middle years,
  proud and strong.This is the one form in
  which she will usually engage in conver-
  sation, pleading with her charge and
  warning him of the danger that lies
  ahead.
  Needless to say,in most campaigns,a char-
  acter faces death every day.If a player character
  has a bond to a beansidhe, it would be foolish
  to have her show up all the time, moaning
  5
  Lions Den Press – The Iconic Bestiary: Classic Fey
  Beansidhe
  You see a beautiful young woman with pale skin
  and long dark hair that spills out from the hood of
  her tattered gray robe.Her cheeks are streaked with
  tears, and her eyes are wild and unfocused with
  grief.Spotting you,she drops to her knees,opens her
  mouth and howls — a horrible, keening wail that
  fills you with a sense of loss and despair.
  
  “Don’t go into the dungeon!” As such, the
  appearance of a beansidhe should portend a
  significant threat aimed directly at the charac-
  ter in question, ignoring events where the
  character is choosing to put himself in harm’s
  way.
  To summon the beansidhe, the threat has
  to be truly dire:adventurers who encounter the
  beansidhe should have reason to fear and to
  reconsider their course of action.
  A beansidhe rarely speaks, but she under-
  stands Common, Sylvan, and the native lan-
  guage of the families she watches over.
  Combat
  A beansidhe will never engage in combat —
  thus her challenge rating of zero. If she is
  attacked, a beansidhe will flee, possibly
  remaining long enough to lay a curse on the
  person who dared strike at her. However, she
  will never actively try to provoke an attack, or
  curse anyone who has not harmed her. She
  cannot take any action to protect her charge,
  aside from warning.
  A beansidhe is incorporeal, but this will
  not become obvious until someone attempts to
  touch her;she appears to be completely solid.A
  true seeing spell will reveal her inhuman and
  incorporeal nature.
  A beansidhe does not need to eat,sleep,or
  breathe.
  Blood Guardian (Ex): A beansidhe has
  an instinct connection to a particular mortal
  bloodline.She can sense threats to the heirs of
  this bloodline, and when she has detected a
  threat she can locate the endangered heir.She
  may warn her charge, but her ability to inter-
  fere with the situation is extremely limited.
  More often than not, the beansidhe herself
  knows nothing more than the fact that a threat
  exists; occasionally she will possess more spe-
  cific knowledge,but her warnings will be cryp-
  tic at best. As such, neither detect thoughts or
  zone of truth will be able to force more infor-
  mation out of a beansidhe.
  Darkling Retribution (Su): Anyone who
  attacks a beansidhe — using a ranged attack,
  melee attack, or spell with any sort of aggres-
  sive effect — immediately takes 10d6 points
  of damage (Will save DC 16 for half). This
  requires no effort on the part of the beansidhe
  and will affect a character who makes multiple
  attacks multiple times.
  Dimension Door (Su): A beansidhe can
  use dimension door at will as a supernatural
  ability. She will use this power to place herself
  in the path of her charge,and to flee if attacked.
  Caster level:20th.
  What Do You Know? 
  The following skill checks can provide useful
  information about the beansidhe.
  Skill Check: Knowledge (nature) (DC 10),
  Bardic Knowledge (DC 15)
  Information: The beansidhe is a spirit that
  warns of death and disaster.While a harbinger
  of doom, she is not responsible for the threat
  and bears no malice towards those she warns.
  Skill Check: Knowledge (nature) (DC 15),
  Bardic Knowledge (DC 20)
  Information: Though she appears solid, the
  beansidhe is an incorporeal spirit.She is a crea-
  ture of the fey,and not a ghost or other form of
  undead.
  Skill Check: Knowledge (nature) (DC 20),
  Bardic Knowledge (DC 25)
  Information: A beansidhe will never initiate
  combat,but those who dare attack her may be
  instantly killed or cursed.
  Skill Check: Knowledge (religion) (DC 20)
  Information: A character who makes this
  check knows nothing about the beansidhe,but
  can at least tell that it is not an undead crea-
  ture.
  Adventure Ideas
  For long term use, it can be interesting to
  attach a beansidhe to one of the player charac-
  ters.If the spirit hasn’t shown up for a few gen-
  erations, its appearance can be unnerving and
  potentially mistaken for an attack.Once the PC
  has come to terms with the nature of the fey
  6
  Lions Den Press – The Iconic Bestiary: Classic Fey
  
  guardian, there are many ways it could influ-
  ence a story.
  • An outsider, deity, or other powerful
  enemy — such as the dullahan,
  described on page 12 — has targeted
  the character for destruction. The bean-
  sidhe’s warning can put the character on
  his guard,and potentially give some hint
  as to the nature of the foe.
  • The party has been invited to court by the
  king himself — but the beansidhe
  warns of treachery and murder.Refusing
  a royal invitation is out of the question,
  but now the party knows they are walk-
  ing into a trap. Provided that there are
  multiple people who might wish the
  party ill,it’s an excellent chance to add a
  little paranoia into the scenario.
  • When the wailing woman appears and
  warns you from your current course of
  action… are you sure it’s a beansidhe?
  What if it’s just a doppelganger,using the
  reputation of the fey to steer you away
  from its secret schemes? 
  A beansidhe can also serve as a motivating fac-
  tor in a game even if it’s not attached to one of
  the PCs. If the characters are preparing to
  attack an aristocratic villain,perhaps a beansid-
  he tied to his family places him on guard. Or a
  nobleman haunted by a beansidhe fears for his
  life and asks the adventurers to protect him
  from unknown threats.
  7
  Lions Den Press – The Iconic Bestiary: Classic Fey
  Medium Fey
  Hit Dice: 12d6+24 (66 hp)
  Initiative: +4
  Speed: 5 ft.(1 square),swim 120 ft
  AC: 18 (+4 Dex, +4 natural), touch 14, flat-
  footed 14
  Base Attack/Grapple: +6/+8
  Attack: Claw +8 melee (1d4+2)
  Full Attack: 2 Claws +8 melee (1d4+2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Sea songs
  Special Qualities: Amphibious,aquatic bond,
  damage reduction 10/cold iron, low-light
  vision, spell resistance 20, voice of the water,
  Deep Mermaid
  You hear the song before you see the woman. You
  can’t make out the words, and you’re not even sure
  there are words; the song is pure music, sweet and
  haunting. The singer is a woman, sitting on one of
  the rocks spread out along the barren shore. She is
  naked,but the pale skin of her back is largely hidden
  by her long, flowing black hair, which glistens and
  gleams like deep water. Her beauty is breathtaking,
  and yet slightly disturbing, as well. As she turns her
  dark eyes towards you, you can’t help but feel that
  such perfection is unnatural. And that’s when you
  see the long fish-tail that takes the place of her legs.
  
  water breathing,wild empathy
  Saves: Fort +6,Ref +12,Will +12
  Abilities: Str 14,Dex 18,Con 15,Int 18,Wis 18,
  Cha 22
  Skills:
  Bluff +20,
  Concentration +15,
  Diplomacy +15, Heal +15, Hide +19,
  Knowledge (nature) +15, Listen +15,
  Perform (oratory) +15, Perform (sing) +24,
  Sense Motive +15, Spot +15, Survival +10,
  Swim +20
  Feats: Extend Spell, Greater Spell Focus
  (enchantment), Inhuman Performance, Spell
  Focus (enchantment),plus one of the follow-
  ing — Child of Magic, Evil Eye, Fey Curse,
  Oracular Vision
  Environment: Aquatic
  Organization: Solitary or pair (deep mermaid
  and deep merman)
  Challenge Rating: 10
  Treasure: Double standard (and deep under-
  water)
  Alignment: Any Chaotic
  Advancement: By character class (typically
  bard or druid)
  Level Adjustment: —
  8
  Lions Den Press – The Iconic Bestiary: Classic Fey
  Large Fey
  Hit Dice: 18d6+72 (135 hp)
  Initiative: +2
  Speed: 5 ft.(1 square),swim 120 ft
  AC: 19 (+2 Dex,+8 natural,–1 size),touch 11,
  flat-footed 14
  Base Attack/Grapple: +9/+21
  Attack: +2 halberd +18 melee (2d8+14,
  19–20/x3)
  Full Attack: +2 halberd +18/+13 melee
  (2d8+14,19–20 x3)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Stormcalling
  Special Qualities: Amphibious,aquatic bond,
  damage reduction 10/cold iron, fast healing
  5, low-light vision, spell resistance 22, voice
  of the water,water breathing,wild empathy 
  Saves: Fort +12,Ref +13,Will +18
  Abilities: Str 26,Dex 14,Con 19,Int 13,Wis 20,
  Cha 17
  Skills: Concentration +20, Handle Animal
  +20, Intimidate +24, Knowledge (nature)
  +22, Listen +20, Perform (oratory) +20,
  Spot +25,Survival +26,Swim +20
  Deep Merman
  A massive figure rises from the water:a man,heavi-
  ly muscled and towering over nine feet tall. His
  snow-white hair is wild and loose, flowing around
  his shoulders like the spray of a storm-wave,and he
  has a long,thick beard.His gaze is like a thunderbolt,
  confident and aggressive.For a moment,he seems to
  be wrapped in the water; as the lightning flashes,
  you see that his lower body is that of a powerful fish.
  The mighty merman raises a heavy,trident-like hal-
  berd and laughs, and the thunder rolls in perfect
  time with his mirth.
  
  Feats:
  Combat Expertise, Dodge, Great
  Fortitude, Improved Critical (halberd), Iron
  Will, Mobility, Power Attack, Spring Attack,
  Whirlwind Attack
  Environment: Aquatic
  Organization: Solitary or pair (deep mermaid
  and deep merman)
  Challenge Rating: 12
  Treasure: Double standard (and deep under-
  water)
  Alignment: Any Chaotic
  Advancement: By character class (typically
  barbarian or druid)
  Level Adjustment: —
  Common merfolk are mortal creatures, driven
  by the same emotions and desires as human
  beings. The deep merfolk are another matter
  entirely. Though similar in appearance to the
  mundane merfolk,these creatures are fey spir-
  its with a strong bond to the ocean depths.The
  deep mermaid embodies the mystery and hyp-
  notic lure of the ocean.The deep merman is the
  master of storms,the lord whose fury can send
  vessels to their doom.Both are territorial crea-
  tures of habit, tied to their chosen domains.
  Anyone crossing the realm of a deep merman
  would be wise to throw an offering into the sea
  at the start of the voyage.Those who anger the
  fey may be destroyed by storms or lured from
  the ship by enchanting song, while those who
  honor the spirits can receive fair winds and
  good weather.
  The behavior of the deep merfolk is
  strongly influenced by alignment. A chaotic
  good deep merman may serve as the guardian
  of the waters, fighting off dangerous monsters
  or aquatic undead and caring for the natural
  creatures of the region; sailors who cause no
  harm have nothing to fear.But the chaotic evil
  fey sees mortals as toys, and takes pleasure in
  crushing their ships or luring them to their
  doom.
  The deep merfolk are solitary by nature,
  though a merman and mermaid are occasion-
  ally found together, and it is possible to find
  one of the deep merfolk leading a band of mor-
  tal merfolk.Traditionally it is the deep mermaid
  who yearns for mortal companionship,but it is
  always possible that a deep merman will take
  an interest in a mortal bride, especially a druid
  or bard.
  The coloration of the deep merfolk often
  reflects the creatures that inhabit its waters.
  Arctic merfolk are pale, while those bound to
  tropical waters will be bright and colorful.Deep
  mermaids are slender and beautiful, while the
  deep mermen are stern and powerfully built.
  Deep merfolk speak Common, Aquan, and
  Sylvan.
  Combat
  Despite the physical power of the deep mer-
  man,neither merman nor mermaid particular-
  ly enjoys physical combat.A deep mermaid will
  always try to use enchantments and songs to
  deal with her foes, often fleeing if forced into
  physical combat. A deep mermaid prefers to
  rely on his powers of stormcalling to strike
  down his foes from a distance: when forced
  into battle he makes use of his tremendous
  speed,using Spring Attack to strike his foes and
  move on. Both merman and mermaid may be
  accompanied by other creatures of the deep.
  Unless they are evil, the deep merfolk will not
  sacrifice the lives of these creatures needlessly,
  but if the odds can be turned with the aid of a
  few octopi, these creatures will cheerfully join
  the fray.
  Aquatic Bond (Ex): Each of the deep
  merfolk has a strong tie to a particular region
  of water. Unlike dryads, the deep merfolk can
  leave their home waters without suffering a
  penalty, but they prefer not to. While in their
  home waters, the deep merfolk can use com-
  mune with nature as will,as a druid with a cast-
  er level equal to their hit dice. The effect only
  reaches to the boundaries of the merfolk’s per-
  sonal domain,as defined by the DM.
  This bond can manifest in many other
  ways, at the DM’s discretion. A deep mermaid
  may be able to hear any time her name is spoke
  over her waters. If an item is thrown into the
  water as a sacrifice to a deep merman, it may
  end up reaching him regardless of where he is.
  This is fey magic,and there are no hard and fast
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  Lions Den Press – The Iconic Bestiary: Classic Fey
  
  rules for it; the deep merfolk are spirits of salt
  and sea, and this is one of the mysteries of the
  water.
  Fast Healing (Su): A deep merman has a
  stronger bond to the ocean than his mate, and
  the sea heals his injuries. As long as a deep
  merman is submerged in salt water, he gains
  the benefits of fast healing.
  Sea Songs: The power of the deep mer-
  maid lies in her voice.A deep mermaid can cast
  spells as a 12th-level bard,though she does not
  possess any of the other powers of the bard
  class. Deep merfolk usually specialize in
  enchantment and illusion effects, and they
  cannot use evocation or transmutation effects.
  Typical bard spells known (3/5/5/4/2; Save
  DC 16+ spell level,18+ spell level for enchant-
  ments): 0—dancing lights, detect magic, light,
  lullaby, message, prestidigitation; 1st—cause
  fear, charm person, hideous laughter, sleep;
  2nd—calm emotions, enthrall, suggestion,
  whispering wind; 3rd— charm monster, confu-
  sion, cure serious wounds, deep slumber; 4th—
  break enchantment,legend lore,shout.
  If a deep mermaid takes levels of bard,
  these stack with her hit dice to determine
  spells known, spells per day, and other effects
  dependent on caster level.
  Stormcalling (Sp):The deep merman is a
  powerful foe, but his greatest strength is his
  command of wind and weather. He possesses
  the following spell-like abilities, which he uses
  as an 18th-level druid: At will—call lightning
  (DC 18), control weather, control wind (DC 20);
  2/day—call lightning storm (DC 20).The saving
  throws are Wisdom based.
  Voice of the Water (Ex): The deep mer-
  folk can communicate with any aquatic or
  amphibious creature, as if under the effects of
  speak with animals. This is a constant effect
  that requires no effort on the part of the mer-
  folk.
  Water Breathing (Sp): Any deep mer-
  folk can cast water breathing once per day
  (caster level 15th).Should one of the deep mer-
  folk take a mortal lover,she will use this power
  to bring her paramour beneath the waves.
  Wild Empathy (Ex): The deep merfolk
  can use this ability to influence the attitude of
  any aquatic or amphibious animal. This func-
  tions much like a Diplomacy check, but the
  merfolk rolls 1d20+5 and adds his hit dice and
  Charisma modifier to the result. Any druid or
  ranger levels stack when using this ability.
  Skills: The deep merfolk receive a +12
  racial bonus on Swim checks.They can always
  choose to take 10 on a Swim check,even if dis-
  tracted or endangered. They can use the run
  action while swimming,provided that they are
  swimming in a straight line.
  Possessions: The deep merfolk possess
  double standard treasure, but at least half of
  this will be hidden in their lairs,far from where
  they are likely to be encountered and inaccessi-
  ble unless the party can venture into deep
  water. A deep merman will always possess a
  magic weapon with a market price modifier of
  at least +2. Deep mermaids are more likely to
  possess rings or wondrous items — jewelery
  or combs that impart magical powers to the
  bearer.Both prefer to avoid armor and clothing,
  although magical bracers are acceptable.
  What Do You Know? 
  The following skill checks can provide useful
  information about the deep merfolk.
  Skill Check: Knowledge (nature) (DC 10),
  Bardic Knowledge (DC 15)
  Information: While most merfolk are mortal,
  a few are powerful fey with a strong tie to
  ocean waters.
  Skill Check: Knowledge (nature) (DC 15),
  Bardic Knowledge (DC 20)
  Information: These deep merfolk have differ-
  ent powers based on gender. The mermaid is
  known for the magical power of her voice, and
  can lure men to her doom. The merman has
  tremendous control over wind and water, and
  can call down storms to shatter ships.
  Skill Check: Knowledge (nature) (DC 20),
  Bardic Knowledge (DC 25)
  Benefit: At this level, the character has heard
  tales of any deep merfolk that are active in the
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  Lions Den Press – The Iconic Bestiary: Classic Fey
  
  local waters. The character knows the general
  behavior of the merfolk — whether they prey
  on all who cross their territory,or if they can be
  placated. The character also knows the sacri-
  fices typically made to buy the favor of the fey;
  these are up to the DM, as befits the nature of
  the specific spirit and the needs of the cam-
  paign.
  Adventure Ideas
  • An artifact the party desperately needs is
  found to have been aboard a ship that
  sunk on open waters — and now it is in
  the hands of a deep mermaid. It will be
  very difficult for the party to reclaim it
  from the depths on their own: can they
  make a deal with the mermaid? What
  will this chaotic spirit want in exchange? 
  • A series of terrible storms are interfering
  with shipping to the town the party uses
  as a base of operations. This deadly
  weather is the work of a deep merman:
  but why is the spirit so angry, and what
  can be done to placate him? 
  • During a long sea voyage,the party begins
  hearing enchanting singing at night —
  the voice of a deep mermaid who is fol-
  lowing the ship. Eventually she lures an
  ally of the party — or one of the PCs —
  over the edge and into the depths. Can
  the adventurers find a way to rescue
  their companion from the mermaid?
  What if he doesn’t want to be rescued? 
  • When the ship the adventurers are travel-
  ing on is destroyed, they are rescued by
  one of the deep merfolk,who gives them
  the power to breath water for one day.
  But the party is very far from land, and
  the merfolk have no interest in helping
  them further, leaving the adventurers
  with one day to find an answer to their
  problems.Think Hitchhiker’s Guide to the
  Ocean!
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  Lions Den Press – The Iconic Bestiary: Classic Fey
  Dullahan
  A powerful black stallion canters towards you. Its
  eyes are red, and sparks fly from its nostrils as it
  snorts and scents the air. A well-dressed man sits
  astride the horse,a lord dressed in black and crimson
  finery — a man with no head. He holds a short
  whip in one gloved hand, a flail formed from a
  human spine, and in the other he holds his own
  head.The flesh glows ever so faintly,and the mouth
  is twisted in an idiotic grin. The eyes are small and
  black, and are still alive in the severed head. The
  spectral horseman fixes you with his gaze, and you
  feel an unreasoning horror flow through you…  
  
  Large Fey
  Hit Dice: 22d6+154 (231 hp)
  Initiative: +2
  Speed: 80 ft.
  AC: 39 (+2 Dex, +14 natural, +14 deflection,
  –1 size),25 touch ,33 flat-footed 
  Base Attack/Grapple: +11/+25
  Attack: +3 flail of wounding +23 melee
  (1d8+13 plus 1d4 constitution damage)
  Full Attack: Whip +23/+18/+13 melee
  (1d8+13 plus 1d4 constitution damage) and
  2 hooves +15 (1d6+5)
  Space/Reach: 10 ft./ 5 ft.
  Special Attacks: Death’s call, tears of blood,
  terrifying gaze 
  Special Qualities: DR 15/magic and cold iron,
  darkvision 120 ft, death’s herald, dimensional
  lock, low-light vision, regeneration 5, resist-
  ance to cold 10 and fire 10, soul scent, spell
  resistance 35, unbarred passage, unblem-
  ished gold 
  Saves: Fort +14,Ref +15,Will +16
  Abilities: Str 30,Dex 14,Con 25,Int 13,Wis 16,
  Cha 18
  Skills: Climb +20, Listen +28, Jump +35,
  Search +26, Sense Motive +28, Spot +28,
  Swim +25,Survival +28 
  Feats: Combat Expertise, Dodge, Improved
  Overrun, Improved Trip, Mobility, Power
  Attack,Run,Spring Attack.
  Environment: Any
  Organization: Solitary
  Challenge Rating: 18
  Treasure: See below
  Alignment: Chaotic evil
  Advancement: 22–30 HD (large)
  Level Adjustment: —
  The dullahan is one of the most dangerous of
  the fey.Many fey embody aspects of the natu-
  ral world, from the dryad and leshy of the
  forests to the deep merfolk of the sea.The dul-
  lahan is a spirit of death, come to seize a mor-
  tal soul and carry it to a darkness beyond the
  world.A particular dullahan exists only to claim
  the spirit of its victim. It tears along the roads
  leading to the home of its quarry, calling out
  the doomed man’s name, and as soon as the
  quarry hears the call,the victim is struck dead.
  The dullahan is tireless, and neither wall nor
  gate can stop it. If the dullahan is hunting for
  you,pray your heroes can find it before it reach-
  es you.
  The dullahan hunts only at night. It typi-
  cally appears within 20 miles of its prey and
  follows the roads leading towards its target.
  Should the victim somehow survive until sun-
  rise, the dullahan will vanish, only to appear
  again the next night. This continues until the
  victim dies or the dullahan is defeated.
  Typically, those the dullahan hunts are
  people already in danger: the ill, the over-
  indulged,or those who could die even without
  the spirit’s help. However, it’s always possible
  the dullahan could come for someone in the
  full bloom of health.No one knows how or why
  a dullahan chooses its victims,or the fate of the
  souls it claims. Some say that dullahans serve
  long-forgotten gods who still hunger for
  human sacrifice. Others believe the dullahans
  take the souls to a dark orchard in a sunless
  plane, where they are used to fertilize strange
  and terrible trees.In the end,this decision is up
  to the DM, because once a soul is claimed by a
  dullahan, the only way to return the victim to
  life will be to get to the bottom of this mystery.
  Combat
  A dullahan’s sole goal is the destruction of its
  designated prey.When attacked, it will seek to
  continue the hunt as swiftly as possible, using
  trip, overrun, and Spring Attack to scatter its
  foes and keep moving.It will only pause if it is
  faced with an enemy it cannot outrun, who
  manages to inflict significant injury on the dul-
  lahan.In this situation it will focus on that foe,
  returning to the hunt as soon as the foe is inca-
  pacitated.
  A dullahan is quite similar to a centaur for
  combat purposes. Though it appears to be a
  human riding a horse,the human body cannot
  be removed from the horse (willingly or not)
  and the two act as a single creature.
  A dullahan’s head can only be removed
  from its hand if it chooses to throw it,and even
  then, it returns at the end of the round.
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  Lions Den Press – The Iconic Bestiary: Classic Fey
  
  However, anything held in its other hand —
  such as its flail — can be disarmed or dis-
  lodged through normal means.
  A dullahan’s natural weapons and any
  weapons it wields are considered to be magi-
  cal, evil-aligned, and chaotic-aligned for pur-
  poses of overcoming damage reduction.
  Death’s Call (Ex): While on the hunt, the
  dullahan can only speak to call out the name of
  its victim.When it comes within 500 feet of its
  victim, it will raise its head and call out the
  name.This sound will carry through any natural
  barrier, tearing the soul from the victim’s body
  and killing him instantly.Worse yet, his soul is
  trapped by an effect similar to soul bind; in
  order to restore the victim to life, allies will
  have to face the force that commands the dul-
  lahan. If the dullahan is somehow silenced, it
  can perform the same effect by flinging its
  head at its intended victim. This is a ranged
  touch attack with a range of 60 feet.
  As soon as the dullahan collects the soul it
  has been sent for,it vanishes.
  Death’s Herald (Ex): While not undead,
  the dullahan is an embodiment of death. As
  such, it possesses a number of unique traits. A
  dullahan does not eat, sleep, or drink. It is
  immune to poison, disease, death effects, and
  mind-affecting effects.It is not subject to criti-
  cal hits, nonlethal damage, ability drain, or
  energy drain, and is immune to fatigue and
  exhaustion.A dullahan is not at risk from death
  due to massive damage,but it will discorporate
  instantly when reduced to zero hit points.
  Dimensional Lock (Su): The dullahan is
  surrounded by a continuous dimensional lock
  effect.This is identical to the spell (caster level
  22nd), but affects a 500-foot radius centered
  on the dullahan.
  Soul Scent (Su):A dullahan has an unerr-
  ing sense of the location of its prey.This is sim-
  ilar to discern location,but not even mind blank
  will protect the victim.
  Tears of Blood (Su): Anyone who sees a
  dullahan must make a Will saving throw (DC
  14). Those who fail are struck blind as bloody
  tears flow from their eyes. This effect lasts for
  one hour. Regardless of success or failure, an
  individual only needs to save against this effect
  once per encounter. The first time a character
  sees a dullahan, check for blindness before the
  effects of terrifying gaze. The saving throw is
  Charisma-based.
  Terrifying Gaze (Su):Anyone who meets
  the gaze of a dullahan’s severed head must
  make a Will saving throw (DC 25) or be affect-
  ed as though by a fear spell (caster level 22nd).
  This follows all of the standard rules for a gaze
  attack.The save DC is Charisma-based.
  Unbarred Passage (Su): Nothing can
  slow the movement of a dullahan in pursuit of
  its prey.It can run through bog,cross water,and
  even run up walls.It receives all of the benefits
  of freedom of movement, water walking, and
  spider climb,and can move through all forms of
  terrain at normal speed. It even runs across
  empty air, levitating as it runs across a short
  chasm.It cannot,however,stand on air,and will
  fall if it ends its move on empty space.
  Any sort of gate or portal that lies in the
  path of a dullahan will fly open as soon as the
  dullahan comes within 30 feet of it.This is the
  equivalent of combined knock and open spells
  (caster level 22nd).If a magical barrier such as
  a wall of force is used to block a dullahan’s
  progress, it is struck by greater dispel magic
  (caster level 22nd) as soon as the dullahan
  comes within 30 feet of the effect.If the barri-
  er survives, the dullahan can attempt to dispel
  it again as a standard action.
  Unblemished Gold (Ex): Gold repels a
  dullahan.Wearing or holding a gold object pro-
  vides a character with immunity to the tears of
  blood ability,and a +5 morale bonus to saving
  throws against the terrifying gaze.Any charac-
  ter who knows of this weakness can attempt to
  turn the dullahan by threatening it with the
  gold object; treat the character as a cleric of
  equal level, and the dullahan can only be
  turned,not rebuked or destroyed.If the charac-
  ter is a cleric and expends a daily use of the turn
  undead ability, he receives a +6 bonus to the
  check.
  A weapon made of pure gold will bypass
  the damage reduction and regeneration of the
  dullahan, and inflicts an additional 1d6 dam-
  13
  Lions Den Press – The Iconic Bestiary: Classic Fey
  
  age per strike. Gold is a soft metal, and gold
  weapons have a –1 penalty on damage rolls,a
  hardness value of 7, and 20 hit points per inch
  of thickness.
  Possessions: Every dullahan carries a +3
  flail of wounding made from a human spine,
  which it uses like a short whip. While in the
  hands of the dullahan, the wounding effect of
  the flail is increased to 1d4 points of
  Constitution damage per hit. When the dulla-
  han is reduced to zero hit points, it discorpo-
  rates, leaving behind its flail, a +3 ring of pro-
  tection, and a set of horseshoes of speed. While
  there is no obvious mechanical effect, carrying
  the whip of a dullahan is a sure way to attract
  misfortune and bad luck.
  What Do You Know? 
  The following skill checks can provide useful
  information about the dullahan.
  Skill Check: Knowledge (nature) (DC 10),
  Bardic Knowledge (DC 15)
  Information: The dullahan is a harbinger of
  doom, brought into the world to harvest the
  soul of an unfortunate mortal. It appears at
  nightfall and moves directly towards its victim.
  When it reaches the home of the unfortunate
  target,it need only call his name to tear his soul
  from his body.
  Despite its ghastly appearance, the dulla-
  han is a fey spirit, and not an undead creature.
  However, it possesses many of the same
  strengths as the walking dead.
  Skill Check: Knowledge (nature) (DC 15),
  Bardic Knowledge (DC 20)
  Information: Merely seeing the dullahan can
  fill a man with terror or strike him blind. Pure
  gold offers some protection against this spirit,
  and wearing a gold ring is enough to block its
  blinding powers.
  Skill Check: Knowledge (nature) (DC 20),
  Bardic Knowledge (DC 25)
  Information: The dullahan and its horse are a
  single creature, and cannot be separated. It is
  highly resistance to both magic and injury,
  though enchanted weapons forged from cold
  iron can harm it.
  Skill Check: Knowledge (religion) (DC 15) and
  either Knowledge (nature) (DC 15) or Bardic
  Knowledge (DC 20)
  Information:
  The dullahan can be driven
  back if a gold object is presented in a forceful
  manner.
  Benefit:The character can attempt to turn the
  dullahan by using an object made of gold in
  place of a holy symbol; see unblemished gold,
  above.
  Adventure Ideas
  • An ally of the PCs comes to them with a
  desperate plea.Every twenty years,a dul-
  lahan claims a member of his family —
  and the hunter is scheduled to arrive
  tomorrow night.Can the party find some
  way to keep the dullahan from claiming
  its prey? 
  • There is no saving throw against death’s
  call, and even an epic hero can be struck
  down by a dullahan. But why was the
  spirit unleashed against the PC? Did the
  party anger a fallen god? Can this spirit
  be appeased,or can it be destroyed com-
  pletely, freeing all the spirits it has gath-
  ered over the course of centuries? 
  • Under normal circumstances, the appear-
  ance of a dullahan is a rare and fearsome
  event. But over the course of a year, dul-
  lahans begin appearing with increasing
  frequency. Why are these heralds of
  death gathering so many souls? Does
  this portend the arrival of an even
  greater spirit? Or are the souls of the
  dead serving a vital role on another
  plane, with the dullahans acting as
  valkyries in a terrible extrapalanar war?
  14
  Lions Den Press – The Iconic Bestiary: Classic Fey
  
  Medium Fey (Shapechanger)
  Hit Dice: 24d6+72 (156 hp)
  Initiative: +6
  Speed: 40 ft.,climb 30 ft.,swim 30 ft.
  AC: 30 (+2 Dex, +10 deflection, +8 natural),
  22 touch,28 flat-footed 
  Base Attack/Grapple: +12/+18
  Attack: Claw +14 melee (1d4+2)
  Full Attack: 2 Claws +14 melee (1d4+2) and
  bite +8 melee (1d4+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Lord of the forest, spell-like
  abilities
  Special Qualities:
  Change shape,
  DR
  10/magic and cold iron, forest bond, leshy
  traits,low-light vision,regeneration 5,resist-
  ance to acid 10, cold 10, and lightning 10,
  spell resistance 30, wild empathy, woodland
  speech
  Saves: Fort +13,Ref +16,Will +24
  Abilities: Str 14,Dex 15,Con 17,Int 16,Wis 26,
  Cha 23
  Skills: Bluff +15,Climb +15, Diplomacy +15,
  Handle Animal +35, Heal +20, Hide +20,
  Intimidate +25, Knowledge (geography)
  +10, Knowledge (nature) +30, Listen +30,
  Move Silently +20,Search +15,Sense Motive
  +20,Spot +30,Swim +15,Survival +35
  Feats: Alertness, Blind-Fight, Faerie Luck*,
  Great 
  Fortitude,
  Improved 
  Initiative,
  Improved Unarmed Strike,Improved Grapple,
  Iron Will,Reality Bends* 
  Environment: Forest
  Organization: Solitary
  Challenge Rating: 16
  Treasure: None
  Alignment: Usually neutral
  Advancement: 25–50 HD (Medium)
  Level Adjustment: —
  The leshy (plural leshiye) is the lord of the for-
  est and all its creatures. His voice is the wind,
  and the storm is his fury.Every leshy is bound to
  a particular woodland region. Good leshiye do
  their best to protect their animal subjects,
  while evil leshiye turn the power of the forest
  against any humanoids rash enough to test the
  strength of the wild. They lie dormant during
  the winter,but can be encountered at any other
  time of year.
  A malevolent leshy will rarely be seen by
  his victims. His shapechanging powers allow
  him to inflict his mischief on intruders without
  revealing his presence. But if an adventuring
  party has an accomplished druid or ranger, a
  leshy may appear to the travelers.Leshiye love
  to drink and gamble,and may play games with
  the party or ask for stories from foreign lands,
  but the leshy demands respect from all who
  deal with him.He is the master of his domain,
  and those who insult him will feel his wrath.
  A leshy can assume many forms, and will
  usually approach strangers in the guise of an
  elderly man.He saves his true form for those he
  15
  Lions Den Press – The Iconic Bestiary: Classic Fey
  Leshy
  The little man before you is green. His body is cov-
  ered with shirt green fur, and he has a long green
  beard and hair that flows to his shoulders. He has
  cloven hooves instead of feet, and short goat-like
  horns protrude from his forehead.He wears a sheep-
  skin robe, but curiously, he has it turned inside out.
  He regards you with sparkling green eyes and smiles
  confidently.
  
  trusts, or those he intends to drive from his
  lands.
  Leshiye speak Common, Auran, Aquan,
  Sylvan, and Terran. Leshiye often keep in con-
  tact with neighboring leshiye and other pow-
  erful fey or elementals, and adventurers who
  earn the friendship of a leshy may be able to
  benefit from this network of contacts. While
  leshiye rule the natural animals in their
  domains, they are not the masters of the fey:
  dryads, grigs, skogsnufvar and the like may
  show respect for the local leshy, but they are
  not obliged to follow his orders.
  16
  Lions Den Press – The Iconic Bestiary: Classic Fey
  
  Combat
  While a colossal leshy is a dangerous foe, the
  leshiye disdain physical conflict and are far
  more likely to use magic to deal with an enemy,
  or to call on the local wildlife to aid in the
  struggle. A malicious leshy will often use the
  least of its powers to deal with enemies,calling
  on ghost sound and ventriloquism to lead trav-
  elers off pathways and into dangerous terrain.
  An angrier leshy may raise a storm to strike at a
  party camped in its forest.It will only resort to
  its full powers if a party is posing a clear threat
  to its domain, slaughtering the inhabitants of
  the forest or destroying the plants.
  Leshiye are clever combatants. If it is out-
  matched or outmaneuvered, a leshy will use
  transport via plants to escape,healing itself and
  carefully planning the next stage of the battle.
  Change Shape (Su): The leshy is a mas-
  ter of many forms.A leshy can assume the form
  of any plant or animal (including dire animals)
  as a standard action. It can also assume the
  form of an elderly human. While in its natural
  form it can alter its size,shifting anywhere from
  Fine to Colossal size; the effects of this are
  described in more detail below. The leshy can
  maintain a new form as long as it wishes,
  though it will revert to its natural shape if
  killed.
  Forest Bond (Su): A leshy is lord of a par-
  ticular region of woodland. He can commune
  with nature at will; this effect covers the entire
  length of the leshy’s domain,regardless of size.
  He can also use greater scrying (caster level
  20th) to scry anywhere within the borders of
  his domain.A leshy can use whispering wind or
  any spell-like ability that targets animals
  through the spell sensor,allowing him to dom-
  inate animals at a distance.
  A leshy leaves no scent or trail when mov-
  ing through woodland environments, and can
  ignore any penalties caused by woodland ter-
  rain.
  These only touch on the possible limits of
  this power.Some say that the leshy is aware of
  anything seen or heard by one of its animal
  subjects. It’s possible that this bond can hurt
  the leshy — that the destruction of a signifi-
  cant portion of woodland would lower the
  maximum hit points of the leshy.The full extent
  of the bond is left to the DM,as best serves the
  needs of the story.
  Leshy Traits (Ex):A leshy is a spirit of life.
  A leshy is immune to disease and death effects,
  and receives a +4 racial bonus on saves against
  poison.
  Lord of the Forest (Su): A leshy has
  complete control over the natural creatures of
  its domain. Unless driven by an outside force,
  such creatures will always have a helpful atti-
  tude towards the leshy. In addition, the leshy
  can dominate (as dominate animal) all native
  animals within its line of sight as a standard
  action. The leshy can maintain this control as
  long as it wishes. There are stories of leshiye
  sending flocks of birds or rodents to neighbor-
  ing fey to pay off gambling debts.Creatures can
  resist the effect with a Will save (DC 30), but
  only those with a hostile or unfriendly attitude
  will attempt to save.
  In addition,while a leshy is in its domain it
  may use up to 40 spell levels of summon
  nature’s ally per day (eight castings of summon
  nature’s ally V, five castings of summon nature’s
  ally VIII, and so on). However, the leshy may
  only summon creatures that actually live in its
  domain, and it is reluctant to summon other
  fey;such creatures are not subjects of the leshy,
  and service will create a debt the forest lord
  must repay.
  Regeneration (Ex): A leshy cannot
  regenerate damage caused by cold iron
  weapons.It can only regenerate while in its for-
  est domain.
  Spell-Like Abilities: At will—animal
  messenger, animal trance (DC 20), barkskin,
  calm animals (DC 19), charm animal (DC 19),
  dominate animal (DC 20), entangle* (DC 19),
  find the path*, ghost sound, goodberry*, hide
  from animals,hold animal (DC 20),repel vermin
  (DC 22), transport via plants*, ventriloquism,
  wall of thorns*, whispering wind; 3/day—ani-
  mal growth, call lightning* (DC 21), command
  plants* (DC 22), contagion, control weather*,
  control wind* (DC 23),greater magic fang,plant
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  Lions Den Press – The Iconic Bestiary: Classic Fey
  
  growth, protection from energy, reduce animal,
  remove disease*, restoration*, stone tell*;
  1/day—animal shapes*, heal, liveoak*, water
  breathing. Caster level 24th. The save DC is
  based on Wisdom. Powers marked with an
  asterisk are tied to the leshy’s domain. If the
  power can normally be used at will, it can be
  used 3 times per day beyond the leshy’s realm;
  other powers can only be used in the fey’s
  home forest.
  Many of these abilities may seem redun-
  dant when Lord of the Forest is taken into
  account, but they reflect the leshy’s ability to
  control foreign animals brought into the realm.
  Woodland Speech (Ex): A leshy can
  communicate with any woodland creature or
  plant, as if under the effects of speak with ani-
  mals and speak with plants. This is a constant
  effect that requires no effort on the part of the
  fey.
  Skills: A leshy receives a +8 racial bonus
  on Climb and Swim checks, and can always
  choose to take 10 on a Climb or Swim check.
  Possessions: Leshiye do not hoard mate-
  rial goods; their wealth is the forest itself.
  Someone who does a favor for a leshy could
  receive an exceptional animal  (+2 to all phys-
  ical ability scores) to serve as a mount or com-
  panion.
  Altered Size: While in its natural shape, the
  leshy can shift in size, transforming from the
  size of the smallest leaf to that of the tallest
  tree. This affects its physical abilities, natural
  armor,and other factors as shown below:
  Fine: AC 42, touch 34, flat-footed 36; 132
  hp; cannot claw or bite; grapple –3; Saves Fort
  +12, Reflex +20; Str 4, Dex 23, Con 15; Hide
  +40,Move Silently +24.
  Diminutive:AC 37,touch 29,flat-footed 32;
  132 hp; claw +13 (1 point), bite +8 (1 point);
  grapple +1; Saves Fort +12, Reflex +19; Str 4,
  Dex 21,Con 15;Hide +35,Move Silently +23.
  Tiny: AC 34, touch 26, flat-footed 30; 132
  hp; claw +12 (1d2–2), bite +7 (1d2–2); grap-
  ple +6; Saves Fort +12, Reflex +18; Str 6, Dex
  19,Con 15;Hide +30,Move Silently +22.
  Small: AC 32, touch 24, flat-footed 29; 132
  hp; claw +13 (1d3), bite +8 (1d3); grapple
  +12; Saves Fort +12, Reflex +17; Str 10, Dex
  17,Con 15;Hide +25,Move Silently +21.
  Large: AC 30, touch 20, flat-footed 29; 204
  hp; claw +17 (1d6+6), bite +12 (1d6+3);
  grapple +26; Saves Fort +15, Reflex +15; Str
  22, Dex 13, Con 21; Hide +15, Move Silently
  +19.
  Huge: AC 31, touch 18, flat-footed 31; 252
  hp; claw +20 (1d8+10), bite +15 (1d8+5);
  grapple +34; Saves Fort +17, Reflex +14; Str
  30, Dex 11, Con 25; Hide +10, Move Silently
  +18.
  Gargantuan: AC 33, touch 16, flat-footed
  33; 300 hp; claw +22 (2d6+14), bite +17
  (2d6+7); grapple +42; Saves Fort +19, Reflex
  +14; Str 38, Dex 11, Con 29; Hide +6, Move
  Silently +18.
  Colossal: AC 34, touch 12, flat-footed 34;
  348 hp; claw +22 (2d8+18), bite +17
  (2d8+9); grapple +50; Saves Fort +21, Reflex
  +14; Str 46, Dex 11, Con 33; Hide +2, Move
  Silently +18.
  What Do You Know? 
  The following skill checks can provide useful
  information about the leshy.
  Skill Check: Knowledge (nature) (DC 10),
  Bardic Knowledge (DC 15)
  Information: Tales tell of powerful fey spirits
  that hold dominion of entire regions of forest.
  Some only secret to protect the wilds, while
  others use trickery and magic to lead travelers
  into danger.
  Skill Check: Knowledge (nature) (DC 15),
  Bardic Knowledge (DC 20)
  Information: The faerie lord of the forest is
  known as the leshy; he looks like a green man
  with the horns and hooves of a goat. Leshiye
  are accomplished shapeshifters and can take
  the form of any natural creature.They can also
  change their own size;a leshy can hide beneath
  a leaf or tower about the trees.
  Skill Check: Knowledge (nature) (DC 20),
  Bardic Knowledge (DC 25)
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  Lions Den Press – The Iconic Bestiary: Classic Fey
  
  Information: Leshiye love gambling and
  drinking. A traveler who makes an offering of
  good food or strong drink upon entering a for-
  est can usually avoid the spirit’s wrath, provid-
  ed the traveler treats the creatures of the
  woods with respect.
  Benefit: Due to his knowledge of the leshiye,
  the character receives a +2 circumstance
  bonus to Bluff, Diplomacy, and Sense Motive
  while dealing with a leshy.
  Adventure Ideas
  • While traveling through the woods, the
  party hears the cries of an infant in the
  darkness.Is this a leshy trick,intended to
  lure the adventurers into bog or briar? Or
  is the child actually a young leshy — in
  which case the party who goes to its aid
  may receive the favor of the father,while
  those who allow it to come to harm will
  feel his wrath.
  • An old man approaches a party camped in
  the woods. He says that he is a hermit,
  living in the woods; he wants to talk,
  share their drink,and maybe play a hand
  of cards or dice.Those who treat the leshy
  respectfully may earn his friendship,
  while rude adventurers or anyone he
  catches cheating will earn his ire… and
  would be wise to avoid the forest in the
  future.
  • A group of farmers approach the heroes
  with a problem. The local leshy has
  begun demanding tribute in exchange
  for grazing rights in the meadows adja-
  cent to his domain.He wants vast quan-
  tities of strong drink, and the finest
  beasts of the herd. Can the part locate
  the leshy and convince him to go easy on
  the poor farmers? 
  • Once the party has earned the friendship
  of a leshy, they may be drawn into deal-
  ings between powerful fey spirits.To pay
  off a gambling debt,a leshy must send a
  herd of deer to another forest, and he is
  worried about hunters preying on the
  deer en route.Can the heroes escort this
  strange herd across the land, protecting
  it from both natural and human hazards?
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  Lions Den Press – The Iconic Bestiary: Classic Fey
  Tiny Fey (Earth)
  Hit Dice: 2d6+6 (13 hp)
  Initiative: +1
  Speed: 20 ft.
  AC: 16 (+1 Dex, +2 size, +3 natural), touch 13,
  flat-footed 14 
  Base Attack/Grapple: +1/–3
  Attack: +7 melee (5 points,slam) or by weapon 
  Full Attack: +7 melee (5 points, slam) or by
  weapon
  Quiet Folk
  You see a tiny man with dark skin and a red, bushy
  beard that falls to his waist.At first you think he may
  be a small gnome covered with soot from the fire-
  place, but his proportions are odd. His arms are too
  long for the rest of his body, and when you look
  down, you notice that his feet are strangely large
  and flat. He wears a well-tailored crimson doublet
  and breeches,and a large black hat.
  
  Space/Reach: 2.5 ft./ 0 ft.
  Special Attacks: None
  Special Qualities: Cap of darkness, conjuring
  point, darkvision 60 ft, damage reduction
  5/cold iron,light sensitivity,low-light vision
  Saves: Fort +3,Ref +4,Will +5
  Abilities: Str 18,Dex 12,Con 16,Int 10,Wis 14,
  Cha 14
  Skills: Craft (any two) +14, Hide +14, Listen
  +7, Move Silently +10, Profession (any one)
  +11
  Feats: Craftman’s Blessing, Domestic Spirit,
  Superstitious
  Environment: Urban and underground
  Organization: Solitary, family (2–5), or vil-
  lage (20–50)
  Challenge Rating: 2 
  Treasure: Quadruple coins,standard items
  Alignment: Usually neutral
  Advancement: By class (usually expert)
  Level Adjustment: +2
  The quiet folk are one of the many subspecies
  of “little people”who prefer to live around civi-
  lization as opposed to the wilds. While large
  groups establish their own underground com-
  munities, individual quiet folk are more likely
  to settle in a human house.The quiet folk rarely
  reveal themselves to the owners of their abode;
  they steal whatever they need to survive,“pay-
  ing” for these goods by performing domestic
  tasks. If the homeowner actively curries the
  favor of the fey — leaving out better food or
  supplies for their work, or praising his “good
  neighbors”— he may receive greater services
  in exchange. The quiet folk are skilled crafts-
  men and love nothing more than hard work: a
  smith who has a good relationship with the
  quiet folk may find weapons or armor finished
  overnight,or he may find his own skills improv-
  ing. In contrast, those who anger their fey
  houseguests may suffer professional sabotage,
  soiling or spoiling of food and clothes,or in the
  worst case, the effects of the Evil Eye or a Fey
  Curse. (The Craftsman’s Blessing, Evil Eye, and
  Fey Curse feats are new, and may be found on
  page 30.)
  For these fey, work is a labor of love.They
  could easily buy what they want — but they
  don’t like the system of buying and selling,and
  prefer their own style of barter.Quiet folk often
  possess stashes of gold,and some believe these
  fey can actually conjure gold from the air;how-
  ever, trying to get the gold of one of the quiet
  folk is a sure way to anger the creature.
  On rare occasions, quiet folk have been
  known to reveal themselves to humans.
  Sometimes this is a request for help, but in
  other cases a solitary fey may simply desire
  companionship.
  The quiet folk look like long-armed
  gnomes,though they are only one and a half to
  two feet in height. They have dark skin and
  wild, bushy hair and eyebrows.Quiet folk have
  webbed, flat feet like ducks, but are embar-
  rassed about this feature and become angry if
  it is pointed out.
  Quiet folk speak Common and Terran.Both
  men and women speak with deep, resonant
  voices.
  Combat
  Despite their tremendous strength, the quiet
  folk prefer to avoid combat and rarely wear
  armor or carry weapons.Quiet folk spend most
  of their lives under the cloak of invisibility,
  working on their domestic chores.
  Cap of Darkness (Su): Each of the quiet
  folk carries a cap that bears a personal
  enchantment.While wearing this hat,the little
  one can use invisibility at will. Triggering the
  hat is a standard action that does not provoke
  an attack of opportunity. There is no duration
  for this effect; it continues until the wearer
  chooses to suppress it or until he takes an
  action that negates it.
  If the hat is taken from the owner, it loses
  its enchantment after one hour. It takes six
  hours for one of the quiet folk to create a new
  cap of darkness.
  This power has no effect on fey creatures,
  including other quiet folk. The fey can always
  find one another.
  Conjuring Point (Su): By spending one
  hour in meditation,a quiet folk can designate a
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  Lions Den Press – The Iconic Bestiary: Classic Fey
  
  five foot by five foot square as his conjuring
  point. As long as he is within 500 feet of this
  point, he may teleport any item weighing no
  more than 10 pounds from the square to his
  hands or from his hands to the square, as if
  using gloves of storing.This is a standard action
  that does not provoke an attack of opportunity.
  This allows the quiet folk to establish a haven
  within a house where they store their valu-
  ables,food,and tools.A quiet folk can only have
  one conjuring point at any given time, though
  he can abandon the old one any time he wants
  to establish a new one.
  Skills.The quiet folk are inhumanly skilled
  at their crafts,and receive a +4 racial bonus to
  Craft and Perform checks. They also receive a
  +4 racial bonus to Move Silently checks.
  What Do You Know? 
  The following skill checks can provide useful
  information about the quiet folk.
  Skill Check: Knowledge (nature) (DC 10),
  Bardic Knowledge (DC 15)
  Information: The quiet folk are tiny fey, simi-
  lar in appearance to gnomes.They are usually
  harmless as long as they are treated with
  respect.Quiet folk are exceptional artisans and
  brewers.
  Skill Check: Knowledge (nature) (DC 15),
  Bardic Knowledge (DC 20)
  Information:The quiet folk have the power of
  invisibility, which they use to hide within
  human homes. People who cultivate a good
  relationship with the quiet folk can receive
  valuable services in exchange.
  Skill Check: Knowledge (nature) (DC 20),
  Bardic Knowledge (DC 25)
  Information: Quiet folk are superstitious
  creatures that fear religious icons and pray. A
  cleric or paladin can drive these fey away using
  the same techniques as he would to turn
  undead.
  Adventure Ideas
  • Does the party have a favorite tavern? If it
  does, that tavern has the best ale for
  miles around.This is,unbeknownst to the
  public, the work of one of the quiet folk.
  When the faerie disappears,the innkeep-
  er suspects foul play and begs the party
  to find his invisible friend. But who’s
  responsible? A rival brewer or rival fey…
  or both? 
  • A low-level party desperately needs to
  enter a building unseen, but they lack
  the skills or magic to accomplish this
  task. A friend happens to know a local
  family of quiet folk. Can the party con-
  vince the fey to lend them caps of dark-
  ness? And will they be wise enough to
  return the caps, or will they seek to hold
  onto what appear to be powerful magic
  items — only to have the enchantment
  fade away? 
  • When the party purchases a home of its
  own, valuable objects begin disappear-
  ing. How long will it take them to locate
  the quiet one who shares their home?
  Diplomatic parties may work out an
  alliance with the spirit and gain great
  insight into the local fey activities. More
  aggressive adventurers will find that
  their little housemate has the power to
  throw curses on those who mistreat
  her…
  21
  Lions Den Press – The Iconic Bestiary: Classic Fey
  
  Diminutive Fey (Incorporeal,Swarm)
  Hit Dice: 5d6+5+3 (25 hp)
  Initiative: +4
  Speed: 60 ft flight (perfect)
  AC: 21 (+4 Dex, +4 size, +3 deflection), touch
  21,flat-footed 17
  Base Attack/Grapple: +3/–
  Attack: Swarm (Confusing touch)
  Full Attack: Swarm (Confusing touch)
  Space/Reach: 10 ft./ 0 ft.
  Special Attacks: Confusing touch, maddening
  cry
  Special Qualities: Darkvision 60 feet,haunting
  images,immune to weapon damage,low-light
  vision,spell resistance 15 (from Child of Magic),
  swarm traits  
  Saves:Fort +3,Ref +8,Will +5
  Abilities: Str –, Dex 19, Con 12, Int 10,Wis 13,
  Cha 16
  Skills:Bluff +11,Hide +28,Knowledge (nature)
  +9,Listen +9,Spot +9,Survival +9
  Feats: Ability Focus (confusing touch), Child of
  MagicB,Superstitious,ToughnessB
  Environment: Any sparsely populated region
  Organization: Solitary,pair,or host (2d4)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Usually chaotic evil
  Advancement: —
  Level Adjustment: —
  The sheerie are malevolent spirits that take
  pleasure in leading travelers to their doom.Some
  legends say that they are the spirits of children
  who died in birth,who are now trapped between
  worlds.The fact that they are repulsed by positive
  energy lends some credence to this claim,though
  most druids believe the sheerie are simply a
  capricious manifestation of nature.
  Sheerie are only found in swarms.They cling
  together and seem to be driven by a group con-
  sciousness. Individual sheerie are luminescent
  and insubstantial humanoids,two to three inch-
  es in height.There are no reports of anyone ever
  having a successful conversation with a sheerie
  swarm.While they act with intelligence,the only
  time they speak is to utter cacophonous howls
  that drive their victims to madness. While they
  do not speak,multiple sheerie swarms always act
  with perfect coordination.
  Sheerie frequent desolate places,and while
  the sun does not harm them they only emerge
  during the hours of darkness.
  Being insubstantial, the sheerie do not
  actively collect treasure.The sheerie’s hoard rep-
  resents the remains of previous victims, and it
  should be scattered over the area.Tracking down
  the treasure can be a deadly task in its own right!  
  Combat
  The sheerie are completely insubstantial and
  cannot cause any direct physical harm to their
  victims. Instead, they use the terrain as their
  weapon,trying to cause travelers to stumble into
  natural hazards.The haunting images power of
  the sheerie is an effective tool;sheerie will often
  22
  Lions Den Press – The Iconic Bestiary: Classic Fey
  Sheerie
  A swarm of glittering lights dance in the air,
  sparkling in the dusk. As it flows towards you, you
  see that each glimmer is a tiny humanoid figure, a
  naked, elfin being with a cruel smile. Hundreds of
  the tiny spirits dance around you, calling out in
  strange and incomprehensible voices, and you feel
  the world slipping away…
  
  make broken bridges appear whole, cover over
  deadly chasm,or create the image of a welcom-
  ing inn across deadly quicksand.
  When the sheerie choose to close,they drive
  their victims mad with dazzling lights,chattering
  voices, and fey magic. The victims of sheerie
  madness may stumble into danger or may turn
  on one another.
  Sheerie do not need to eat,sleep,or breathe.
  Confusing Touch (Su): When the sheerie
  ends its move, all creatures that share its space
  must make a Will saving throw (DC 17). Those
  that fail become confused for five rounds.A vic-
  tim must make a new save every time the
  sheerie ends a turn in his space; the effects are
  not cumulative, but a failed save will reset the
  duration to five rounds.
  At the start of each round,use the following
  table to determine the actions of a creature
  affected by confusing touch:
  01–20 
  Act normally
  21–40
  Do nothing but babble 
  incoherently
  41–70
  Flee at top speed in a 
  random direction
  71–100
  Attack the nearest creature
  other than the sheerie
  The saving throw for this effect is Charisma-
  based.It is a mind-affecting enchantment effect.
  Haunting Images (Su):Sheerie can create
  illusory images to lure travelers to their doom.As
  a standard action, a sheerie can create a minor
  image. This image fills four five-foot cubes —
  the same space as the sheerie itself.A successful
  Spot check (opposed by the sheerie’s Hide) will
  reveal the sparkles of light hidden in the image.
  A character can also disbelieve the illusion with a
  successful Will save (DC 15).Multiple sheerie may
  join together to create a larger image, but they
  will also play games with perspective.If a sheerie
  disguises itself as an inn that’s only five feet tall,
  people may assume that it’s simply far away.
  This is an illusion effect with a caster level of
  five.The save DC is Charisma-based.
  Maddening Cry (Su): The sheerie do not
  speak any known language,but when attacking
  they may choose to howl at their victims, creat-
  ing a maelstrom of eerie, incomprehensible
  sound.Any creature that can hear the sheerie suf-
  fers a –2 morale penalty to his saving throw
  against any sheerie’s confusing touch.The mad-
  dening cry is a free action for the sheerie, but
  some prefer to act it silence.
  Swarm Traits (Ex): A swarm is not subject
  to critical hits or flanking. It cannot be tripped,
  grappled,or bull rushed.It is immune to any spell
  or effect that targets a specific number of crea-
  tures. It takes an additional 50% damage from
  spells or effects that affect an area,such as burn-
  ing hands or splash weapons.
  Wind effects (such as gust of wind) typically
  deal 1d6 nonlethal damage to the swarm per
  spell level, but as the sheerie are insubstantial,
  they are immune to this effect.
  What Do You Know? 
  The following skill checks can provide useful
  information about the sheerie.
  Skill Check:Knowledge (nature) (DC 10),Bardic
  Knowledge (DC 15)
  Information:You have heard tales of swarms of
  dancing lights that haunt the wilds at night,lur-
  ing travelers to their doom.Unlike the will o’the
  wisp, these swarms are incorporeal and cannot
  cause direct physical harm.
  Skill Check:Knowledge (nature) (DC 15),Bardic
  Knowledge (DC 20)
  Information: These fey creatures are called the
  sheerie. While they are incorporeal, the sheerie
  can steal their victim’s wits with a touch;those so
  afflicted wander madly for as long as they
  remain within the swarm of lights.
  Skill Check: Bardic Knowledge (DC 25), or
  Knowledge (nature) (DC 20) and Knowledge
  (religion) (DC 20)
  Information: While they are fey creatures, the
  sheerie are repulsed by true faith and the pure
  essence of positive energy. Tales tell of priests
  driving the sheerie away, much like turning
  undead.
  23
  Lions Den Press – The Iconic Bestiary: Classic Fey
  
  Skill Check:Knowledge (nature) (DC 25),Bardic
  Knowledge (DC 30)
  Information: The sheerie have the ability to
  create static illusions.One should always be care-
  ful when crossing a bridge in the wilds,or if shel-
  ter seems to appear from nowhere: the sheerie
  could be luring you into a trap.
  Benefit: A character with this level of knowl-
  edge should receive a +2 circumstance bonus on
  saving throws against the sheeries’ confusing
  touch and haunting images;he knows the tricks
  of these creatures and is on his guard against
  them.
  Adventure Ideas
  • A shattered stagecoach lies on the far side of
  a bridge.It looks like it’s been hit by ban-
  dits, but a sharp eye can see the glint of
  gold coins scattered around the ground.
  Someone seems to be trapped under the
  coach; a hand can be seen, a lady’s hand
  with a number of rings,fingers twitching.
  In fact,the coach and a significant portion
  of the bridge are sheerie images.The first
  person to cross the bridge will end up in
  the bog below.
  • Traveling at night, the party spots a camp-
  fire.If they scout carefully,they realize that
  it’s their camp: they can see themselves
  sleeping around the fire, with one of the
  characters on watch. Or perhaps, looking
  closer, they see that the members of this
  mirror party have all been killed — and
  when they try to move in for a closer look,
  the camp disappears.The sheerie are hop-
  ing that the party will separate to investi-
  gate;a lone adventurer is easily led astray
  by sheerie madness.
  24
  Lions Den Press – The Iconic Bestiary: Classic Fey
  Skogsnufva
  Medium Fey
  Hit Dice: 9d6+36 (67 hp)
  Initiative: +2
  Speed: 40 ft.
  AC: 15 (+2 Dex, +3 natural), touch 12, flat-
  footed 13
  Base Attack/Grapple: +4/+15
  Attack: Claw +11 melee (1d4+7) or unarmed
  strike +11 melee (1d3+7, can be lethal or
  nonlethal)
  Full Attack: 2 claws +11 melee (1d4+7) or
  unarmed strike +11 melee (1d3+7, can be
  lethal or nonlethal)
  Space/Reach: 5 ft./5 ft.
  A young woman emerges from the woods and your
  eyes are instantly drawn to her face. Her skin is
  smooth, her features perfect, and her emerald eyes
  sparkle with a mischievous light that sends a thrill
  through your nerves. She wears a simple green
  dress, and her hair is long and loose, flowing down
  her back in a fragrant cascade.
  Depending on the Spot skill of the observer,you
  might add the following:
  As she turns, you notice a faint flicker of move-
  ment along the base of her dress.Studying it,you
  come to the conclusion that she is hiding a long
  tail,similar to that of a cow;you can see the very
  tip at the edge of the hem.And as you study her
  hair, you notice something stranger than any
  tail: empty space instead of flesh — an open
  hollow where her back should be!
  
  Special Attacks:
  Rend (2d4+10);
  fey
  temptress
  Special Qualities: Child of the woods, DR
  10/cold iron, fast healing 2, low-light vision,
  spell resistance 14, spell-like abilities, wild
  empathy,woodland speech
  Saves: Fort +7,Ref +8,Will +8
  Abilities: Str 24,Dex 14,Con 18,Int 13,Wis 14,
  Cha 18 
  Skills: Bluff +15, Climb +7, Disguise +7 (+17
  to conceal fey traits), Diplomacy +6, Hide
  +14, Knowledge (nature) +8, Listen +12,
  Move Silently +14, Spot +12, Swim +7,
  Survival +12; plus one of Handle Animal
  +14,Heal +12,or Profession (any one) +12 
  Feats:
  Ability FocusB
  (fey temptress),
  Improved Grapple,Improved Unarmed Strike,
  Power Attack, and any one of the following
  — Child of Magic,Evil Eye,or Fey Luck
  Environment: Forest
  Organization: Solitary
  Challenge Rating: 7
  Treasure: Standard;no coins or goods.
  Alignment: Any chaotic
  Advancement: By class
  Level Adjustment: —
  The skogsnufva (plural skogsnufvar) is also
  known as the wood woman or wood-wife.She
  is a forest spirit,though unlike the dryad,she is
  not bound to a specific tree and can find a
  home in any woodland region. Good-aligned
  skogsnufvar serve as guardians of the forests,
  while evil wood women take pleasure in prey-
  ing on unwary travelers.
  The skogsnufvar are often fascinated by
  mortal men. The wood women are infamous
  for enthralling mortals, using magic to bind
  men to their will. However, some skogsnufvar
  truly love their mortal mates, and it is a lucky
  farmer who wins the heart of a wood woman.
  Skogsnufvar appear to be beautiful female
  humans.This guise is marred by three distinc-
  tive features: a long cow’s tail; a hollow back;
  and claws in places of fingernails. Wood
  women are quite adept at concealing these
  features, using clothing and misdirection; their
  claws retract slightly when not in use, and a
  wood-wife hiding in polite society might wear
  gloves. Most skogsnufvar have pale complex-
  ions, but this can vary by region; a wood-
  woman in a tropical rain forest might have dark
  skin and the tail of a jaguar.
  Skogsnufvar speak Common, Auran, and
  Sylvan.
  Combat
  Like many of the fey, most skogsnufvar prefer
  to avoid physical combat, leading enemies
  astray through trickery or magic. Should a
  wood woman be forced into battle — or
  should her favored animals be slaughtered by
  unwise hunters — she will prove a surprising-
  ly deadly opponent.Despite their frail and wil-
  lowy appearance, the skogsnufvar are incredi-
  bly strong and tough, easily capable of tearing
  a man limb from limb.If a skogsnufva wishes to
  hide her claws, she can use her great strength
  to grapple with her foe and crush the breath
  from his lungs.
  Child of the Woods (Ex): A skogsnufva
  possesses a number of special abilities that
  only apply in woodland environs.While in a for-
  est or jungle, she can Track as if she possessed
  the feat. She herself leaves no trail, including
  scent, unless she wishes to. She can move
  through any woodland terrain at full speed,
  and never takes damage or suffers impairment
  due to woodland terrain. Finally, while in
  woodland terrain her base speed is increased
  by 20 feet.
  Fast Healing (Su): A skogsnufva’s fast
  healing doesn’t heal injuries caused by cold
  iron weapons.
  Fey Temptress (Su): Skogsnufvar are
  infamous for seducing mortal men.The kiss of a
  skogsnufsva carries the effect of charm person
  (DC 20).This suffers the usual penalties if used
  during combat,but it is a very powerful effect;
  a victim will refuse to accept the idea that he
  has been enthralled,and will take any action to
  protect his beloved wood-wife from harm,
  even from his own allies.This effect continues
  until the victim has been away from the
  skogsnufva for 24 hours. Bear in mind that if
  this does not occur in combat, it may not be
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  immediately obvious to the companions of the
  victim. He is smitten with the skogsnufva, but
  she may simply ask to accompany him, as
  opposed to turning him against his friends.
  If the victim sleeps with the skogsnufva,
  the bond grows even stronger.The victim will
  obey any command without question, as if
  dominated.Furthermore,if he is removed from
  the wood-wife for more than a day — includ-
  ing if she is killed — he will suffer.A victim will
  either go mad (suffering the effects of insanity
  or feeblemind, at the DM’s discretion) or waste
  away, becoming sickened and suffering 1d6
  points of damage each day; this damage can-
  not be healed while the curse remains in effect.
  The victim can be cured by miracle, wish, limit-
  ed wish,or by a remove curse spell with a caster
  level of at least 15. There is no saving throw
  against the effects of sleeping with a
  skogsnufsva. It is a mind-affecting effect that
  only affects male humanoids, so some crea-
  tures are immune to its power.
  The saving throw DC of the wood woman’s
  kiss is Charisma-based.
  Not all skogsnufvar possess this ability,and
  it is up to the DM to decide if a particular wood
  woman is a temptress.Those that do not have it
  possess the Wild Shape ability, described
  below.
  Rend (Ex): If a skogsnufva strikes her
  opponent with both of her claw attacks, she
  latches on and tears at her foe, inflicting an
  additional 2d4+10 damage.
  Spell-Like Abilities: While in a forest or
  jungle environment, a skogsnufva may use the
  following spell-like abilities: 3/day — ghost
  sound, summon nature’s ally I; 1/day — com-
  mune with nature,transport via plants,ventrilo-
  quism; 1/week — summon  nature’s ally V.
  Caster level 9th. The effects of commune with
  nature only cover woodlands, even if the spell
  effect would normally reach into other terrain.
  Summon nature’s ally can only be used to sum-
  mon creatures or fey found in a forest environ-
  ment; summon nature’s ally V can also be used
  to summon a large air elemental.
  Wild Empathy (Ex): A skogsnufva can
  use this ability to influence the attitude of any
  woodland animal. This functions much like a
  Diplomacy check, but she rolls 1d20 and adds
  her hit dice and Charisma modifier to the
  result,along with any druid or ranger levels.
  Wild Shape (Su): Many skogsnufvar can
  assume the form of wild beasts. This power is
  identical to the class ability of a 9th-level druid;
  the skogsnufva may assume the form of any
  small, medium, or large animal up to three
  times per day.
  Woodland Speech (Ex): A skogsnufva
  can communicate with any woodland creature,
  as if under the effects of speak with animals.
  This is a constant effect that requires no effort
  on the part of the fey.
  Skills: A skogsnufva receives a +10 bonus
  to Disguise checks, solely for the purpose of
  concealing her fey features (her claws,tail,and
  hollow back). In the case of her claws, this
  reflects a minor form of retraction; if she uses
  them in combat, they become obvious to all
  observers.
  Possessions: Any treasure possessed by a
  skogsnufva will be items she can wear,typical-
  ly clothing or jewelry. Skogsnufvar despise
  armor (and are not proficient in its use),though
  one could use bracers.
  Special: A skogsnufva can be summoned
  using summon nature’s ally VII;such a spirit will
  be chaotic neutral and possess the wild shape
  ability instead of fey temptress.
  What Do You Know? 
  The following skill checks can provide useful
  information about the skogsnufvar.
  Skill Check: Knowledge (nature) (DC 10),
  Bardic Knowledge (DC 15)
  Information: The skogsnufva, or wood-wife,
  is a forest spirit that appears as a beautiful
  human women.She possesses the tail of a cow
  and a hollow back, though she will hide these
  traits from observers.
  Skill Check: Knowledge (nature) (DC 15),
  Bardic Knowledge (DC 20)
  Information: Skogsnufvar are often hostile to
  travelers, especially those who harm the crea-
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  tures of the forest. A skogsnufva possesses
  superhuman strength and can tear a man
  apart. The wood-women are also known for
  their seductive powers,and anyone who sleeps
  with a skogsnufva will fall under her sway.
  Skill Check: Knowledge (nature) (DC 20),
  Bardic Knowledge (DC 25)
  Information:If one knows that conflict with a
  wood-wife is inevitable, there are precautions
  you can take.Wear your outer garments inside
  out, and chew garlic; both of these will help to
  weaken the fey spirit.
  Benefit: A character who follows these defen-
  sive precautions gains a +5 bonus to saving
  throws made against the Fey Temptress power.
  In addition, a skogsnufva suffers a -2 morale
  penalty on attack and damage rolls made
  against someone protected in this manner.
  A character with this level of knowledge
  will also know the traditional methods for pla-
  cating a wood-wife, which are similar to those
  of the leshy: a ritual offering of food upon
  entering the forest,and careful effort to respect
  the creatures of the region.
  Adventure Ideas
  • While traveling, the party stops at a rural
  inn. Any ranger or druid will note that
  the livestock are especially well cared for
  — and the most observant character
  catches a glimpse of the matron’s cow
  tail. This wood woman has managed to
  keep her true nature a secret from her
  inobservant husband for five years, and
  there’s no telling how he’ll react if the
  truth is revealed.Does the party spoil the
  relationship? And what vengeance will
  the skogsnufva seek if they do?  
  • A close friend and business associate of the
  adventurers has taken to wandering in
  the woods,and he falls under the sway of
  a skogsnufva temptress. He plans to
  move to the forest to be with his myste-
  rious beloved. Even if the party deals
  with the skogsnufva,their ally will begin
  pining away: can they find some way to
  cure this lethal love? 
  • During a journey through a vast forest, a
  woman approaches the party at dusk. A
  great evil — an aberration or fiend —
  has made its home in the region,and the
  wood woman cannot defeat it on her
  own. Should the adventurers succeed in
  cleansing the forest,the skogsnufva may
  fall in love with the most heroic PC.If she
  has the powers of a fey temptress, the
  kiss that she rewards him with may have
  unforeseen consequences for everyone
  involved!
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  The curse is a classic element of faerie tales.
  When the hag is shunned from the christening,
  she lays an inescapable curse on the child.
  When the miller steals from the witch’s garden,
  she renders his line barren. In the classic tales,
  people fear the quiet folk, and with good rea-
  son: If you cross the fey, you may suffer a pun-
  ishment that will last you the rest of your life.
  While any fey can have the power to curse,
  in practice few do. Faerie curses are represent-
  ed by three feats:Evil Eye,Fey Curse,and Death
  Curse.
  The Evil Eye is the weakest of these, and
  mimics the effects of bestow curse. The victim
  receives a saving throw to resist the effect.The
  advantage of the Evil Eye is that it can be used
  on whoever the fey wishes.If the old pixie is in
  a foul mood, he can curse the first person to
  cross his path in the morning.
  Fey Curse is far more powerful, but far
  more limited.A fey may only use this feat when
  he has actually been wronged:it is reactive,not
  proactive. Of course,“being wronged” is still in
  the eyes of the fey. The king may not see a
  missed invitation to the christening to be that
  important, but if it matters to the hag, it’s
  worth a curse.In any case,if a character treats a
  fey respectfully, peacefully and politely, he
  should remain safe from a curse.Even violence
  is acceptable, in self-defense: a leshy can’t
  attack you and then curse you because you
  fight back.But if you strike the first blow,that’s
  a different story.
  Fey curses are powerful effects.The bestow
  curse and binding spells can both be used as
  guidelines,but only as guidelines.This is a case
  where the DM should be prepared to throw the
  rules out the window and come up with some-
  thing that makes a good story.Consider the fol-
  lowing:
  • Aging: The victim ages one year at the
  start of each day.
  • Barren Touch:Any food or drink touched by
  the victim spoils. Any plants he tills die.
  Any Healing checks he makes automati-
  cally fail, and any cure spells he casts
  have a 50% chance of becoming inflict
  spells of the same level.
  • Ignominy:Anyone who comes into contact
  with the victim will forget any noble or
  valorous deeds she has done,while clear-
  ly remembering any crimes she has com-
  mitted or mistakes she has made.People
  will attribute the character’s greatest
  achievements to other people. If the
  curse is lifted,memories will return.
  • Ostracism: The victim is surrounded by an
  aura that causes all NPCs to have a hos-
  tile attitude towards him. This also
  results in a –6 penalty to the victim’s
  Charisma score,to a minimum score of 1.
  People can’t explain why they don’t like
  the victim — he just seems suspicious
  and hateful. NPCs can resist this some-
  what, but will still find the character
  strangely repellent; they may suspect
  that he has been replaced by a doppel-
  ganger or an evil twin. In addition, any
  sort of spell used to detect alignment
  will always respond with the alignment
  most hostile to the caster,and discern lies
  will always show the victim as lying.
  • Poverty: Any precious metal that the vic-
  tim touches turns to lead.
  These are just a few examples. From the
  curse of Oedipus to Sleeping Beauty, any curse
  the DM can come up with is possible.Of course,
  the power of the spirit should be consistent
  from encounter to encounter. In Irish folklore,
  the sidhe Macha lays a curse on all the men of
  Ulster after she is wronged; that’s not some-
  thing just any pixie can pull off.
  While the Evil Eye may fail,there is no sav-
  ing throw against a fey curse. After all, how
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  Fey Curses 
  
  interesting is a faerie tale if the princess just
  saves against the witch’s curse? However, spell
  resistance does apply. Most fey curses have a
  caster level of 20th. Mortals may be helpless
  before a fey curse,but gods,fiends,and magical
  creatures are not so easily bound.
  Remove Curse and Break Enchantment will
  negate the effects of the Evil Eye,but not a true
  fey curse. The only spells that can lift such a
  curse are wish and miracle. However, every
  curse has a set of circumstances that will break
  the effect.These are known to the fey who lays
  the curse, but are not chosen by her: they are
  set by the DM, and thus could be far simpler
  than the fey would like.So it’s possible that the
  curse of poverty can be broken by something as
  simple as one truly generous act, or perhaps
  the victim must go one full year without touch-
  ing gold. In the end, a fey curse serves the
  needs of the story, and the DM should choose
  the release conditions accordingly.
  Normally, leveling a curse is a standard
  action that does not provoke an attack of
  opportunity. the fey addresses the victim,
  announcing his fate. The Death Curse feat
  allows the fey to curse her killer as an immedi-
  ate action at the moment of her death.This feat
  also supercedes the self-defense rule. Even if
  the fey starts the fight, if she has Death Curse,
  you’re bound to suffer if you kill her.
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  Faerie tales are filled with examples of fey who
  fall in love with mortals. These stories often
  seem strange to the outsider: why does the
  beautiful wood woman take an interest in the
  average farmer? Why is the deep mermaid
  intrigued by the sailor when there are so many
  mermen in the sea? Some sages say that the
  draw is based on children: that the fey believe
  that they do not have true souls, and that a
  child of a mortal-fey union will be capable of a
  spiritual life the pure fey can never have.A sim-
  pler answer is that opposites attract, that the
  vibrant spark of the mortal fascinates the fey,
  and that the fey is drawn to the farmer precise-
  ly because his life is so different from her own.
  As such, a fey is more likely to take an interest
  in the human fighter or rogue than the elf wiz-
  ard or gnome illusionist; long-lived and magi-
  cal,the elf is not so different from the fey them-
  selves.
  A true marriage between fey and mortal
  — entered willingly by both parties — con-
  fers benefits on both. As long as he remains in
  the company of his fey spouse, the mortal
  inherits a fraction of her immortality: the pas-
  sage of time is reduced by 25% when deter-
  mining the effects of age, so after 20 years of
  marriage,he is only considered to have aged 15
  years. Furthermore, he receives a +3 bonus to
  all saving throws against disease.
  The fey partner draws inspiration from her
  mortal companion, as well. Due to their bond,
  she receives a +1 morale bonus to all saving
  throws and skill checks.
  These bonuses only apply to matches of
  true love.When a skogsnufva temptress claims
  a mortal as a toy,neither gain any benefit from
  the arrangement.
  Fey Marriage 
  
  One of the few things that can be relied upon
  when dealing with the fey is that nothing can
  be relied on. In one folktale, a mermaid lays a
  terrible curse on the love who spurns her. But
  not all mermaids possess such power. These
  feats provide a way to customize the fey to suit
  the needs of a particular tale.
  While these abilities are selected using
  feat slots, they vary in power and are typically
  far stronger than feats available to normal
  characters; they are a compromise between
  mortal feats and the salient powers of immor-
  tal,god-like beings.These feats should never be
  made available to non-fey,and fey player char-
  acters can only select these feats with the per-
  mission of the DM. Ultimately, these feats are
  expressions of the spirit’s magical nature.
  Craftsman’s Blessing is appropriate for the
  Quiet Folk and for sprites that live in urban
  areas, but it doesn’t make sense for a beansid-
  he or a dullahan, and shouldn’t be given to
  these creatures.A crusty old pixie may have the
  ability to lay a curse on those who bother her,
  but that makes her a fearful legend — Fey
  Curse should not be treated with the noncha-
  lance of Power Attack.
  Child of Magic [Fey]
  Your spirit is suffused with magical power, and
  as a result, you can shrug off the effects of
  many lesser spells.
  Prerequisite: Fey, one or more spell-like
  abilities.
  Benefit: A fey with this feat gains spell
  resistance equal to 10 + its hit dice and class
  levels. If the fey already possesses spell resist-
  ance,increase its innate SR by 5.
  Special: You may select this feat multiple
  times. Each time, it increases your spell resist-
  ance by 5.
  Craftsman’s Blessing [Fey]
  Folktales are filled with stories of the inhuman
  skill of fey artisans, who can squeeze the work
  of days into a single night and produce work of
  amazing quality.
  Prerequisite: Fey,5 ranks in two or more
  Craft skills.
  Benefit: This feat provides you with a
  number of benefits. You receive a +5 insight
  bonus to all Craft skill checks. Creating items
  takes only 25% of the normal time.
  You can give up these benefits for 24 hours
  in order to grant a single creature a +3 insight
  bonus on a single Craft skill check.Granting this
  gift is a standard action,and the bonus applies
  to the first Craft check the target makes in the
  24 hour period.
  Curse of the Fey [Fey]
  You have the power to level powerful curses on
  those who wrong you.
  Prerequisite: Fey.
  Benefit: You can level a fey curse
  (explained in more detail on page 28). While
  there are no specific prerequisites,this is one of
  the rarest and most powerful abilities present-
  ed here,and should be used with caution.
  Death Curse [Fey]
  If you are slain, you may lay a curse upon your
  killer.
  Prerequisite: Fey, either Curse of the Fey
  or Evil Eye.
  Benefit: When you are slain, you may
  immediately target your killer with Curse of the
  Fey or Evil Eye, whichever you possess.
  Regardless of your choice, there is no saving
  throw against this effect. People should think
  twice before going on pixie hunts!
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  Fey Feats
  
  Domestic Spirit [Fey]
  You can perform a host of minor magics that
  can make you a boon around the house — or a
  terrible pest.
  Prerequisite: Fey,Helpful Spirit.
  Benefit: You can use prestidigitation at
  will.This is a spell-like ability with a caster level
  equal to one-half the sum of your class levels +
  hit dice (minimum 1).
  Evil Eye [Fey]
  You have the power to lay minor curses on your
  enemies.
  Prerequisite: Fey.
  Benefit: You may use bestow curse once
  per day as a supernatural ability.This is a stan-
  dard action that does not provoke an attack of
  opportunity, does not require a touch attack,
  and has a range of 30 feet. The caster level is
  10th,or your character level,whichever is high-
  er.The curse can be negated with a Will saving
  throw, with a DC of 15 + your Charisma modi-
  fier.When you use this ability,you must verbal-
  ly state the nature of the curse.
  Faerie Luck [Fey]
  Fortune often favors the fey.Many of the faerie
  folk are gifted with remarkable luck — when
  things appear to be at their worst, they sud-
  denly take a turn for the better.
  Prerequisite: Fey.
  Benefit: Twice per day, you may reroll a
  die roll you have just made. You must accept
  the result, even if it is worse than the original
  roll.
  Special: You may take this feat multiple
  times.Each time,your daily allotment of rerolls
  increases by two.
  Helpful Spirit [Fey]
  You have an innate gift for assisting others.
  Prerequisite: Fey.
  Benefit: You receive a +2 bonus to the
  check whenever you attempt to Aid Another,
  either with a skill check or in battle. If you are
  successful, you provide your ally with a +3
  bonus (to an attack roll, AC, or skill check, as
  appropriate).
  Standard: The aid another action pro-
  vides a +2 bonus.
  Inhuman Performance [Fey]
  The songs and music of the faerie folk are
  beautiful and hypnotic.
  Prerequisite: Fey,5 ranks in two or more
  Perform skills.
  Benefit: You receive a +3 insight bonus
  to Perform skill checks. When using bardic
  music effects with static saving throws (such as
  suggestion and mass suggestion, but not fasci-
  nate,which bases its save on a Perform check),
  increase the DC of the saving throw by 2.
  You can give up these benefits for 24 hours
  in order to grant a single creature a +3 insight
  bonus on a single Perform skill check.Granting
  this gift is a standard action, and the bonus
  applies to the first Perform check the target
  makes in the 24 hour period.
  Inspiration [Fey]
  You have a gift for guiding the minds and
  hands of others.
  Prerequisite: Fey,Helpful Spirit.
  Benefit: Once per day you may choose to
  lend your guidance to another creature. This
  provides your target with one of the following
  benefits,which you must choose when you use
  the feat:
  •  +1 insight bonus to all skill checks
  •  +1 insight bonus on attack rolls
  •  +1 insight bonus to armor class.
  This is a supernatural mind-affecting abil-
  ity,and the effects last for 24 hours.
  Oracular Vision [Fey]
  You can have the gift of Sight, and can see
  visions of the future or advise those in need.
  Prerequisite: Fey,Wisdom 15+.
  Benefit: You can use augury once per day
  as a spell-like ability. Once per week, you can
  perform one of the following: commune, com-
  mune with nature, or legend lore. You are not
  actually communing with a specific deity —
  you are simply drawing the answers from the
  world itself. The caster level is equal to your
  combined hit dice + character levels.
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  Reality Bends [Fey]
  Faerie Luck can bring dramatic changes in for-
  tune.But sometimes reality only needs to bend
  a little to make all the difference in the world.
  Prerequisite: Fey,Faerie Luck.
  Benefit: You receive a pool of luck points
  equal to your Charisma modifier (minimum 1).
  When you have just failed an attack roll,saving
  throw, skill check, or ability check, you may
  choose to improve the roll to the minimum
  result required for success; this requires one
  luck point for each point of modification.If you
  have insufficient luck, the attempt automati-
  cally fails,but you keep your points.Your pool of
  luck points replenishes at the start of each day.
  Special: You may take this feat multiple
  times. Each time, your daily allotment of luck
  points increases by three.
  Shadow Weaver [Fey]
  Fey are renowned for their power to deceive
  and enchant their victims.
  Prerequisite: Fey,arcane spellcaster.
  Benefit: Select one of your arcane spell-
  casting classes. Add two spells to your spells
  known list.These must be illusion or enchant-
  ment spells that you are capable of casting
  based on level.You do not need a spellbook to
  prepare these spells, and the saving throw DC
  of these spells is increased by 2.
  Special: You may take this feat multiple
  times.Each time,it applies to two new spells.
  Shun Steel [Fey]
  Your spirit is suffused with magical power, and
  as a result, you can shrug off the effects of
  many lesser spells.
  Prerequisite: Fey, damage reduction
  (cold iron).
  Benefit: You gain regeneration 1. You
  cannot regenerate wounds caused by magic or
  cold iron.Furthermore,you suffer an additional
  1d6 points of damage whenever you are struck
  by a cold iron weapon. Even touching a cold
  iron object causes you to suffer 1 point of dam-
  age for each round of contact.
  Superstitious [Fey]
  You have an inherent fear of religion, and
  devout people can drive you away by invoking
  holy powers.
  Prerequisite: Fey.
  Benefit: You cannot take cleric or paladin
  levels.Furthermore,you are vulnerable to turn-
  ing attempts as if you were an undead creature.
  However,you can only be turned:you cannot be
  destroyed,commanded,or rebuked.
  Despite these drawbacks, you may select
  two additional fey feats. You must meet the
  prerequisites for any feat you take.
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SOURCE: textdata/thevault/Collections/Bestiaries/Bestiary 5/The Iconic Bestiary - Classic Fey.pdf