TEXT: 1 Monster Menagerie: Faeries oF the Fringe
  
  2 Monster Menagerie: Faeries oF the Fringe
  Foreword
  W
  elcome to Faeries of the Fringe, the 
  tenth in our Monster Menagerie line 
  of monster books. Each volume in 
  this line presents a small set of monsters tied 
  to a single theme, but spread over a range of 
  CRs. For Faeries of the Fringe that theme is 
  fey folk who dwell off the mainstream (and 
  are often tied to niche environments the way 
  more common fey are tied to trees and forests). 
  As an added bonus, author Sam Hing has put 
  together an awesome set of fey-related magic 
  items, spells, and feats to round out your 
  wicked wise women.
   
  While fey are classically considered to be 
  most dryads and fauns, perhaps knights of 
  some otherworldly Fairy Court, there are many 
  cases of spirits tied to specific locations or ideas 
  from mythology that could be considered to 
  be “fey” in rules terms. This product looks 
  at both some examples of such creatures 
  in mythology and some niches common to 
  fantasy roleplaying game campaigns, and 
  posits what kinds of faeries would be attached 
  to them. The end result is a whole new set of 
  foes ranging in power from CR 2 (the glade 
  maiden) to CR 10 (the river mother), ready to 
  force the PCs to fight, flee, or negotiate.
   
  So stay out of the fairy-rings, put some milk 
  out on the sill, and keep your cold iron handy. 
  The charnel-kin are stirring, the nightswans are 
  counting their tribute, and the river mothers 
  are always on the lookout for new husbands.
  Owen K.C. Stephens
  January 2012
  
  3 Monster Menagerie: Faeries oF the Fringe
  Monster Menagerie: Faeries oF the Fringe 3
  Charnel-Kin
  A humanoid creature darts about the headstones, its skin so 
  tight to its bones as to look nearly skeletal. It appears to be 
  dressed in clothing made from grave shrouds. Its pale eyes 
  gleam with gleeful madness.
  Charnel-Kin  CR 4
  XP 1,200
  CE Medium Fey
  Init +4; Senses darkvision 100 ft., low-light vision; 
  Perception +15
  Defense
  AC 18 touch 18, flat-footed 16 (+2 Dex, +6 
  deflection)
  hp 38 (7d6+14) 
  Fort +10, Ref +15, Will +14
  DR 5/cold iron and good
  Weakness undead kin
  Offense
  Speed 30 ft., burrow 20 ft.
  Melee touch +7 (1d4 negative energy), or sickle +7 (1d6)
  Spell-Like Abilities (CL 7)
  At will-bleed (DC 16), deathwatch, ghost sounds, mage 
  hand, prestidigitation
  3/day-cause fear (DC 17), chill touch (DC 17), death 
  knell (DC 18)
  1/day-invisibility, desecrate, control undead (DC 23)
  statistics
  Str 10, Dex 19, Con 14, Int 15, Wis 17, Cha 22
  Base Atk +3; CMB +3; CMD 17
  Feats Alertness, Skill Focus (Knowledge 
  (religion), Stealth), Weapon Finesse
  Skills Acrobatics +12, Bluff +14, Intimidate 
  +12, Knowledge (religion) +10, Perception 
  +15, Sense Motive +11, Stealth +16, Use 
  Magic Device +14
  Languages Aklo, Common, Sylvan
  SQ deathly transport, grace of the dead, kiss, 
  rotting empathy
  ecOlOgy
  Environment any land
  Organization solitary, pair
  Treasure standard
  special abilities
  Deathly Transport (Su): A charnel-kin can teleport itself 
  through objects with a strong connection with death, 
  such as grave markers or corpses. The charnel-kin simply 
  touches the object, and is transported out of an object of 
  the same type that is within 600 feet (100 feet per point 
  of the fey’s Charisma modifier). If there is not another 
  object of the same type within range, the attempt fails.
  The charnel-kin may take one other creature of 
  roughly similar size with it on its transport. The fey 
  must make a grapple check against an unwilling 
  target, who also receives a Will save, DC 19, to resist. 
  The save is Charisma-based.
  
  4 Monster Menagerie: Faeries oF the Fringe
  Grace of the Dead (Su): A charnel-kin gains its Charisma 
  modifier as an insight bonus to its saves as long as it is 
  in a graveyard, necropolis, or similar place of the dead. 
  This bonus is added into its standard stat block, above.
  Kiss (Su): As a full round action, a charnel-kin may 
  kiss a corpse, which then rises as a zombie (75%) or a 
  ghoul (25%). The fey has no special control over the 
  undead it creates (but see rotting empathy, below). It 
  may do this a number of times per day equal to 3 + its 
  Charisma modifier (normally 9, minimum of 1).
  Rotting Empathy (Su): Charnel-kin may use Bluff and 
  Intimidate against mindless undead, to attempt to get 
  the creatures to follow its commands. Non-intelligent 
  undead treat the charnel-kin as one of their own, and 
  intelligent undead tend to react favorably to the dark 
  fey. In addition, the charnel-kin can attempt to mimic 
  the supernatural abilities of any undead within 30 feet. 
  The fey makes a Knowledge (religion) check to mimic the 
  ability it chooses, with a DC of 15 + the CR of the undead 
  it wishes to mimic. If the target undead is unwilling, it 
  receives a DC 19 Will save to resist. The charnel-kin may 
  mimic only one ability at a time, although rumors persist 
  of lords of the dead that may have as many abilities as 
  they wish active. The mimicked power lasts for one hour, 
  or until the charnel-kin attempts to mimic another ability.
  Undead Kin (Ex): Charnel-kin are treated as if they 
  were undead with respect to positive and negative 
  energy and effects.
  C
  harnel-kin are dark, debased fey that are native 
  to anywhere that large amounts of creatures died 
  or were interred after death. They dislike the living, 
  rapidly becoming frustrated with the weakness of 
  living flesh and flowing blood. A charnel-kin without 
  undead companions gets depressed and violent, and 
  seeks to redress this lack as soon as safely possible. 
  Charnel-kin prefer to stay on the edges of combat, 
  directing hordes of undead. They attempt to make 
  themselves the prime target of spellcasters, trusting 
  in their enhanced saves to protect them. If they find 
  themselves on the losing end of battle, they simply 
  flee through a nearby tombstone or fallen foe, hiding 
  until the threat passes.
  Charnel-kin living in smaller rural graveyards 
  are somewhat more tolerant of the living, seeing 
  themselves as protectors of the graves, and forging 
  uneasy relationships with the grave diggers. They tend 
  to be more mischievous then destructive, although if 
  their graveyard is not treated with respect, they will 
  lead a small horde of undead into the town for revenge. 
  Cait sith 
  The features of this ebony cat-like creature seem frozen 
  into a smirk. Its face is vaguely humanoid, and its paws 
  resemble hands. A patch of fur as white as newly fallen 
  snow emblazons its chest.
  Cait Sith  CR 2
  XP 600
  CN Small Fey
  Init +9; Senses low-light vision; Perception +9
  Defense
  AC 18 touch 16, flat-footed 13 (+5 Dex, +2 natural, +1 size)
  hp 22 (4d6+8) 
  Fort +3, Ref +9, Will +5
  DR 5/cold iron
  Weakness catnip
  Offense
  Speed 30 ft., climb 20 ft.
  Melee 2 claws +3 (1d4 plus disease), and bite +3 (1d3 
  plus disease)
  Special Attacks disease
  Spell-Like Abilities (CL 4)
  At will-flare (DC 13), ghost sounds, mage hand, lullaby 
  (DC 13), prestidigitation
  3/day-entangle (DC 14), shocking grasp 
  1/day-improved invisibility
  statistics
  Str 10, Dex 20, Con 15, Int 14, Wis 13, Cha 17
  Base Atk +2; CMB +6; CMD 16
  Feats Agile Maneuvers, Improved Initiative
  Skills Acrobatics +12, Bluff +10, Climb +15, Perception +9, 
  Slight of Hand +10, Stealth +12, Use Magic Device +10
  Languages Common, Elven, Sylvan
  ecOlOgy
  Environment any land
  Organization solitary, pair
  Treasure standard
  special abilities
  Catnip (Su): A cait sith that is exposed to catnip must 
  make a DC 20 Will save or be compelled to consume it. 
  The catnip takes effect in 1d4 rounds. If the cait sith is 
  not in combat when the effect begins, it is affected by 
  confusion for 3d6 rounds. If the cait sith is in combat 
  then it is affected by rage for 2d6 rounds. No matter 
  which effect occurs, the cait sith is fatigued for an 
  hour after the effect ends. Catnip can be found in 1d6 
  
  5 Monster Menagerie: Faeries oF the Fringe
  Monster Menagerie: Faeries oF the Fringe 5
  hours in most forest environs with a DC 15 Survival 
  or Kowledge (nature) check.
  Disease (Su): A cait sith’s claws and fangs carry a 
  magical disease that affects both the body and the 
  mind, inflicting intense itching and the impression of 
  moving, leering shadows all about the victim.
  Cait sith fever-injury; save Fort DC 14; onset 1 
  minute; frequency 1/day; effect 1d3 Dex and 1d3 Wis; 
  cure 2 consecutive saves.
  C
  ait sith (or catfey) are passionate, freedom loving 
  creatures. They enjoy playing pranks, and 
  hedonistic pleasures, but when they take up a cause, 
  they throw themselves into it with every fiber of their 
  being. Generally these causes are short term affairs, 
  such as avenging a wrong done to beings that were 
  kind to the catfey, or pranking a creature that insulted 
  the catfey. Other times they take up such causes 
  helping an entire nation gain its freedom from what 
  they view as oppression.
  Combat with a cait sith is a short, violent affair, with 
  the fey attacking fiercely for a few rounds, then streaking 
  off into hiding, to await the perfect chance to attack 
  again. They will slip into camps and homes to steal 
  objects that their foes depend on, or items that simply 
  catch their eyes. Items that they can’t use themselves are 
  left as gifts on the doorsteps of those than can. 
  The white patch on every cait sith’s chest changes 
  shape to reflect its passions. A cait sith that is in love 
  may sport a white heart on its chest. If the object of its 
  affection is slain and the catfey is intent on vengeance, 
  then the patch takes the shape of a skull, dagger, 
  noose, or other such object of destruction. 
  gahonga
  This small, chiseled humanoid appears to have been born 
  from bedrock. Every part of it seems to be animated stone, 
  and the hollows at its apex suggest a scowling face. 
  Gahonga  CR 8
  XP 4,800
  N Small Fey
  Init -1; Senses low-light vision, tremorsense 50 ft.; 
  Perception +14
  Defense
  AC 25 touch 10, flat-footed 25 (-1 Dex, +15 natural, +1 
  size)
  hp 115 (10d6+80) 
  Fort +10, Ref +6, Will +9
  DR 10/cold iron
  Offense
  Speed 20 ft.
  Melee 2 slams +13 (1d10+9)
  Ranged rock +5 (1d4+10)
  Special Attacks explode rocks
  Spell-Like Abilities (CL 8)
  At will- magic stone, stone tell
  3/day-bull’s strength, stone shape 
  1/day-spike stones, stone call
  statistics
  Str 28, Dex 9, Con 24, Int 10, Wis 13, Cha 13
  Base Atk +5; CMB +15; CMD 24
  Feats Greater Bull Rush, Improved Bull Rush, 
  Improved Sunder, Power Attack, Toughness 
  
  6 Monster Menagerie: Faeries oF the Fringe
  ability far more often. They reserve their ability to 
  explode stones for numerous enemies.
  Despite appearances to the contrary, gahonga do 
  reproduce. While the two sexes are impossible for 
  other creatures to tell apart, the females give off small 
  pebbles after mating, which slowly grow into full 
  sized gahonga over the course of a decade. 
  Skills Climb+22, Knowledge (local, nature) +13, 
  Perception + 14, Sense Motive+14, Stealth +16 
  Languages Sylvan, Terran
  SQ immortality of stone
  ecOlOgy
  Environment any land
  Organization solitary, pair, quarry (5-20)
  Treasure standard
  special abilities
  Explode Rocks (Su): Once every 1d4 rounds a gahonga 
  may cause any natural rock, weighing no more then 
  10 pounds per point of its Charisma modifier, to 
  explode, affecting a 20 foot radius around it. The 
  explosion deals 3d6 points of damage per 10 
  pounds of stone to everything within the area 
  of effect. A DC 22 Reflex save halves this 
  damage. This save is Constitution-based.
  Immorality of Stone (Su): A gahonga’s 
  lifeforce is tied to a single stone, roughly 
  equal to its size, that it guards and tends 
  to, as an elf would tend a sapling. If the 
  gahonga is slain, its spirit retreats to the 
  stone, to be reborn 24 hours after its 
  “death”. The only way to permanently 
  destroy a gahonga is to destroy the 
  stone that it is tied to, which instantly 
  kills the fey. The gahonga may travel 
  no more than a mile from its stone, 
  taking 1d6 points of Constitution for each 
  hour that it is separated from the stone. 
  A gahonga killed in this way is forever 
  destroyed. 
  G
  ahonga are sturdy rock fey, inhabiting 
  large fields of stone and the sides of 
  mountains. They are stoic, taciturn, and 
  dislike intruders. Even if an outsider finds a 
  gahonga, it typically refuses to speak to them, 
  waving them off and threatening to pelt them 
  with thrown stones until they leave. They 
  have no interest in treasure, and will only 
  trade their knowledge for items that protect 
  their precious stone.
  Gahonga are brutal combatants, pulping 
  their foes with heavy fists of stone. While they 
  are capable of throwing much larger stones, 
  they tend to make use of their magic stone 
  
  7 Monster Menagerie: Faeries oF the Fringe
  Monster Menagerie: Faeries oF the Fringe 7
  glade Maiden
  A slender woman stands in the center of the glade. Her 
  features are nearly elven, and her hair is the same rich 
  green of the grass. Butterflies surround her head like a halo.
  Glade Maiden  CR 2
  XP 600
  NG Medium Fey 
  Init +3; Senses low-light vision; 
  Perception +9
  Defense
  AC 16 touch 14, flat-footed 12 (+3 
  Dex, +1 Dodge, +2 natural)
  hp 18 (4d6+4) 
  Fort +2, Ref +7, Will +6
  DR 5/cold iron 
  Weaknesses glade dependent
  Offense
  Speed 30 ft.
  Melee dagger +5 (1d4)
  Special Attacks pollen spray
  Spell-Like Abilities (CL 4)
  Constant-speak with plants
  At will-create water, entangle (DC 14), stabilize 
  3/day-calm animal (DC 14), goodberry, magic fang
  1/day-summon nature’s ally II, poison (DC 16)
  statistics
  Str 10, Dex 17, Con 12, Int 12, Wis 15, Cha 17
  Base Atk +2; CMB +2; CMD 15
  Feats Dodge, Weapon Finesse
  Skills Diplomacy +10, Handle Animal +10, Knowledge 
  (nature) +8, Perception +9, Sense Motive +9, Stealth 
  +10, Survival +9
  Languages Common, Sylvan; speak with plants
  SQ create nectar, sanctuary
  ecOlOgy
  Environment warm woodlands
  Organization solitary, pair, or gathering (4-10)
  Treasure standard
  special abilities
  Create Nectar (Su): Three times per day (once per day 
  per point of Charisma modifier) a glade maiden may 
  cause flowers in her woodland to produce a thick 
  nectar. This nectar may act as a potion created from 
  the druid or ranger spell lists.
  Glade Dependent (Su): A glade maiden is mystically 
  bonded with her clearing, and may never stray more 
  than 300 yards from it. If she moves past this range, she 
  immediately becomes sickened. Every hour thereafter, she 
  must make a DC 15 Fortitude save or become nauseated. 
  A glade maiden that is out of her glade for more than 24 
  hours takes 1d6 Constitution damage a day. The glade 
  maiden may bond with a new glade by performing a 24-
  hour ritual and making a DC 20 Will save.
  Pollen Spray (Su): Glade maidens can produce a thick 
  cloud of hallucinogenic pollen once every 1d4 rounds. 
  This cloud lasts for one round, and affects a 30 foot area 
  around the fey. Creatures within the cloud must make 
  a DC 15 Fortitude save or be confused for 1d4 rounds.
  Sanctuary (Sp): A glade maiden within her glade is under 
  a constant CL 10 sanctuary effect. If dispelled, she may 
  reinstate the effect as a free action on her next turn.
  
  8 Monster Menagerie: Faeries oF the Fringe
  C
  losely related to dryads, glade maidens guard 
  small natural open fields and forest clearings. 
  They are peace loving creatures that act as way 
  stations for good aligned rangers, druids, and fey. 
  They attempt to make peace with all but the most evil 
  of invaders, and have a small army of allies that will 
  battle creatures that would bring them harm.
  Glade maidens depend on their pollen and 
  sanctuary abilities to end combat. They fight to the 
  best of their abilities to defend their home, but prefer 
  to rely on their more powerful allies, granting healing 
  and aid as they can. Glade maidens forbid violence 
  within their glade, and demand allies not initiate such 
  events. As a result, evil forces sometimes use such 
  glades as places of sanctuary. However, if a foe brings 
  violence into a glade, the glade maiden aids allies that 
  fight against it.
  A glade maiden openly welcomes even normally 
  shunned creatures such as orcs into their glade, as long 
  as the creatures refrain from violence. The fey will 
  pass along information about such beings’ activities 
  to their allies if they see need to do so. In times of war, 
  their glades act as field hospitals where the wounded 
  come for both physical and emotional healing. 
  night swan
  The jet black swan cruises slowly in through the water, its 
  eyes burning pinpricks of red light.
  Night Swan  CR 6
  XP 1,600
  NE Small fey
  Init +7; Senses dark vision 60 ft.; Perception +9
  Defense
  AC 22; touch 18, flat-footed 15 (+7 Dex, +4 natural, +1 
  size)
  hp 46 (4d8+28) 
  Fort +8, Ref +8, Will +6
  DR 5/silver
  Weakness Undead kin
  Offense
  Speed 20 ft.; fly 30 ft. (average); swim 30 ft.
  Melee bite+11 (1d4 plus energy drain), 2 wings +6 
  (1d4 plus energy drain)
  Special Attacks energy drain (1 level, DC 17)
  Spell-like Abilities (CL 4)
  3/day-confusion (DC 19), touch of idiocy (DC 17)
  2/day-animate dead, major image (DC 18), shadow 
  conjuration (DC 19), summon swarm 
  1/day-enervation (DC 19), shadow evocation (DC 20)
  
  9 Monster Menagerie: Faeries oF the Fringe
  Monster Menagerie: Faeries oF the Fringe 9
  statistics
  Str 10, Dex 24, Con -, Int 15, Wis 15, Cha 21
  Base Atk +3; CMB +10; CMD 20
  Feats Agile Maneuvers, Weapon Finesse
  Skills Acrobatics +11, Fly +16, Intimidate +14, 
  Knowledge (Religion) +9, Perception +9, Stealth +18
  Languages Common, Elven, Sylvan
  SQ control waterfowl, shadowform
  ecOlOgy
  Environment any freshwater
  Organization solitary, pair
  Treasure standard
  special abilities
  Control Waterfowl (Su): Any standard waterfowl within 
  the night swan’s line of sight are treated as if under a 
  charm animal effect.
  Undead Kin (Ex): Charnel-kin are treated as if they 
  were undead with respect to positive and negative 
  energy and effects.
  Shadowform (Su): A night swan may become an 
  incorporeal shadow for 1 round per point of Charisma 
  modifier, once per day. It loses its natural armor 
  bonus, but gains a deflection bonus of +5 to its AC. 
  Alternatively, the night swan may use this ability to 
  shadow walk once per day as per the spell.
  D
  arkly majestic, night swans are believed to 
  be undead fey. They lord over the waterways 
  on which they dwell, demanding tribute from 
  any intelligent creatures that they allow to dwell 
  nearby. Night swans have a deep hatred for their 
  former race, and will attack even the most dark-
  hearted fey on sight.
  Night swans observe intruders in their domain 
  for as long as they can before attacking. They will 
  use flocks of ducks or other waterfowl to blind and 
  confuse foes that outmatch them. 
  Nightswans often grow rich utilizing their control 
  over mundane waterfowl. Hunters quickly learn to 
  leave offerings to the “spirit of the lake” in exchange 
  for good hunting. The night swans use their treasures 
  to trade for services, bribe powerful monsters, or 
  simply for their own pleasure.
  river Mother
  This creature is a beautiful woman from the hips up, with 
  the body of a massive anaconda below. Her unblinking eyes 
  are as golden as a serpent’s.
  River Mother  CR 10
  XP 9,600
  NE Huge Fey
  Init +4; Senses low-light vision, scent; Perception +18
  Defense
  AC 22, touch 8, flat-footed 22 (+14 natural, -2 size)
  hp 133 (14d6+84) 
  Fort +12, Ref +9, Will +12
  DR 15/cold iron
  Offense
  Speed 20 ft., climb 20 ft., swim 30 ft.
  Melee spear +16 (1d6+11), slam +11 (2d6+6 plus grab)
  Ranged shortbow +5 (1d6)
  Special Attacks constrict (2d6+11), coils of doom, drown
  Spell-Like Abilities (CL 14)
  At will-dancing lights, daze (DC 15), detect magic, entangle 
  (DC 16), flare (DC 15), ghost sound, lullaby (DC 15)
  3/day-charm person (DC 16), fog cloud, sleep (DC 16)
  2/day-aqueous orb* (DC 18), hydraulic torrent* (DC 
  18), whispering wind
  1/day-cloudkill (DC 20), control water, divination, 
  insect plague 
  *spell featured in Advanced Player’s Guide
  statistics
  Str 32, Dex 11, Con 22, Int 15, Wis 17, Cha 21
  Base Atk +7; CMB +18 (+23 grapple); CMD 26
  Feats Great Fortitude, Greater Grapple, Improved 
  Grapple, Improved Initiative, Lunge, Power Attack, 
  Skill Focus (Stealth), Vital Strike
  Skills Bluff +19, Climb +32, Knowledge (nature) +15, 
  Perception +18 , Sense Motive +18, Stealth +8 (+18 in 
  swamps or underwater), Swim +32, Use Magic Device 
  +19; racial modifiers: +10 Stealth in swamps or underwater
  Languages Aquan, Common, Draconic, Sylvan
  SQ coils of matrimony, hold breath, undersized weapons
  ecOlOgy
  Environment tropical swamps
  Organization solitary
  Treasure double standard
  
  10 Monster Menagerie: Faeries oF the Fringe
  special abilities
  Coils of Doom (Ex): A river mother is not considered 
  grappled when she initiates a grapple with a creature of 
  her size or less. She may grapple one Huge creature, two 
  Large creatures, four Medium creatures, or eight Tiny or 
  smaller creatures at once. Though she can only initiate a 
  single grapple each round, she may maintain grapples 
  with all creatures in her coils as a move action each round.
  Coils of Matrimony (Sp): A river mother may take any 
  male humanoid or monstrous humanoid that it kills 
  in its coils as its husband. This allows the fey to use a 
  specific set of spell-like abilities on her victim. She may 
  cast breath of life on her husband at will, as long as he 
  reaches 0 hit points due to her constriction. She may 
  also cast heroism, locate creature, and whispering wind 
  on her husband at will. Once returned to life by the 
  initial casting of breath of life, the victim is in the river 
  mother’s thrall. He fears her, even hates her, but cannot 
  disobey her orders or betray her. This effect continues 
  until the victim dies or the river mother chooses another 
  husband. For purposes of dispelling and similar efforts 
  by other creatures treat this as a charm monster spell, 
  with a caster level equal to the river mother’s HD.
  Drown (Ex): In even just a foot of water, as a free action 
  a river mother can hold creatures trapped in her coils 
  under water while constricting, causing them to start 
  making Constitution checks per the suffocation and 
  drowning rules in the Pathfinder Core Rulebook. The 
  target must make a successful grapple check against 
  the river mother to reach the surface and take a breath. 
  The river mother may reattempt to drown her victim 
  with her next grapple check.
  Hold Breath (Ex): A river mother can hold its breath 
  for 88 rounds (4 times its Constitution score) before it 
  risks drowning.
  Undersized Weapons (Ex): Although a river mother 
  is Huge, its upper torso is the same size as that of a 
  Medium humanoid. As a result, river mothers wield 
  weapons as if they were two sizes smaller than their 
  actual size (Medium for most river mothers).
  R
  iver mothers are dark nature spirits, worshiped 
  as divinities by the cultures that they live near. 
  They are vain and selfish creatures, caring mostly 
  about themselves and the health of their chosen river. 
  They hate any civilization more advanced than simple 
  tribal society, partly because of the destruction more 
  advanced cultures cause, and partly because they are 
  not viewed with the same religious dread as they are 
  by more primitive peoples. They sometimes perform 
  favors or grant divinations, but the price is high.
  River mothers enjoy combat as long as there is 
  little real risk to their well being. They fight with 
  their latest husband at their side, ready to snatch him 
  away into her coils if necessary, killing him and then 
  returning his life. River mothers always fight in or 
  next to water if they can, both to use their ability to 
  drown their foes and to allow for a rapid escape.
  River mothers require a humanoid or monstrous 
  humanoid to reproduce. They continually mock and 
  degrade their “husbands”, knowing that they are in 
  complete control. A river mother is always on the look 
  out for a more charismatic or interesting husband, 
  usually slaying their former paramour before taking 
  the new one into her grip.
  Despite their evil nature, river mothers will ally 
  with nearly anyone to protect and save their river 
  system. This sometimes leads them to working with 
  heroes against threats too great for either party to 
  handle alone. Of course, once the threat is defeated, 
  she will turn on her allies if she can.
  
  11 Monster Menagerie: Faeries oF the Fringe
  Monster Menagerie: Faeries oF the Fringe 11
  waterbaby
  This strange creature possesses the body of a human infant 
  from the waist up, and a weedy sea dragons body in place 
  of its legs. Its skin is blue-green, and its eyes glow a pale 
  green.
  Waterbaby  CR 3
  XP 800
  CN Small Fey (aquatic)
  Init +3; Senses low-light vision; Perception +10
  Defense
  AC 17 touch 15, flat-footed 13 (+3 Dex, +1 Dodge, +2 
  natural, +1 size)
  hp 33 (6d6+12) 
  Fort +4, Ref +10, Will +7
  DR 5/cold iron 
  Offense
  Speed swim 30 ft.
  Melee bite +5 (1d4)
  Special Attacks maddening cry
  Spell-Like Abilities (CL 6)
  At will-bleed (DC 13), ray of frost
  3/day-charm animal (DC 14), mirror image
  1/day-bull’s strength, dispel magic, transport 
  via plants
  statistics
  Str 10, Dex 16, Con 15, Int 8, Wis 15, Cha 17
  Base Atk +2; CMB +2; CMD 15
  Feats Dodge, Lightning Reflexes, Weapon Finesse
  Skills Acrobatics +11, Knowledge (nature) +7, 
  Perception +10, Sense Motive +10, Stealth +15, 
  Swim +16
  Languages Aquan
  SQ kelp control
  ecOlOgy
  Environment any aquatic
  Organization solitary, swarm (4-18)
  Treasure standard
  special abilities
  Kelp Control (Su): Waterbabies can control kelp and 
  other forms of seaweed. In watery environments that 
  include such materials, as a standard action they can 
  give themselves or another creature a +5 circumstance 
  bonus to a Stealth check, grant themselves a +1 
  circumstance bonus to its AC, or cause the sea flora to 
  act as an entangle, with a CL of 6.
  Maddening Cry (Su): A waterbaby’s cries pierce the 
  brain of nearby creatures, driving them into a rage. 
  All creatures within 30 feet must make a DC 16 
  Will save or attack the nearest creature other then a 
  waterbaby. This maddened state lasts for 1d6, with 
  those affected receiving a new save to end it each 
  round. A waterbaby may use this ability 3 times per 
  day. The save DC is Charisma-based.
  W
  aterbabies are simple fey that view the world 
  as something that exists for their entertainment. 
  They lurk in thick beds of seaweed, waiting for creatures 
  to pass and fall victim to their cries. More powerful 
  aquatic monsters often develop relationships with 
  waterbabies and invite them to dwell near the monster’s 
  
  12 Monster Menagerie: Faeries oF the Fringe
  lair, so the playful fey can unknowingly act as guards 
  and alarms. They are useful sources of information, if 
  they can somehow be kept focused on the topic at hand 
  and not distracted by every passing fish.
  Waterbabies flee combat if they can, although they 
  can bite weakly if pressed. They prefer to use their 
  cries to cause local marine life to attack their foes, and 
  their foes to turn on each other. The height of fun for 
  these fey is when packs of sharks rip humanoids to 
  pieces while they watch.
  Waterbabies sometimes find themselves snared in 
  the nets or hooks of fishermen, due to their curiosity in 
  the foreign items. A waterbaby pulled from the water 
  panics, thrashing about and using its maddening cry 
  while fighting desperately to escape. Fishing boats 
  that are found free-floating, with the crew all dead 
  at their own hands, are generally the handiwork of a 
  captured waterbaby. 
  Fey MagiC iteMs
  Many fey create magic items, or buy fey-specific magic 
  items from fey spellcasters. A fey item frequently fails 
  to properly work in the hands of mortals, and when it 
  does work it has a nasty tendency to work improperly, 
  targeting its wielder and her allies. (In game terms, 
  add a +5 or greater to the DC of Use Magic Device rolls 
  to use fey created items. At the GM’s discretion, the 
  item may strike the user or a nearby ally on a roll of a 
  natural 1, or some similar effect.) Some fey creations 
  simply fall to pieces, becoming a pile of dried leaves 
  or shattered bones. Items that the fey creatures gift to 
  mortals in earnest never have these issues.
  Arrow Beetles
  Aura minor enchantment CL 6th
  Slot none; Price 50 gp Weight -
  Description
  Arrow beetles are living beetles raised 
  and enchanted to act as living arrowheads. 
  They cling to the end of an arrow on 
  command, taking the place of a normal 
  arrowhead. Each beetle counts as a +1 
  silvered arrow. An arrow armed with an 
  arrow beetle is destroyed 50% of the time 
  when it strikes its target. If the arrow misses, 
  or is not destroyed, the beetle simply flies 
  back to its owner at a speed of 30 at the end 
  of the round. Fey often display headless, “unfinished” 
  arrows to show that they are unarmed, while a horde 
  of arrow beetles lie in wait at the bottom of their quiver. 
  Construction
  Requirements Craft Magic Arms and Armor, keen 
  edge; Cost 10 gp
  Caledfwlh
  Aura moderate abjuration; CL 8th
  Slot none; Price 38,000 gp; Weight 2 lbs
  Description
  This +1 shortsword is decorated with etchings of 
  complex knotwork and fey runes. When used against 
  a target that has any spells upon them that grant them 
  bonuses to hit rolls or weapon damage, an armor class 
  bonus, or ability score bonus, it acts as a bane weapon 
  against that creature. In addition, three times per day 
  it can affect a creature it successfully hits with the 
  targeted function of the dispel magic spell as a swift 
  action. Rather than use the item’s caster level, the 
  dispel check is 1d20 + the wielder’s base attack bonus.
  Construction
  Requirements Craft Magic Arms and Armor, greater 
  dispel magic; Cost 19,155 gp
  
  13 Monster Menagerie: Faeries oF the Fringe
  Monster Menagerie: Faeries oF the Fringe 13
  Nathair
  Aura moderate evocation CL 7th
  Slot none; Price 5,000 gp Weight 3 lbs
  Description
  A nathair is a thick rope created from strands of 
  woven metal, often in the image of strands of ivy or 
  thorn covered vines. A nathair acts as an exotic double 
  weapon, although it cannot be used two handed, 
  dealing 1d4 (Small) or 1d6 (Medium) damage. The user 
  uses her Charisma modifier in place of her Strength 
  modifier to attacks and damage with a nathair, as it is 
  guided by force of will. As such, combat feats with a 
  Str or Dex prerequisite (such as Power Attack) cannot 
  be applied to a nathair. 
  A nathair wraps around the shoulders and arms of 
  the user, with a knotted head dangling from a length 
  of the metal rope at the end of each arm. The magic 
  weapon lashes out at the wielder’s enemies, acting like 
  a normal double weapon. If the user chooses, he may 
  attack with a single head, and gain 10 foot reach to the 
  attack. While most nathair end in fist-shaped knots 
  and deal bludgeoning damage, some 15% instead have 
  flower-shaped blades at each end and deal slashing 
  damage. A typical nathair is 15 feet long.
  Construction
  Requirements Craft Magic Arms and Armor, Cost 
  2,500 gp
  Fey Feats 
  The following feats are native to the fey, and 
  wielders of nathairs.
  bless suppliCants
  You can reward those that leave you offerings.
  Prerequisites: Fey.
  Benefit: Once per day you can affect a group of 
  up to 6 creatures that have left you an offering that 
  you appreciate (something you value or can use) with 
  a blessing, as per the bless spell. The range to the 
  creatures does not matter, as long as they are on the 
  same plane. While the blessing has only a 1-minute 
  duration, this duration does not begin until one of 
  the blessed creatures makes either an attack roll or a 
  saving throw against a fear effect.
  Channeled glaMor
  You can focus your supernatural essence.
  Prerequisites: Fey, natural deflection bonus to AC.
  Benefit: You have learned to use your glamor 
  for more then defense. You may take points of your 
  deflection bonus (normally a natural deflection 
  bonus, but a bonus gained from any source can be 
  used) up to your maximum bonus, and use them 
  to fuel an invisible energy field that damages foes 
  that successfully hit you, dealing 1d4 points of force 
  damage per point of your deflection bonus used. You 
  may reallocate the points at the beginning of your 
  turn each round as a free action.
  Coils oF the nathair
  Your control over your nathair allows you to loop 
  it around foes, dragging them to their knees.
  Prerequisites: 
  Exotic 
  Weapon 
  Proficiency 
  (nathairs), Cha 15.
  Benefit: You gain the ability to make trip attacks 
  with a +4 bonus with your nathair. In addition, you 
  can perform grapples against targets up to one size 
  larger then yourself with your nathair, with a +4 
  bonus to your CMB.
  oddborn
  Iron holds no fear for you.
  Prerequisites: DR/cold iron.
  Benefit: You were born different from other fey. 
  Cold iron has no special effect on you; instead some 
  other material bypasses your damage reduction. 
  Typically this material is silver, wood, or natural 
  weapons, but the material is almost always fairly 
  common.
  nathair deFense 
  The loops and coils of your nathair defend your 
  body, even as it damages your foes.
  Prerequisites: Exotic Weapon Proficiency (nathairs).
  Benefit: While wielding a nathair, at the beginning 
  of your round you may take a -1 to your attack rolls to 
  gain a +1 to your AC. At 8th level this bonus goes up 
  to +2. At 15th level this bonus goes up to +3. The effect 
  of this feat lasts until the beginning of your next turn.
  nathair spellstriKe 
  Your nathair can channel your touch spells.
  Prerequisites: Caster level 1st, Exotic Weapon 
  Proficiency (nathairs).
  Benefit: You can use your nathair to deliver the 
  effects of your touch ranged spells in place of its 
  normal damage. You may make a single attack roll 
  as part of casting one touch range spell with a casting 
  time of 1 standard action or less when using this feat.
  
  14 Monster Menagerie: Faeries oF the Fringe
  Fey spells
  Fey are innately magical creatures, and there are 
  countless spells unique to them. For many fey, creating 
  new magic is less the product of intense research, and 
  more the usage of passionate imagination.
  Fang Call
  School conjuration; Level cleric 3, druid 2, sorcerer/
  wizard 3, witch 2
  Casting Time 1 standard action
  Components V, S, M
  Range touch
  Target one tooth
  Duration special 
  Saving Throw none; Spell Resistance no
   
  You enchant the tooth of a creature so that, 
  with the proper command word, it summons a 
  creature of that type into being. The creature 
  summoned can have no more than 2 HD per 
  caster level, unless you struck a killing 
  blow against the creature that the tooth 
  belonged to; in that case you summon 
  a creature of HD equal to the original 
  owner of the tooth. If the tooth is that 
  of a creature that possesses class levels 
  in place of racial hit dice a creature of 
  the same class as the tooth’s original 
  owner appears. The creature appears 
  with whatever equipment is standard for 
  its race or class, and this equipment fades 
  away if removed from the creature for more 
  than one minute. The summoned creature 
  serves the speaker of the command word to 
  the best of its ability. The creature remains in 
  existence for 1 day per caster level, at the end 
  of which time it fades away into nothingness. 
  If slain, it is also dispelled. An enchanted tooth 
  remains usable until it is destroyed, or its command 
  word is spoken.
  razor birds
  School evocation; Level druid 3, sorcerer/wizard 
  3, witch 3
  Casting Time 1 standard action
  Components V, S, M (raptor feather)
  Range medium (100 ft. + 10 ft./level)
  Effect 10 foot cloud of quasi-real birds
  Duration 1 round/2 levels
  Saving Throw Reflex half; Spell Resistance yes
   
  You create a cloud of quasi-real birds that you 
  direct around the battlefield. The birds move 50 feet 
  per round, and damage each creature whose square 
  that they move through. Directing the birds is a move 
  action at the beginning of your round. The birds deal 
  1d6 points slashing of damage per two levels, with 
  a Reflex save for half damage. The birds continually 
  caw and scream loudly, imparting a -3 to all hearing 
  based Perception checks to those within 30 feet. 
  
  15 Monster Menagerie: Faeries oF the Fringe
  Monster Menagerie: Faeries oF the Fringe 15
  go rogue!
  Credits
  Designer:
  Sam Hing
  Developer:
  Owen K.C. Stephens
  Proofreader:
  Jeremy Miller
  Cover Art:
  Poserart
  Interior Art:
  Jacob E. Blackmon, Poserart
  Graphic Design and Typesetting:
  Hyrum Savage and Lj Stephens
  Produced by:
  Rogue Genius Games
  www.roguegeniusgames.com
  Contents Copyright ©2012 Rogue Genius Games
  For more information about Rogue Genius Games, and our upcoming 
  products, follow us on  
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  Twitter: Owen: @Owen_Stephens
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  Published Under the SRD, OGL, and d20 (v 3) License ©2000, 
  Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires  
  the Pathefinder Roleplaying Game from Paizo Publishing, LLC.  
  See http://Paizo.com/PathfinderRPG for more information 
  on the Pathfinder Roleplaying Game.  
  Paizo Publishing, LLC does not guarantee compatibility, 
  and does not endorse this product.
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  DECLARATION OF OPEN CONTENT:
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Reference Document. Copyright 2011, Paizo Publishing, LLC; Author: Paizo Publishing, 
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  James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick 
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  Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Monster Menagerie: Faeries of the Fringe. Copyright 2013, Rogue Genius Games, LLC; Author: Sam 
  Hing.
  
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