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  Fey Folio 
  The Unseelie Court 
   
   
   
  ALP-FFP01: 
  Roleplaying Game Supplement 
  A monster supplement for use with the 4TH EDITION DUNGEONS & DRAGONS© Game 
  Written by Matthew Cicci 
  
   
   
   
   
   
   
   
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  !
   
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  Author 
   Matthew Cicci 
   
  Interior Illustrator  
  Vasilis Zikos 
   
  Cover Artists 
  Emily Kubisz 
  Vasilis Zikos 
   
   
   
   
   
  Editors 
  Paul Klein 
  Emily Kubisz 
  Stephanie D. Kubisz 
   
  Rules Consultant 
  Michael Lenahan 
   
  Layout & Design 
  Tim Adams 
   
  Special Thanks to: 
  Ofelia J. Kubisz  
  Jim Clunie 
  !
   
   
   
  Fey Folio © 2010 Matthew Cicci & Alluria Pushing. All rights reserved. 
   
  DUNGEONS  &  DRAGONS,  the  DUNGEONS  &  DRAGONS  Compatibility  Logo,  D&D, PLAYER’S  HANDBOOK,  
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  ADVENTURER’S  VAULT  are trademarks  of Wizards  of  the Coast  in  the USA  and  other  countries  and  are  used with 
  permission. Certain materials, including 4E References in this publication, D&D core rules mechanics,  and  all  D&D  characters  and  
  their  distinctive  likenesses,  are  property  of Wizards of  the Coast, and are used with permission under  the Dungeons & Dragons 4th 
  Edition Game System License.  All 4E References are listed in the 4E System Reference Document, available at 
  www.wizards.com/d20.  
    
   DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by Rob Heinsoo, Andy Collins, and James Wyatt; 
  DUNGEON MASTER’S GUIDE, written by James Wyatt; and MONSTER MANUAL, written by Mike Mearls, Stephen Schubert and 
  James Wyatt; PLAYER’S HANDBOOK 2, written by Jeremy Crawford, Mike Mearls, and James Wyatt; MONSTER  MANUAL  2,  
  written  by  Rob  Heinsoo,  and  Chris  Sims;  Adventurer’s  Vault, written by Logan Bonner, Eytan Bernstein, and Chris Sims.  © 
  2008, 2009 Wizards of the Coast.  All rights reserved.  
   
  VISIT OUR WEBSITE AT WWW.ALLURIAPUBLISHING.COM 
  !
   
  CCCrrreeedddiiitttsss   
  Special Thanks to: 
  Ofelia J. Kubisz 
  Jim Clunie 
  Team Draconis 
   
  
   
   
   
   
   
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  The Unseelie Court: Introduction 
   
   
   
   
   
   
  4 
  Section 1— A Gallery of Fey 
   
   
   
   
   
   
   
  5 
  Dullahan 
   
   
   
   
   
   
   
   
   
  5 
  Erlking 
   
   
   
   
   
   
   
   
   
  7 
  Fachen 
   
   
   
   
   
   
   
   
   
  8 
  Jack-in-Irons  
   
   
   
   
   
   
   
   
  10 
  Kapre  
   
   
   
   
   
   
   
   
   
  12 
  Nightshade  
   
   
   
   
   
   
   
   
  13 
  Rarog  
   
   
   
   
   
   
   
   
   
  14 
  Sidhe  
   
   
   
   
   
   
   
   
   
  16 
  Spriggan 
   
   
   
   
   
   
   
   
   
  18 
  Spring-Heel Jack 
   
   
   
   
   
   
   
   
  20 
  Sylph  
   
   
   
   
   
   
   
   
   
  21 
  Vodnik 
   
   
   
   
   
   
   
   
   
  22 
  Yallery 
   
   
   
   
   
   
   
   
   
  23 
  Section 2— GM’s Reference 
   
   
   
   
   
   
   
  24 
  Section 3— Magic Items  
   
   
   
   
   
   
   
  26 
   
   
   
   
   
   
   
   
   
   
   
  Level 
  Name 
  Type 
  Elite 
  Leader 
  Minion 
  Solo  
  Page 
  2 
  Sylph 
  Controller 
   
   
   
   
  21 
  3 
  Vodnik, Gremlin 
  Lurker 
   
   
   
   
  22 
  4 
  Erlking 
  Lurker 
   
   
   
   
  7 
  5 
  Nightshade, Jumper 
  Skirmisher 
   
   
   
   
  13 
  5 
  Vodnik, Bog Troll 
  Brute 
   
   
   
   
  22 
  6 
  Nightshade, Archer 
  Artillery 
   
   
   
   
  14 
  6 
  Spriggan, Runt 
  Soldier 
   
   
  � 
   
  18 
  7 
  Spriggan, Savage 
  Brute 
   
   
   
   
  18 
  7 
  Yallery 
  Controller 
   
   
   
  � 
  23 
  8 
  Spriggan, Storm Rager 
  Artillery 
   
   
   
   
  18 
  9 
  Kapre 
  Lurker 
   
   
   
   
  12 
  9 
  Spring-Heel Jack 
  Skirmisher 
  � 
   
   
   
  20 
  10 
  Sidhe, Lean 
  Controller 
  � 
   
   
   
  16 
  13 
  Dullahan, Darkmare 
  Brute 
   
   
   
   
  5 
  13 
  Dullahan, Dreadlash 
  Controller 
   
   
   
   
  5 
  14 
  Fauchen, Razorchin 
  Soldier 
   
   
   
   
  8 
  15 
  Dullahan, Fearknight 
  Soldier 
   
  � 
   
   
  6 
  15 
  Fauchen, Stone Shaman  
  Artillery 
   
  � 
   
   
  8 
  16 
  Sidhe, Bean 
  Artillery 
  � 
   
   
   
  16 
  23 
  Rarog 
  Skirmisher 
  � 
   
   
   
  14 
  32 
  Jack-in-Irons 
  Soldier 
   
   
   
  � 
  10 
  CCCooonnnttteeennntttsss   
  FFFeeeyyy   bbbyyy   LLLeeevvveeelll   
  
   
   
   
   
   
   
   
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  TTTHHHEEE   UUUNNNSSSEEEEEELLLIIIEEE   CCCOOOUUURRRTTT   
   
  More than just stories . . . 
  Dragons roar, scour their enemies with elemental blasts, and crush bones 
  beneath their muscled, reptilian heels. The undead drain the very life from 
  the living, either by touch, by bite, or by arcane means. Goblins constantly 
  harass the good folks of the world; they spring forth from caves and dark 
  forests, their poorly kept and rusted weapons thirsting for chaos, blood, and 
  war. Aberrant beings, alien in shape and thought, inspire madness with their 
  mere presence. Giants stalk the land in defiance of the gods and angels that 
  look down upon it. 
   
  And yet for all the rage and horror of these monstrosities there is an 
  equally ominous, yet infinitely more subtle, threat to mankind – the fey. 
  Creatures of story and legend, fey monsters are meant to terrorize children 
  into eating their beets and going to sleep, but every village elder, every elf, 
  every druid, and huntsman knows the truth. These stories, tales of vicious 
  spriggans and alluring sidhes, spring from a well of truth. 
   
  Fey are embodiments of emotion, and wicked fey are cruelty, lust, anger, 
  and mischief given form. From the frightening dullahan dreadknights to the 
  malicious vodnik bog troll, these pages offer forth the most dangerous the fey 
  realm has to offer – not the mindless beasts or wild spirits, but the cunning 
  and cruel twisted fey, the members of the Unseelie Court. 
   
   
  
   
   
   
   
   
  5 
   
   
   
  *Referenced creatures that are not found in this Fey 
  Folio are detailed in the D&D 4E MONSTER MANUAL. 
   
  Dullahan 
  Dark armor and cruel weapons, a leering face etched 
  into a thick shield, a tall, imposing figure with no head 
  galloping madly forward on a mare as black as pitch -- 
  this frightful combination is the dullahan. Dullahan 
  are fearsome knights of the fey realm who, through 
  twisted rituals, have placed their souls in their armor 
  and weapons. They are warmongering, aggressive, 
  and take particular delight in terrorizing mortals. 
  These bloodthirsty fey have inspired many 
  tales of headless horsemen and undying knights. One 
  glimpse at their midnight black armor and the 
  sneering visage of their shield, and it is easy to see 
  why. 
   
  Dark Mare 
  Level 13 Brute 
  Large fey magical beast 
  XP 800 
  Initiative +9 
        Senses Perception +7; darkvision 
  HP 158; Bloodied 79 
  AC 25; Fortitude 26; Reflex 26; Will 23 
  Immune fear 
  Speed 8  
  m Kick (standard; at-will)  
  +16 vs. AC; 3d6 + 6 damage and the target is pushed 1 square. 
  M Trample (standard; at-will)  
  The dark mare can move up to its speed and enter enemies’     
  spaces. This movement provokes opportunity attacks, and the  
  dark mare must end its move in an unoccupied space. When it  
  enters an enemy’s space, the warhorse makes a trample attack;  
  +14 vs. Reflex; 1d10 + 8 damage, and the target is knocked  
  prone 
  M Twilight Charge (standard; encounter) � Teleportation 
  The dark mare teleports at least 4 squares and up to 8 squares  
  and makes the following attack: 
  +14 vs. Fortitude; 4d8 + 6 damage and the target is pushed 3  
  and knocked prone. 
   Fearsome Beast (when mounted by a friendly rider of 13th level  
       or higher) � Mount 
  Any time the rider scores a critical hit, the dark mare may make  
  a kick attack as a free action against the same target. 
  Alignment Evil 
  Languages — 
  Skills Athletics +16, Endurance +15 
  Str 21 (+11) 
  Dex 16 (+9) 
  Wis 12 (+7) 
  Con 18 (+10) 
  Int 5 (+3) 
  Cha 15 (+8) 
   
  TACTICS 
  Dark mares are loyal pets to their dullahan riders and 
  their tactics vary according to their master’s whim.  
   
   
   
   
   
   
   
   
   
   
   
  Where they excel is in charging headlong into combat. 
  Dark mares attempt to enter combat with twilight  
  charge. Trample allows them mobility to sprint over the 
  battlefield inflicting damage where their rider 
  commands. 
   
  Dullahan Dreadlash 
  Level 13 Controller 
  Medium fey humanoid 
  XP 800 
  Initiative +11 
      Senses Perception +9; darkvision 
  HP 127; Bloodied 63 
  AC 27; Fortitude 24; Reflex 27; Will 25 
  Immune fear 
  Speed 6  
  m Bone-barbed Whip (standard; at-will) � Weapon 
  Reach 3; +17 vs. Reflex; 1d10 + 6 damage and the target is  
  grabbed. This attack is not useable while an enemy is grabbed. 
  M Nightmare Lash (standard; at-will) � Fear, Psychic, Weapon 
  Target must be grabbed by the dreadlash; +17 vs. Fortitude;   
  and Will (one roll against both defenses); 2d8 + 6 psychic  
  damage and the target is weakened until the end of its next turn  
  if the attack hits the target's Will; the target is pulled 2 squares if 
  the attack hits the target's fortitude. 
  M Horrifying Bite (minor; recharge 456) � Fear, Weapon 
  The face on the shield bites out viciously. 
  +18 vs. AC; 1d10 + 6 damage and ongoing 5 damage (save  
  ends). Any ally that starts its turn next to this target before it has 
  saved is weakened (save ends). 
  C Frenzied Lashing (standard; encounter) � Weapon 
  Close burst 3; +17 vs. Reflex; 2d8 + 6 damage and the target is  
  knocked prone. 
   Threatening Reach  
  The dreadlash can make opportunity attacks against all enemies 
  within its reach (3 squares). 
  Alignment Evil 
  Languages Elven 
  Skills Stealth +16 
  Str 13 (+7) 
  Dex 20 (+11) 
  Wis 16 (+9) 
  Con 15 (+8) 
  Int 15 (+8) 
  Cha 14 (+8) 
  Equipment hide armor 
   
  TACTICS 
  The dullahan dreadlash’s bone-barbed whip makes it 
  deadly. It prefers yanking back row enemies into the 
  fore, or using threatening reach to haul in more mobile 
  opponents. Once a foe is caught by a dreadlash it 
  follows up in quick succession nightmare lash and 
  horrifying bite. Frenzied lashing is kept in check until the 
  dreadlash is surrounded by enemies. 
  SSSEEECCCTTTIIIOOONNN   111   –––   AAA   GGGAAALLLLLLEEERRRYYY   OOOFFF   FFFEEEYYY 
   
  
   
   
   
   
   
   
   
  6 
   
  Dullahan Fearknight 
  Level 15 Soldier (Leader) 
  Medium fey humanoid 
  XP 1,200 
  Initiative +13 
   
  Senses Perception +9; darkvision 
  Dauntless Commander aura 10; all allies within the aura are  
       immune to fear effects and gain a +2 bonus to saving throws  
       when bloodied. 
  HP 148; Bloodied 74 
  AC 31; Fortitude 27; Reflex 26; Will 27 
  Immune fear 
  Speed 5  
  m Jagged Sword (standard; at-will) � Weapon 
  +22 vs. AC; 2d8 + 6 and the target is marked. 
  M Bonechilling Swipes (standard; encounter) � Fear, Weapon 
  The dullahan fearknight makes two jagged sword attacks  
  against a single target. If both hit the target is pushed 2 squares  
  and cannot shift (save ends). 
  M Charge the Craven (standard; recharge 5 6) � Weapon 
  The fearknight makes a charge attack: 
  +22 vs. AC; 4d8 + 8 damage and the target is knocked prone. If  
  the target is suffering an effect from a power with the fear  
  keyword, an attack roll of 18, 19, or 20 deals damage as a critical  
  hit. 
  C Howling Shield (minor; recharge when first bloodied) � Fear 
  Close blast 3; +20 vs. Will; the target is pushed 3 squares and  
  weakened (save ends). 
  Alignment Evil 
           Languages Elven  
  Skills Athletics +17, Intimidate +17 
  Str 20 (+12) 
  Dex 18 (+11) 
  Wis 15 (+9) 
  Con 20 (+12) 
  Int 15 (+9) 
  Cha 20 (+12)  
  Equipment hide armor, longsword, heavy shield 
   
  to usurp him. When a battle raged between the 
  fomorians and the fachen, the dullahans turned on the 
  fachen brutally, cruelly, and twisted the dark rituals 
  that formed them about the fachen. The fachen have 
  devolved as a result, and the fomorians banished Jack-
  in-Irons. Still, all dullahan fear the rumbling that will 
  one day precede the return of the First Fey. 
   
  ENCOUNTER GROUPS 
  Dullahan most often accompany fomorians as agents, 
  bodyguards, and soldiers. 
   
  Level 17 Encounter (XP 8,200) 
  • 
  2 dark mares (level 13 brutes) 
  • 
  2 dullahan fearknights (level 15 soldiers) 
  • 
  1 fomorian warrior (level 17 elite soldier, MM) 
  • 
  1 cyclops impaler (level 14 artillery, MM) 
   
   
  TACTICS 
  Fearknights fight tactically, always 
  attempting to maximize  
  charge the craven. Howling shield and 
  bonechilling swipes are used early in 
  order to set this up. Dreadknights 
  also serve as leaders in many battles 
  due to their dauntless commander aura 
  which nullifies some enemy effects. 
   
  DULLAHAN LORE 
     Nature DC 25: Dullahan are 
  mercenary in the extreme. They will 
  sell their services to the highest 
  bidder without fail, and often times 
  different clans of dullahan will line 
  up on opposite sides of any given 
  battle. More often than not, however, 
  over the centuries the fomorian have 
  retained their services. 
     Nature DC 30: Despite being  
  among the stronger races of the fey, 
  dullahan do have a deep-seated  
  fear . . . Jack-in-Irons. They once 
  served the Chained King, but sold out 
  to the fomorians when the time came 
  
   
   
   
   
   
  7 
  Erlking 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Erlking 
  Level 4 Lurker 
  Medium fey humanoid 
  XP 175 
  Initiative +13 
   
  Senses Perception +3; darkvision 
  HP 43; Bloodied 21 
  AC 18; Fortitude 16; Reflex 17; Will 15 
  Vulnerable 5 radiant and the erlking suffers a -2 penalty to attacks  
       until the end of its next turn. 
  Speed 6  
  m Jagged Nails (standard; at-will)  
  +9 vs. AC; 1d6 + 4 damage. 
  M Lunging Darkness (standard; at-will)  
  Erlking must have concealment; +9 vs. AC; 2d6 + 4 and ongoing 5 
  damage (save ends). 
  M Kidnapper's Clutch (standard; at-will)  
  +7 vs. Reflex; the target is grabbed. The erlking may carry a  
  grabbed target with a move action, though without assistance  
  that move may not exceed 3 squares and retain the grabbed  
  target. 
   Helping Shadows  
  Each additional erlking that has grabbed the target after the  
  initial erlking increases the speed of that erlking by 1. 
   Shrouded Steps � Shadow 
  An erlking who moves at least 3 squares during his turn gains  
  concealment. 
  Alignment Evil 
  Languages Elven 
  Skills Stealth +14 
  Str 15 (+4) 
  Dex 24 (+9) 
  Wis 13 (+3) 
  Con 13 (+3) 
  Int 11 (+2) 
  Cha 9 (+1) 
   
  ERLKING TACTICS 
  Erlkings attack a single target en masse with kidnapper’s 
  clutch. As each erlking gets a filthy hand on their 
  potential victim they use helping shadows to pull the 
  unlucky captive from the battlefield and back into the 
  shadows of the fey realm. If this tactic proves futile, 
  erlkings sneak about the battlefield with shrouded steps 
  and assault their enemies with lunging darkness. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
       Nature DC 20: Erlkings rely on mortals as a means 
  to reproduce their race. Mortals who are caught by 
  these sinister fey are subjected to dark magics that 
  slowly twist the mind and rend the body. The end 
  result is another ash-skinned, hollow-hearted erlking. 
   
  Encounter Groups 
  Erlkings usually stick to their own kind. Kidnapping is 
  easier when everyone is as stealthy as they are. Still 
  they occasionally tame fey beasts to serve as fodder in 
  case a raid goes poorly. 
   
  Level 4 Encounter (XP 875) 
  • 
  3 erlkings (level 4 lurkers) 
  • 
  2 fey panthers (level 4 skirmishers, MM) 
  Mother’s issue soft whispers of 
  warning to their children . . . eat 
  your vegetables, go to sleep, feed the 
  sheep, or else the erlkings will haul you 
  off in the dead of night. How true 
  these warnings are. 
  These shadowy fey with 
  large black eyes, hooked noses, and 
  ash grey skin prowl the night with 
  malice burning bright in their fey 
  hearts. They slip like mist through 
  the forests on the edge of town and 
  patiently watch for the last candle 
  to dim. In the darkness that follows 
  they strike, attempting to abscond 
  with a bratty child they can mold 
  into one of their own. 
   
  ERLKING LORE 
       Nature DC 15: 
  Erlkings are shadowy 
  fey kidnappers. 
  Cowardly, erlkings 
  prefer to prey on 
  children and lone 
  travelers. Once an 
  unfortunate soul is 
  caught, it is hauled off 
  through dark portals 
  into the erlking’s dim 
  dwellings within the 
  fey realm. 
   
  
   
   
   
   
   
   
   
  8 
  Fachen 
  Fachen once stood tall and proud, a race of strong, 
  handsome fey crafted by their liege, Jack-in-Irons. 
  Until they, and their master, were betrayed by the 
  dullahan. With magic swift and dark, the dullahan 
  cleft the fachen's forms leaving them twisted remnants 
  of their former glory.  
  Muscular and thick, fachen are simply half-
  beings now. Legs connect to a torso with a single 
  strong arm jutting forward from it. A grotesque face 
  with beady eyes and a mouth occupy not a head, but 
  the upper portion of the torso. A thick mane of black 
  raven feathers serve as unkempt hair. 
   
  Razorchain Fachen 
  Level 14 Soldier 
  Medium fey humanoid  
  XP 1,000 
  Initiative +12 
   
  Senses Perception +10 
  HP 140; Bloodied 70 
  AC 30; Fortitude 27; Reflex 24; Will 26 
  Vulnerable when flanked fachen grant an additional +2 bonus to  
      flanker’s damage rolls. 
  Speed 5  
  m Slashing Chain (standard; at-will) � Weapon 
  Reach 2; +21 vs. AC; 1d10 + 6 damage and the target takes ongoing 
  5 damage (save ends). The target is also marked until the end of  
  the fachen's next turn. 
  M One-Armed Choke (standard; at-will)  
  +19 vs. Reflex; 2d8 + 6 damage and the target is grabbed and  
  weakened (until escape). 
  M Ravenous Maw (minor; at-will)  
  Target must be grabbed by the fachen; +19 vs. Fortitude; 1d8 + 3  
  damage and the target suffers a -2 penalty to escape checks (save  
  ends). 
  M Sharp Seizing (standard; encounter) � Weapon 
  The razorchain fachen makes two slashing chain attacks at two  
  different targets. In addition to normal damage each target is  
  grabbed (escape ends). Each failed escape check deals 10 damage  
  to the target. If the razor chain fachen has two targets grabbed by  
  this power, it may not use slashing chain until one of them is free. 
  Alignment Unaligned 
  Languages Primordial 
  Skills Athletics +17, Endurance +17 
  Str 20 (+12) 
  Dex 16 (+10) 
  Wis 17 (+10) 
  Con 20 (+12) 
  Int 6 (+5) 
  Cha 11 (+7) 
   
  RAZORCHAIN FACHEN TACTICS 
  Sharp seizing is used as soon as it can grab two 
  enemies. Fachen then prefer to get close to enemies so 
  they may use one-armed choke and ravenous maw in 
  quick succession. Once a target is grabbed, the 
  razorchain fachen keeps its new found captive’s 
  friends at bay with slashing chain 
   
   
   
   
  Fachen Stone  Shaman 
  Level 15 Artillery (Leader) 
  Medium fey humanoid 
  XP 1,200 
  Initiative +10 
   
  Senses Perception +12 
  Rugged Earth aura 2; enemies treat the squares within this aura as  
       difficult terrain 
  HP 113; Bloodied 56 
  AC 27; Fortitude 28; Reflex 26; Will 28 
  Vulnerable when flanked fachen grant an additional +2 bonus to  
       flanker's damage rolls. 
  Speed  6  
  m Stone Axe (standard; at-will) � Weapon 
  +20 vs. AC; 1d10 + 6 damage. 
  M Snapping Jaw (immediate reaction; when an enemy moves  
       adjacent to the fachen stone shaman; at-will)  
  +20 vs. AC; 2d4 + 6 damage and ongoing 5 damage (save ends). 
  C Split Earth Strike (standard; at-will) � Thunder 
  The fachen slams its axe into the earth causing a ragged crack in  
  the ground to snake forward… 
  Close wall 10; the final square of the wall must contain a creature;  
  the primary attack targets each creature who shares a square with  
  the wall; +20 vs. Fortitude; the target is knocked prone. Make a  
  secondary attack. 
  Secondary Attack: Targets the creature in the final square of the  
  wall; +20 vs. Reflex; 2d8 + 6 thunder damage. 
  A Rocky Upheaval (standard; recharge 4 5 6)  
  Area burst 1 within 10; +20 vs. Reflex; 4d8 + 6 damage and the  
  target is slid 2 squares and knocked prone. 
  C Skin of Stone (standard; encounter) � Polymorph 
  Close burst 5; allies within the burst gain resist 5 to all damage.  
  This effect lasts until the stone shaman is bloodied. 
  Alignment Unaligned 
  Languages Elven, Primordial 
  Skills Nature +17 
  Str 14 (+9) 
  Dex 16 (+10) 
  Wis 20 (+12) 
  Con 17 (+10) 
  Int 12 (+8) 
  Cha 15 (+9) 
   
  FACHEN STONE SHAMAN TACTICS 
  Stone shamans use skin of stone to bolster their front-
  line allies. These deformed fey then hang back, using 
  rocky upheaval to break up groups of enemies, and split 
  earth strike to single out dangerous ranged enemies. 
   
  FACHEN LORE 
       Nature DC 25: Fachen are savage and twisted 
  mockeries of formerly beautiful fey. Though not 
  inherently evil, they are possessed of a savage streak 
  born of their deformities; they actively seek to crush 
  anything more whole than they are. It is a long list 
  indeed. 
       Nature DC 30: When fachen were whole and 
  complete, they loyally worshipped Jack-in-Irons. 
  However, the duplicitous actions of the dullahan left 
  their god chained to the center of the fey realm and 
  forgotten. The fachen’s loyalty to the fallen First Fey 
  was repaid with dark dullahan magic that twisted 
  them into their aberrant form.  
   
  
   
   
   
   
   
  9 
  In the millennia since, they’ve grown savage 
  and bestial. However, as of late the shamans amongst 
  them have heard loud and clear the rumblings that 
  cause the ground to tremor and they hold out hope 
  their master has returned to guide his children to 
  glory. 
   
   
   
  ENCOUNTER GROUPS 
  Fachen rarely work with other races of fey as they are 
  shunned by most inhabitants of the fey realm. That 
  said they do attempt to work with other earthen 
  creatures and beasts, and will work with anyone in the 
  name of their king, Jack-in-Irons. 
   
  Encounter Level 15 (XP 6,400) 
  • 
  2 razorchain fachen (level 14 soldier) 
  • 
  1 fachen stone shaman (level 15 artillery) 
  • 
  4 hill giants (level 13 brutes, MM) 
   
   
   
  
   
   
   
   
   
   
   
  10 
  Jack-in-Irons 
  Jack-in-Irons claims to be the First Fey; it was his 
  blood that gave rise to spriggans, dullahans, gnomes, 
  and all fey. The world warps around his feet like a 
  loyal pet awaiting his word. His eyes are as blue as 
  weather, his skin as sturdy as the mountain from 
  which it was born, and his voice is the wind that 
  sweeps across the fey realm. Or so the epic tales of the 
  past paint the now fallen First Fey. 
  Jack-in-Irons, the Chained King, is, while still 
  imposing, stooped. His arms, thick as great steelwood 
  trees, are bound by chains of cold iron. A jagged 
  crown embedded into his forehead is made of similar 
  material, and his eyes now rage a roiling grey, like a 
  storm waiting to be unleashed. The ground beneath 
  him still shakes and trembles but not with the control, 
  the grace, it once did. 
  And so Jack-in-Irons, a god amongst fey, 
  wanders the fey realm bound in shackles, rarely seen 
  and rarely thought of. But rumors persist that the 
  chains that hold him are weakening, that his cloudy 
  eyes dance with flashes of lightning, and that the old 
  king now walks with a purpose, his back straighter, 
  his stride driven. . . 
   
  Jack-in-Irons 
  Level 32 Solo Soldier 
  Huge fey humanoid 
  XP 135,000 
  Initiative +25     Senses Perception +24; low-light vision, tremorsense 
  King's Court aura 10; enemies in this aura treat the terrain as  
       difficult. 
  HP 1,172; Bloodied 586 
  AC 48; Fortitude 45; Reflex 43; Will 43 
  Immune see cold iron crown; Resist 15 cold, 15 fire, 15 lightning,  
       15 thunder 
  Saving Throws +5 
  Speed  8  
  Action Points 2 
  m Iron-Studded Club (standard; at-will) � Weapon 
  Reach 4; +39 vs. AC; 3d8 + 10 damage and the target is knocked  
  prone. If the target is already prone the attack deals maximum  
  damage. 
  M Stomp (immediate reaction; when a target moves or shifts adjacent  
       to jack-in-irons; at-will)  
  +39 vs. AC; 2d6 + 10 damage and the target is knocked prone. 
  M Fury of the Scorned King (standard action; useable only when  
       bloodied; at-will) � Weapon 
  Jack-in-Irons makes 3 melee basic attacks. No more than one attack 
   can be made against a single target. 
   
   
   
   
   
  R Chain Toss (standard; recharge 4 5 6) � Weapon 
  Range 15; +37 vs. Reflex; 4d10 + 9 damage and Jack-in-Irons makes 
  a secondary attack 
  Secondary Attack: +37 vs. Fortitude; 3d10 + 9 damage and the  
  target is slid 10 squares and knocked prone. 
  C Storm of Shackles (minor; recharge after a successful chain toss 
  attack; encounter) � Lightning, Weapon 
  Close burst 10; +39 vs. AC; 3d10 + 9 damage and ongoing 10  
  lightning damage (save ends). The target is pulled 2 squares. 
   Cold Iron Crown  
  Jack-in-Irons automatically succeeds on any saving throws against  
  effects with the charm, fear, illusion, or psychic keyword. If he is  
  targeted by a power with one of these keywords and it misses, the  
  effect is reflected back at its source of origin. The target rolls  
  normally then compares the result against their defenses to  
  determine the success of the attack. 
   King's Blood, King's Land (free action; when first bloodied;  
       encounter)  
  All enemies within the King's Court aura suffer ongoing 10  
  damage and are slowed (save ends both). 
  Alignment Unaligned 
  Languages Elven, Giant, Primordial 
  Skills Athletics +33, Endurance +30, Nature +29 
  Str 35 (+28) 
  Dex 24 (+23) 
  Wis 26 (+24) 
  Con 29 (+25) 
  Int 23 (+22) 
  Cha 31 (+26) 
   
  JACK-IN-IRONS TACTICS 
  Jack-in-Irons is a force of nature. When battle is 
  engaged he seeks to unleash his fury as soon as 
  possible. He burns through his most devastating 
  attacks, like storm of shackles and chain toss early and 
  often. He will use iron-studded club and stomp to keep 
  melee combatants down at his feet. King’s court helps 
  the fey primordial maintain control of the battlefield, 
  and often allows him to be the most mobile combatant 
  involved. Lastly, Jack-in-Irons attempts to keep one 
  action point for when he is bloodied; this allows him 
  to unleash Fury of the Scorned King twice in a round. 
   
  JACK-IN-IRONS LORE 
        Nature DC 30: To most, Jack-in-Irons' name has 
  been lost to the ages. This is not true with the fey. The 
  Chained King still demands a measure of respect and 
  fear with all fey. 
       Nature DC 35: The rumors are partially true in 
  regards to Jack-in-Irons' freedom. He has broken the 
  shackles that bound him, and he wanders the realm 
  with a purpose. Small forts occupied by dullahan have 
  been found crushed and smoldering devoid of any 
  survivors. Many believe this destruction has been 
  wrought by the Chained King. 
  
   
   
   
   
   
  11 
  Still, Jack-in-Irons is not ready to tackle all the 
  forces that bound him and stripped him of his rule. He 
  seeks to gain the fey realm's trust and strength once 
  more. But when he is ready to make his move, all will 
  know, as the primal rage of a being like Jack-in-Irons is 
  unlikely to be contained within one plane. 
   
  ENCOUNTER GROUPS 
  Jack-in-Irons is often seen with 4 enormous beasts of 
  living earth and plant that he has crafted from the fey 
  realm himself. 
   
  Encounter Level 35 (XP 239,000) 
  • 
  Jack-in-Irons (level 32 solo soldier) 
  • 
  4 earthrage battlebriars (level 28 brutes, MM) 
   
   
   
  
   
   
   
   
   
   
   
  12 
  Kapre 
  When trekking through the woods of the fey realm, a 
  traveler must not only be wary of the beasts and 
  sprites, but the trees themselves. Kapre are malicious 
  nature spirits that inhabit the trees and use their oaken 
  strength to harass any they see. 
  Kapres have thick green mossy beards and 
  skin of scraggly bark. However, more often than not 
  they seek haven in the trees that densely populate 
  their home, meaning most travelers never know 
  they’ve entered the gruff spirit’s domain. 
   
  Kapre 
  Level 9 Lurker 
  Medium fey humanoid 
  XP 400 
  Initiative +10 
   
  Senses Perception +7; tremorsense 
  HP 78; Bloodied 39 
  AC 23; Fortitude 22; Reflex 19; Will 21 
  Immune poison; Vulnerable 5 fire 
  Speed 4  
  m Slam (standard; at-will) � Acid 
  +14 vs. AC; 2d6 + 5 damage. 
  M Forest Stride Strike (standard; at-will)  
  Must be dwelling in tree; the kapre shifts 2 squares and  
  makes an attack; +16 vs. AC; 2d8 + 5 damage. 
   Tree Dwell (move; at-will)  
  The kapre takes residence in a tree. It occupies the same  
  space as the tree. While dwelling within, the kapre gains  
  resist 20 to all damage except fire and regeneration 5. If it is 
  not seen slipping into the tree it is considered to have  
  stealth. While in this form it may take no actions aside from 
  stepping out of the tree (as a move action) or using forest  
  stride strike. 
  Alignment Unaligned 
  Languages Elven 
  Skills Endurance +13, Stealth +11 
  Str 12 (+5) 
  Dex 15 (+6) 
  Wis 16 (+7) 
  Con 18 (+8) 
  Int 10 (+4) 
  Cha 13 (+5) 
   
  KAPRE TACTICS 
  Kapre maintain tree dwell as often possible. In combat 
  they forest stride strike from the surrounding trees, and 
  often attempts to move back into them immediately. 
   
  KAPRE LORE 
       Nature DC 20: Kapre are trickster fey in the 
  extreme. When confronted with mortal races, they 
  rush from tree to tree in attempt to scare and bewilder 
  their victims. Kapre do have a serious side though; 
  they revere nature, sentient plants, and the wilderness 
  as holy. Some explorers report kapre gathering at 
  dawn to soak in the first rays of sun in some form of 
  religious ritual. 
   
   
   
  ENCOUNTER GROUPS 
  Kapre work best with sentient plants and often lair 
  near them. 
   
  Encounter Level 5 (XP 2,200) 
  • 
  2 kapre (level 9 lurkers) 
  • 
  2 shambling mounds (level 9 brutes, MM) 
  • 
  2 vine horror spellfiends (level 7 artillery, 
  MM) 
   
   
   
  
   
   
   
   
   
  13 
  Nightshades 
  The fey realm is a reflection of the natural world. 
  Therefore, for every city raised, every forest cleared, 
  every animal hunted down, there is an equal reaction 
  in the fey realm, hence the nightshade. Nightshades 
  serve as nature’s vengeance-seekers. These cold, 
  efficient beings are single-minded in their assault on 
  those they deem as defilers. 
  Nightshades spring from the nightshade plant 
  and it shows in their appearance. Tall, lithe, and 
  graceful, nightshades are also adorned by  
  the dark leaves that sprout from the plant  
  for which they are named. With their perfectly  
  crafted oak weapons and their armor of interwoven 
  leaves, nightshades are clearly warriors of nature. 
   
  Nightshade Jumper 
  Level 5 Skirmisher 
  Medium fey humanoid 
  XP 200 
  Initiative +8 
  Senses Perception +8; low-light vision 
  Toxic Bloom aura 1; any enemy that starts their turn within the  
       aura takes 5 poison damage. 
  HP 60; Bloodied 30 
  AC 19; Fortitude 17; Reflex 19; Will 16 
  Immune poison 
  Speed 8  
  m Spear (standard; at-will) � Poison, Weapon 
  +10 vs. AC; 1d6 + 4 damage and ongoing 5 poison damage (save  
  ends). 
  M Fade and Charge (standard; encounter) � Poison, Teleportation,  
       Weapon 
  The nightshade jumper teleports up to 8 squares and makes an  
  attack; +11 vs. AC; 2d6 + 4 damage and the target is pushed 1  
  square and takes ongoing 5 poison damage (save ends). 
  M Stabbing Jumps (standard; encounter) � Poison, Teleportation,  
       Weapon 
  The nightshade jumper teleports up to 8 squares. It may stop at 2  
  points along this path and make spear attacks. 
   Fey Fade (immediate reaction; when first bloodied; encounter)  
       � Teleportation 
  The nightshade jumper teleports 3 squares. 
  Alignment Unaligned 
  Languages — 
  Skills Acrobatics +11, Athletics +9, Stealth +11 
  Str 14 (+4) 
  Dex 18 (+6) 
  Wis 13 (+3) 
  Con 12 (+3) 
  Int 10 (+2) 
  Cha 11 (+2) 
  Equipment spear 
   
  NIGHTSHADE JUMPER TACTICS 
  Nightshade jumpers are infuriating foes; they teleport 
  about the battlefield with reckless abandon, making 
  even the most remote spellcaster or archer  
  nervous. Jumpers prefer to open battle with  
  fade and charge as it allows them a sudden and vicious  
  attack. If they can get into position to attack multiple 
  foes they will unleash stabbing jumps. 
   
   
   
  
   
   
   
   
   
   
   
  14 
  Nightshade Archer 
  Level 6 Artillery 
  Medium fey humanoid 
  XP 250 
  Initiative +7 
  Senses Perception +10; low-light vision 
  Toxic Bloom aura 1; any enemy that starts its turn within the aura  
       suffers 5 poison damage. 
  HP 56; Bloodied 28 
  AC 18; Fortitude 16; Reflex 19; Will 17 
  Immune poison 
  Speed 8  
  m Dagger (standard; at-will) � Weapon 
  +10 vs. AC; 2d4 + 4 damage. 
  r Longbow (standard; at-will) � Poison, Weapon 
  Ranged 20/40; +13 vs. AC; 1d8 + 4 damage and the target takes  
  ongoing 5 poison damage (save ends). 
  A Rapid Barrage (standard; recharge 5 6) � Poison, Weapon 
  Area burst 2 within 20; +11 vs. Reflex; 2d8 + 4 damage and  
  ongoing 5 poison damage (save ends). 
   Fey Fade (immediate reaction; when first bloodied; encounter)  
       � Teleportation 
  The nightshade archer teleports 3 squares. 
  Alignment Unaligned 
  Languages — 
  Skills Nature +10, Stealth +12 
  Str 13 (+4) 
  Dex 19 (+7) 
  Wis 14 (+5) 
  Con 14 (+5) 
  Int 11 (+3) 
  Cha 13 (+4) 
  Equipment longbow, dagger, quiver w/ 20 arrows 
   
  NIGHTSHADE ARCHER TACTICS 
  Nightshade archers often work in support with 
  nightshade jumpers. They use rapid barrage to inflict 
  ongoing poison damage against multiple opponents. 
  Fey fade allows them to escape dangerous situations 
  and reset from a range. 
   
  NIGHTSHADE LORE 
       Nature DC 15: Nightshades are horribly calculating 
  foes. They do not surrender, nor do they seem to 
  comprehend the notion of mercy. Lumberjacks, 
  hunters, and miners often share hushed stories of 
  sudden, savage nightshade raids around the campfire. 
       Nature DC 25: Nightshades are genderless, with all 
  member appearing androgynous. They are, in truth, 
  sentient forms of the poisonous nightshade plant. 
  Sages conjecture that these beings must operate at the 
  whim of some higher power, for it is not known how 
  they assign targets or plan attacks. 
   
  ENCOUNTER GROUPS 
  Nightshades rarely work with others. They simply 
  seek retribution according to some unknown schedule. 
   
  Encounter Level 6 (XP 1,250) 
  • 
  5 nightshade jumpers (level 5 skirmishers) 
  • 
  1 nightshade archer (level 6 artillery) 
   
  Rarog 
  From afar, a rarog appears like a smoldering comet 
  arcing its way across the sky. Trails of smoke and fire 
  plume outwards in a brilliant explosion of colored 
  heat. Up close the rarog is no less impressive. 
  Thickly muscled and tan, rarogs look like a 
  shaved dwarf sitting in the center of a fiery tornado. 
  Rarogs rarely speak and instead race across the skies, 
  enjoying the constant, exhilarating rush. Those that 
  would dare hinder their travels are likely to find the 
  rarog’s fiery might turned against them. 
   
  Rarog 
  Level 23 Elite Skirmisher 
  Large elemental humanoid 
  XP 10,200 
  Initiative +21 
  Senses Perception +15; low-light vision 
  Burning Breeze aura 3; each creature that ends its turn within the  
       aura takes 10 fire damage and is pushed 1 square. 
  HP 434; Bloodied 217 
  AC 37; Fortitude 37; Reflex 36; Will 34 
  Immune fire; Vulnerable 15 cold and the rarog is slowed until the  
       end of its next turn. 
  Saving Throws +2 
  Speed 6 , Fly 10 (hover) 
  Action Points 1 
  m Fiery Fist (standard; at-will) � Fire 
  Reach 2; +28 vs. AC; 3d6 + 8 fire damage. 
  M Blazing Dervish (standard; recharge when the rarog makes an 
  inferno spin attack ) � Fire 
  The rarog may shift up to six squares and make a fiery fist attack  
  against each adjacent target once. 
  C Inferno Spin (standard; recharge 5 6) � Fire 
  Close burst 5; +26 vs. Reflex; 4d12 + 8 fire damage and the target  
  takes ongoing 10 fire damage. The rarog suffers a -2 penalty to  
  AC until the end of its next turn.. 
   Scorched Earth  
  Any square a rarog leaves when bloodied is lit aflame. Any  
  creature that moves through this space, or starts its turn within it, 
  takes 10 fire damage. These squares last until the end of the  
  encounter or extinguished (a standard action). 
  Alignment Unaligned 
  Languages Primordial 
  Skills Athletics +23, Endurance +23 
  Str 25 (+18) 
  Dex 26 (+19) 
  Wis 18 (+15) 
  Con 25 (+18) 
  Int 14 (+13) 
  Cha 20 (+16) 
   
  RAROG TACTICS 
  Rarogs are very mobile in combat and blazing dervish is 
  their most frequently used attack. Inferno spin is used 
  often as possible, despite the dizzying penalty, in 
  order to keep blazing dervish at the ready.  
  Rarogs are particularly aggressive once 
  bloodied; their immunity to fire coupled with scorched 
  earth makes finishing off a rarog a deadly task. 
   
   
  
   
   
   
   
   
  15 
   
   
   
   
  RAROG LORE 
         Nature DC 30: Rarogs are 
  primordial in nature. However, 
  they’ve only one desire: To feel 
  the rush of exhilaration from 
  constant flight and travel. Their 
  war-ravaged and violent 
  elemental planes were too 
  fraught with danger to fully 
  partake of their joys. Millennia 
  ago most rarogs immigrated to 
  the fey realm through old 
  portals. This realization has 
  many fey races on end; do 
  portals to the combustible 
  elemental planes still exist? 
  Rarogs never slow down long 
  enough to answer these 
  questions, and the fey are left 
  worrying about the possible 
  threat. 
   
  ENCOUNTER GROUPS 
  Rarogs are often found in mated 
  pairs, or occasionally in the 
  company of other fiery, flying 
  creatures. 
   
  Encounter Level 23 (XP 19,800) 
  • 
  1 rarog (level 23 elite 
  skirmisher) 
  • 
  2 phoenix (level 19 elite 
  brutes, MM) 
   
  
   
   
   
   
   
   
   
  16 
  Sidhe 
  Sidhe are as capricious and cruel as they are graceful 
  and enchanting. Their spellbinding voices are angelic, 
  as are their features; sharp fine bones, long luxurious 
  hair, and pale, nearly translucent skin paint sidhes as a 
  vivacious and alluring portrait. 
   
  Lean Sidhe 
  Level 10 Elite Controller 
  Medium fey humanoid 
  XP 1,000 
  Initiative +7 
  Senses Perception +8; low-light vision 
  Fey Beauty aura 5; creatures that end their turn within the aura  
       suffer a -2 penalty to Will defense. 
  HP 141; Bloodied 70 
  AC 24; Fortitude 21; Reflex 22; Will 24 
  Resist insubstantial 
  Saving Throws +2 
  Speed  6 , Fly 6  
  Action Points 1 
  m Inspiring Touch (standard; at-will) � Charm, Psychic 
  +14 vs. Reflex; 2d6 + 5 psychic damage and dazed until the end  
  of its next turn. The target also suffers a -2 penalty to attacks  
  (save ends).  
  R Luring Lyrics (minor 1/round; at-will) � Charm, Psychic 
  Ranged 5; +14 vs. Will; The target is slid 3 squares. The target  
  cannot attack the lean sidhe, also when the target is adjacent to  
  the sidhe and the sidhe is targeted by a melee or ranged attack,  
  as an immediate reaction the target becomes the target of the  
  incoming attack instead (save ends both). 
  R Muse's Whim (standard; recharge 5 6) � Charm 
  Ranged 10; +14 vs. Will; the target is dominated until the end of  
  the sidhe's next turn. Deafened creatures are immune. 
  C Shrieking Cacophony (immediate reaction; when first bloodied;  
       encounter) � Thunder 
  Close burst 10; +14 vs. Fortitude; 4d8 + 5 thunder damage and  
  the target is pushed 2 and knocked prone. 
  Effect: Until the end of the encounter targets of inspiring touch  
  and luring lyrics suffer a -2 penalty to saving throws. 
  Alignment Unaligned 
  Languages Elven 
  Skills Bluff +17, Diplomacy +17 
  Str 8 (+4) 
  Dex 15 (+7) 
  Wis 17 (+8) 
  Con 13 (+6) 
  Int 14 (+7) 
  Cha 25 (+12) 
   
  LEAN SIDHE TACTICS  
  When combat is thrust upon them, lean sidhe prefer to 
  let their allies deal damage. This allows the sidhe to 
  rely on their beguiling powers to sow chaos amongst 
  the enemy. Luring lyrics provides the lean sidhe a 
  steady supply of potential shields and muse’s whim is 
  used as often as possible to turn heavy-hitters back 
  against their allies. 
   
   
   
   
   
   
   
  Bean Sidhe 
  Level 16 Elite Artillery 
  Medium fey humanoid 
  XP 2,800 
  Initiative +12 
   
  Senses Perception +14; darkvision 
  Hymn of Mourning aura 5; any creature that starts its turn within  
       the aura takes 5 necrotic damage. 
  HP 166; Bloodied 83 
  AC 28; Fortitude 27; Reflex 28; Will 30 
  Immune necrotic; Resist insubstantial 
  Saving Throws +2 
  Speed 6 , Fly 6 , Phasing 6  
  Action Points 1 
  m Widow's Grip (standard; at-will) � Necrotic 
  +20 vs. AC; 1d10+7 necrotic damage and the target is weakened  
  until the end of the bean sidhe’s next turn. 
  r Grieving Song (standard; at-will) � Necrotic 
  Target up to 3 creatures. The first target must be within 10  
  squares of the sidhe, the second target within 10 squares of  
  the first target, and the third target within 10 squares of the  
  second target; +21 vs. Will; 1d10 + 7 necrotic damage and the  
  target is slowed until the end of the dirgesong sidhe's next  
  turn. 
  C Keening Note (minor; recharge 4 5 6)  
  Close burst 10; only targets creatures slowed by grieving song;  
  +21 vs. Fortitude; 3d6 + 6 damage and ongoing 10 (save ends). 
   Tempo of Death (immediate reaction; when an enemy drops to 0  
       hp or lower; useable only when bloodied; at-will) � Necrotic 
  The bean sidhe gains an additional action point and may spend  
  it immediately as a free action. This use does not count towards  
  the 1 action round per limit. 
  Alignment Evil 
  Languages Elven 
  Skills Arcana +15, Stealth +17 
  Str 11 (+8) 
  Dex 19 (+12) 
  Wis 23 (+14) 
  Con 16 (+11) 
  Int 15 (+10) 
  Cha 23 (+14) 
   
  BEAN SIDHE TACTICS 
  These dark, alluring fey hang towards the edge of 
  melee. From hear they use their dangerous voices to 
  batter enemies with grieving song. Keening note is used 
  when it is available, and the bean sidhe will try to 
  focus multiple uses of it against a single foe so she 
  may capitalize on death’s allure. 
   
  SIDHE LORE 
       Nature DC 20: Sidhe are predatory fey spirits that 
  drain mortal men of their soul and energy. They 
  embody cathartic moments. Lean sidhe feast on 
  creative energy, and often serve as muses to artists 
  and bards before driving them to frailty and poor 
  health. Their dark sisters, bean sidhe, are born of 
  intense grief and despair; their misery seeks constant 
  company. 
   
   
   
  
   
   
   
   
   
  17 
  ENCOUNTER GROUPS 
  Lean sidhe prefer to dwell in areas of great beauty and 
  surround themselves with other fey creatures. Bean 
  sidhe are quite the opposite and often share dark 
  haunting spots with other intelligent undead. 
   
   
   
   
  Level 12 Encounter (XP 3,600) 
  • 
  1 lean sidhe (level 10 
  elite controller) 
  • 
  2 feygrove chokers 
  (level 12 lurkers, MM) 
  • 
  3 quickling runners 
  (level 9 skirmishers, 
  MM) 
  Level 17 Encounter (XP 9,200) 
  • 
  1 bean sidhe (level 16 
  elite artillery) 
  • 
  1 death knight human 
  fighter (level 17 elite 
  soldier, MM) 
  • 
  2 sword wraiths 
  (level 17 lurker, MM) 
   
  
   
   
   
   
   
   
   
  18 
  Spriggans 
  Spriggans are amongst the nastiest, most brutish of all 
  fey. They reek of earth and grime, they speak in a 
  wild, slavering cadence, and they attack most 
  anything that is not a spriggan, including most other 
  fey. Truth be told, some of the spriggans’ greatest 
  enemies are fey; gnomes and faeries chief amongst 
  those. 
  Spriggans themselves believe they are 
  descended from ancient giants and they revere Jack-
  in-Irons as a god. Spriggans’ ability to grow in size 
  when enraged lends a large degree of credence to the 
  theory giant blood courses in their veins.  
  Spriggans are short (when not enraged), 
  knobby humanoids. They have long straggly hair that 
  covers their faces in an unkempt mask. Their skin is 
  cracked and rough, as if it was hewn from the earth a 
  millennia ago. Spriggans favor simple attire. They 
  often wear rags or bits of hide as clothing and rarely 
  carry any more than a gnarled cudgel at their side. 
  Despite their unsophisticated ways, nearly all fey are 
  wary of spriggans’ unbridled and relentless anger. 
   
  Spriggan Runt 
  Level 6 Minion Soldier 
  Small fey humanoid 
  XP 63 
  Initiative +7 
  Senses Perception +4; low-light vision 
  HP 1; a missed attack never damages a minion. 
  AC 22; Fortitude 19; Reflex 17; Will 17 
  Speed 5  
  m Cudgel (standard; at-will) � Weapon 
  +13 vs. AC; 5 damage and the target is marked. 
   Sudden Swing (immediate reaction; when a target marked by the  
       runt moves or shifts out of an adjacent square; at-will)  
       � Weapon 
  The spriggan runt makes a melee basic attack. 
  Alignment Chaotic Evil 
  Languages Giant 
  Skills Athletics +11, Endurance +10 
  Str 17 (+6) 
  Dex 15 (+5) 
  Wis 12 (+4) 
  Con 14 (+5) 
  Int 8 (+2) 
  Cha 10 (+3) 
   
  SPRIGGAN RUNT TACTICS 
  Spriggan runts are cursed; they lack the ability to grow 
  in size. Constant belittlement at the hands of other 
  spriggans and a desire to atone for their weak blood 
  drives them to fight with reckless abandon. They make 
  good frontline types as their sudden swing can assure 
  enemies will only ignore them once. 
   
   
   
   
   
   
   
   
   
  Spriggan Savage 
  Level 7 Brute 
  Small fey humanoid 
  XP 300 
  Initiative +4 
  Senses Perception +4; low-light vision 
  HP 99; Bloodied 49 
  AC 19; Fortitude 20; Reflex 17; Will 19 
  Resist 5 lightning 
  Speed 5  
  m Cudgel (standard; at-will) � Weapon 
  +10 vs. AC; 2d6 + 7 damage. 
  M Bone-Breaking Blow (standard; recharge 5 6) � Weapon 
  +10 vs. AC; 4d6 + 7 damage. If this attack bloodies the target the  
  creature is weakened until the end of the spriggan's next turn. 
  C Giant Blood Rage (immediate reaction; when first bloodied;  
       encounter) � Polymorph 
  Close burst 2; +8 vs. Reflex; 1d12 + 7 damage and the target is  
  pushed 2 and knocked prone. The spriggan is now large size (4  
  squares) until the end of the encounter. Its attacks have a Reach 2  
  and deal an extra 5 damage. 
  Alignment Chaotic Evil 
  Languages Giant 
  Skills Athletics +12, Endurance +12 
  Str 19 (+7) 
  Dex 12 (+4) 
  Wis 13 (+4) 
  Con 19 (+7) 
  Int 8 (+2) 
  Cha 10 (+3) 
  Equipment club, hide armor 
   
  SPRIGGAN SAVAGE TACTICS 
  Spriggan savages know only one method of combat: 
  full-out. Without any sense of self-preservation, 
  spriggan savages wade into combat with their stout 
  cudgels. They aim for vital spots and fight dirty 
  throughout; they will use bone-breaking blow as the 
  opportunity arises. Once their giant blood rage kicks in 
  they truly become terrors, often punctuating each 
  swing of their cudgel with a maniacal and bloodthirsty 
  laugh. 
   
  Spriggan Stormrager 
  Level 8 Artillery (Leader) 
  Small fey humanoid 
  XP 350 
  Initiative +6 
  Senses Perception +7; low-light vision 
  Storm's Strength aura 5; all allies within the aura deal an additional 
       3 lightning damage on a successful attack. 
  HP 69; Bloodied 34 
  AC 20; Fortitude 19; Reflex 19; Will 22 
  Immune lightning 
  Speed 5  
  m Cudgel (standard; at-will) � Weapon 
  +12 vs. AC; 1d8 + 5 damage. 
  A Storm Shock (standard; at-will) � Lightning 
  Area burst 1 within 10 squares; +13 vs. Reflex; 1d10 + 5 lightning  
  damage. 
  R Lightning Strike (standard; recharge when storm blood rage 
  triggers) � Lightning 
  Ranged 20; +13 vs. Reflex; 3d10 + 5 lightning damage. 
  Secondary Attack: all enemies within 5 squares of the original  
  target; +13 vs. Fortitude; 1d10 + 5 lightning damage and the  
  target is slowed until the end of the spriggan's next turn. 
  
   
   
   
   
   
  19 
  C Storm Blood Rage (immediate reaction; when first bloodied;  
       encounter) � Thunder 
  Close burst 3; +13 vs. Fortitude; 3d10 + 5 thunder damage and  
  the target is pushed 2 squares and dazed until the end of the  
  spriggan's next turn. The spriggan stormrager is now Large size  
  (4 squares) for the rest of the encounter. It has a Reach 2 and all of 
  its attacks gain the lightning keyword. 
  Alignment Chaotic Evil 
  Languages Giant 
  Skills Nature +12 
  Str 13 (+5) 
  Dex 15 (+6) 
  Wis 17 (+7) 
  Con 15 (+6) 
  Int 14 (+6) 
  Cha 18 (+8) 
  Equipment club, hide armor 
   
  SPRIGGAN STORMRAGER TACTICS 
  Spriggan stormragers often serve as the chiefs of 
  spriggan clans. They fill this role in battle as well, 
  often hanging back and attempting to somewhat direct 
  their kin’s bloodlust. Stormragers attempt to maintain  
   
   
   
  a fine balance between 
  hanging back and 
  peppering foes with storm 
  shock and keeping close 
  enough to their allies to 
  impart storm’s strength. 
  Once the biggest enemy 
  threat is detected, these 
  spriggan call down the 
  power of lightning strike 
  upon them. 
   
  SPRIGGAN LORE 
       Nature DC 15: Spriggans are 
  volatile and ugly fey that gain 
  strength as their rage rises. Most 
  spriggans possess the ability to 
  grow in size and power. 
       Nature DC 20: Spriggans are 
  devout followers of Jack-in-Irons. 
  They worship him, pray to him, and 
  seek any means by which to free 
  him from his prison. They firmly 
  believe their entire race was birthed 
  from his blood. Buying into such 
  dogma, spriggans are savage foes of 
  all other fey, whom they see as 
  betrayers. Even the fachen are 
  subject to this enmity, as each races 
  believes themselves to be the First 
  Fey’s true children. 
   
  Encounter Groups 
  Spriggans only ally with creatures 
  capable of matching their ferocity. 
  This often leaves their only allies as 
  beasts. 
   
  Encounter Level 8 (XP 1,650) 
  • 
  1 spriggan stormrager (level 
  8 artillery) 
  • 
  2 spriggan savages (level 7 
  brutes) 
  • 
  1 owlbear (level 8 elite 
  brute, MM) 
   
   
  
   
   
   
   
   
   
   
  20 
  Spring-Heel Jack 
   
  Spring-Heel Jack 
  Level 9 Elite Skirmisher 
  Medium fey humanoid 
  XP 800 
  Initiative +11 
  Senses Perception +4; low-light vision 
  HP 190; Bloodied 95 
  AC 23; Fortitude 20; Reflex 24; Will 21 
  Immune fear 
  Saving Throws +2 
  Speed 8 , Climb 6 (spider climb) 
  Action Points 1 
  m Rapier (standard; at-will) � Weapon 
  +14 vs. AC; 2d6 + 5 damage. 
  M Skilled Swordplay (move; at-will) � Weapon 
  Only usable if the spring-heel jack hit with a rapier or lunging  
  leap attack with the action immediately before this one; the  
  spring-heel jack may shift 2 squares before or after the attack;  
  +12 vs. Reflex; 2d6 + 5 damage. 
  M Lunging Leap (standard; encounter) � Weapon 
  The spring-heel jack leaps at the target, shifting up to 8 squares  
  through occupied and difficult terrain if needed, and makes an  
  attack; +14 vs. AC; 3d6 + 5 damage and ongoing 5 damage (save 
  ends). 
  C Breath of Blue Flame (standard; encounter) � Radiant 
  Useable only when bloodied; close blast 3; +12 vs. Fortitude; 3d6 
  + 5 radiant damage and the target is blinded (save ends). 
   Bounding Stride (move; recharge 5 6)  
  The spring-heel jack leaps away, shifting up to 8 squares  
  through occupied and difficult terrain squares if needed. 
  Alignment Evil 
  Languages Common, Elven 
  Skills Acrobatics +14, Bluff +13, Diplomacy +13, Stealth +14 
  Str 14 (+6) 
  Dex 21 (+9) 
  Wis 11 (+4) 
  Con 15 (+6) 
  Int 14 (+6) 
  Cha 19 (+8) 
  Equipment leather armor, rapier 
  SPRING-HEEL JACK TACTICS 
  These conceited fey rakes take every opportunity to 
  gloat and showoff during combat. Lunging leap and 
  bounding stride both allow them to cover a lot of 
  ground with flair and skilled swordplay also emphasizes 
  their skill and daring-do. However, spring-heel jacks 
  are not stupid; breath of blue flame is not only a potent 
  weapon, but also a means for the wounded fey rogue 
  to escape. 
   
   
   
  Handsome and lithe, spring-heel 
  jacks are odd amongst the fey. 
  They prefer the hustle and 
  anonymity of urban settings as 
  opposed to the fey realm, they care 
  little for carousing or emotive 
  outbursts, and they feel no 
  allegiance to other fey. Truthfully, 
  the only thing that these 
  scoundrels seem to care for is their 
  preening vanity. They love to cut a 
  roguish figure. Spring-heel jacks 
  prefer to wear striking outfits with 
  a rakish flair. They often fight with 
  rapiers or other interesting 
  weapons, and they are universally 
  condescending 
   
  
   
   
   
   
   
  21 
  SPRING-HEEL JACK LORE 
        Nature DC 20: Spring-heel jacks are amongst the 
  most charismatic of the fey; no small feat. They are 
  clever, handsome, and capable of inspiring loyalty 
  within their followers. However, they are clearly aware 
  of their charm and are also susceptible to flattery, the 
  graces of a beautiful woman, gold and fine clothes, 
  alcohol and gambling, and so on. Some suggest that 
  spring-heel jacks are in truth nature’s embodiment of 
  mortals’ wanton appetites. 
   
  ENCOUNTER GROUPS 
  Spring-heel jacks are often found leading many 
  unsavory types in guilds, mercenary outfits, and 
  thieves’ dens across the cities of the mortal realm. 
   
  Encounter Level 9 (XP 2,000) 
  • 
  1 spring-heel jack (level 9 elite skirmisher) 
  • 
  2 tiefling heretics (level 6 artillery, 250 MM) 
  • 
  2 werewolves (level 8 brutes, 180 MM) 
   
  Sylph 
  Beautiful women with translucent, shimmering  
  wings, sylphs seek nothing more than to enjoy 
  nature’s beauty. Still, they do possess the  
  mischievous streak that seems inherent to all fey. 
  Using their charms and magiks, these sprites take 
  great pleasure in frustrating, annoying, and teasing 
  mortals. 
   
  Sylph 
  Level 2 Controller 
  Small fey humanoid 
  XP 125 
  Initiative +4 
  Senses Perception +2; low-light vision 
  Glitterwings aura 1; enemies that start their turn within the aura  
       suffer a -2 penalty to attacks. 
  HP 34; Bloodied 17 
  AC 16; Fortitude 13; Reflex 15; Will 14 
  Speed 5 , Fly 6  
  m Pixie Blade (standard; at-will) � Poison, Weapon 
  +7 vs. AC; 2d4 + 3 damage. 
  Secondary Attack: +6 vs. Fortitude; The target is slowed (save  
  ends). First Failed Save: The target is dazed and slowed (save  
  ends both). 
  R Sprite's Curse (standard; recharge 4 5 6) � Charm, Illusion 
  Range 10; +6 vs. Will; 3d4 + 3 psychic damage and the target  
  treats all terrain as difficult terrain (save ends). 
  A Summon Breeze (standard; encounter)  
  Area burst 1 within 10; targets enemies only; the sylph may  
  shift 2 squares; +6 vs. Fortitude; 3d4 + 3 damage and the target  
  is pushed 2 squares and knocked prone. 
  Alignment Unaligned 
  Languages Elven 
  Skills Arcana +6, Bluff +9, Nature +7 
  Str 9 (+0) 
  Dex 16 (+4) 
  Wis 12 (+2) 
  Con 10 (+1) 
  Int 10 (+1) 
  Cha 17 (+4) 
  SYLPH TACTICS 
  Sylphs avoid combat as much as they can, but when 
  forced to engage they rely on a variety of befuddling 
  tricks. Sprite’s curse keeps dangerous melee types at bay 
  and summon breeze is used to clear the battlefield of foes. 
   
  SYLPH LORE 
       Nature DC 15: Sylph’s belong to a large family of fey 
  humanoids: pixies, sprites, leprechauns, and brownies. 
  In truth very little distinguishes these creatures apart. 
  Sylphs are the most visible, however; they are quickly 
  enamored with handsome mortals, and often show 
  their interest through oft-times dangerous tricks and 
  pranks. 
   
  ENCOUNTER GROUPS 
  Sylphs and gnomes are very close and it is often 
  difficult to tell where one community ends and the 
  other begins. 
   
   
   
   
  Encounter Level 2 (XP 625) 
  • 
  2 sylph (level 2 
  controller) 
  • 
  3 gnome skulks 
  (level 2 lurkers, 
  MM) 
  
   
   
   
   
   
   
   
  22 
  Vodnik 
  Vodniks, or water gremlins, are scrawny green-blue 
  deformed fey. Bulbous eyes and skin pockmarked 
  with moles make these slimy creatures one of the 
  ugliest races to be found in the fey realm. Accordingly, 
  vodniks do their best to avoid direct contact with most 
  races, only venturing forth from their swampy homes 
  to kidnap slaves and food. 
   
  Vodnik Gremlin 
  Level 3 Lurker 
  Small fey humanoid 
  XP 150 
  Initiative +8 
   
  Senses Perception +8; low-light vision 
  HP 37; Bloodied 18 
  AC 17; Fortitude 15; Reflex 16; Will 14 
  Speed 6 (swamp walk) , Swim 8  
  m Claw (standard; at-will)  
  +8 vs. AC; 1d8 + 3 damage. 2d8+6 damage if the target is blinded. 
  M Drowning Touch (standard; encounter) � Reliable 
  +6 vs. Reflex; 1d8 + 3 damage and the target is dazed and  
  weakened (save ends). Each failed save deals 5 damage. 
  R Filthy Spittle (minor; recharge 4 5 6)  
  Ranged 10; +6 vs. Reflex; the target is blinded until the end of the  
  vodnik's next turn. 
  Alignment Evil 
  Languages Elven 
  Skills Stealth +9 
  Str 12 (+2) 
  Dex 17 (+4) 
  Wis 14 (+3) 
  Con 13 (+2) 
  Int 9 (+0) 
  Cha 7 (–1) 
   
  VODNIK GREMLIN TACTICS 
  Vodnik prefer to fight dirty. Filthy spittle is used to 
  blind their foes before closing in. Drowning touch is 
  kept in check to kill the most dangerous enemy in a 
  particular combat; many times these ugly fey will all 
  use drowning touch against one foe in succession. 
   
  Vodnik Bog Troll 
  Level 5 Brute 
  Medium fey humanoid 
  XP 200 
  Initiative +3 
   
  Senses Perception +2; low-light vision 
  HP 78; Bloodied 39 
  Regeneration 5 
  AC 17; Fortitude 19; Reflex 16; Will 15 
  Vulnerable acid or fire (if the bog troll takes damage from either, it  
       loses its regeneration until the end of its next turn). 
  Speed 6 (swamp walk) 
  m Clawed Slam (standard; at-will)  
  +8 vs. AC; 2d8 + 4 damage. 
  M Drowning Touch (standard; encounter) � Reliable 
  +6 vs. Reflex; 2d8 + 4 damage and the target is dazed and  
  weakened (save ends). Each failed save deals 5 damage. 
  M Violent Fear (immediate reaction; when hit by an attack with the  
       acid or fire keyword; recharge 4 5 6)  
  +8 vs. AC; attacks a random adjacent creature; 3d8 + 4 damage and 
  the target is knocked prone. 
  Alignment Chaotic Evil 
  Languages Elven 
  Skills Athletics +11, Endurance +11 
  Str 18 (+6) 
  Dex 13 (+3) 
  Wis 11 (+2) 
  Con 18 (+6) 
  Int 6 (+0) 
  Cha 7 (+0) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  VODNIK BOG TROLL TACTICS 
  Bog trolls wade into combat swinging. Unlike vodnik 
  gremlins, bog trolls unleash drowning touch as soon as 
  possible so that they may tear that foe to shreds. Stupid 
  but not unwise, bog trolls possess a violent fear of that 
  which can harm them. 
   
  VODNIK LORE 
       Nature DC 15: Vodniks are disgusting fey gremlins 
  that make their homes in swamps and bogs. Legend has 
  it that vodniks are dark-hearted gnomes whose sins and 
  corruptions slowly altered their form. 
       Nature DC 20: At high moon, vodniks are able to 
  shift between the mortal and fey realm so long as they 
  are gathered with others of their kind at the bottom of 
  the swamp 
   
  ENCOUNTER GROUP 
  Vodniks often ally with other swamp dwelling 
  creatures and races. 
   
  Encounter Level 5 (XP 1,000) 
  • 
  2 vodnik gremlins (level 3 lurkers) 
  • 
  1 vodnik bog troll (level 5 brute) 
  • 
  2 spitting drakes (level 3 artillery) 
  • 
  1 vine horror (level 5 controller) 
   
  
   
   
   
   
   
  23 
   
   
   
   
   
   
   
  Yallery 
   
  Yallery 
  Level 7 Solo Controller 
  Small fey humanoid 
  XP 1,500 
  Initiative +6 
  Senses Perception +11; low-light vision 
  Beggar's Idle aura 5; creatures that start their turn within the aura  
       are slowed 
  HP 324; Bloodied 162 
  AC 21; Fortitude 19; Reflex 19; Will 21 
  Saving Throws +5 
  Speed 6  
  Action Points 2 
  m Panhandler's Grasp (standard; at-will) � Charm, Psychic 
  +11 vs. Reflex; 2d6 + 4 psychic damage and the target is weakened  
  until the end of its next turn. 
  M Drunken Weave (standard; recharge when the yallery causes  
       someone to fall unconscious)  
  The Yallery shifts up to six squares and can make 3 panhandler's  
  grasp attacks against different targets along the way. 
  R Lethargic Glare (minor; at-will) � Charm, Psychic 
  Ranged 5; target must be affected by yallery's aura; +11 vs. Will;  
  1d6+4 psychic damage and the target is immobilized until the end  
  of its next turn. 
  A Rest Your Bones (standard; recharge 4 5 6) � Charm, Sleep 
  Area burst 1 within 10; +11 vs. Will; the target is slowed and dazed 
  (save ends both). First Failed Save: the target falls unconscious  
  (save ends). 
  C Drunkard's Reeking Escape (standard; encounter)  
       � Poison, Teleportation 
  Close burst 2; +11 vs. Fortitude; 3d10 + 5 poison damage and the  
  target is dazed until the end of the yallery's next turn. The yallery  
  teleports up to 5 squares. 
   Bloody Toil (immediate reaction; when first bloodied; encounter)  
  With the exception of this power, all of the yallery's powers  
  recharge. All powers that were standard actions are now minor  
  actions. 
  Alignment Evil 
  Languages Common, Elven 
  Skills Bluff +13, Endurance +11, Streetwise +13 
  Str 12 (+4) 
  Dex 17 (+6) 
  Wis 16 (+6) 
  Con 17 (+6) 
  Int 14 (+5) 
  Cha 20 (+8) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Yallery are similar to spring-heel jacks in that they settle 
  in mortal cities. However, that is the only parallel. 
  Ruddy, wrinkled orange skin and long, natty hair give 
  yallery the appearance of beggars. Only their 
  diminutive size and bright blue eyes reveal their fey 
  heritage.  
  Yallerys’ slothful appearance fits them well; 
  they embody laziness and often seek to ‘inspire’ 
  lethargy in mortals. Lecherous and drunk, yallery fancy 
  themselves as beggar kings. Their fey charisma and 
  magic often ensures this as truth. 
   
  YALLERY TACTICS 
  Despite their lethargy, yallery are quite active during 
  combat. Yallery depend on their aura and lethargic glare 
  to keep opponents off of them. When it comes to 
  dealing damage these filthy street urchin fey drunken 
  weave through their foes and then cast rest your bones to 
  keep the ability recharged. Drunkard’s reeking escape is a 
  vile, but effective, escape route.  
   
  YALLERY LORE 
       Nature DC 20: Yallery were long ago exiled from the 
  fey realm. Their sloth and apathy was too much for any 
  of their cousin races. In the mortal realms they found 
  many more of like minds. Yallery prefer urban settings 
  where they can set themselves up as beggar kings and 
  revel in the indolence they’ve inspired. 
        Nature DC 25: Yallery are terrified of dwarves. In 
  many ways they are mirror opposites: Dwarves 
  represent toil, yallery represent laziness. However, their 
  physical appearances are not too different. It is believed 
  by some scholars that yallery are yet another fey 
  representation, twisted and perverted, of the mortal 
  realm. 
  
   
   
   
   
   
   
   
  24 
   
   
   
  KEYS TO PLAYING THE FEY: 
   
  When using fey as villains in your home 
  game, keep these three guidelines in mind. They 
  should help you establish a fun, memorable encounter. 
  1. Fey are mischievous. Fey mischief is not akin 
  to an adolescent human’s mischief. Even the 
  light-hearted sylph takes pleasure from the 
  pain that she inflicts on others. This should 
  come out in roleplaying. Sylphs titter at the 
  characters’ expense, sidhes lure them close, 
  and vodnik gremlins make faces as they spit 
  filthy swamp water into the hero’s eyes. Even 
  the more spiteful fey, like the dullahan, have a 
  mischievous streak – it just exerts itself as 
  more outright cruelty. 
  2. Fey are clever. Traps, hazards, and infuriating 
  negotiations should all be part of your 
  immediate repertoire when controlling the 
  fey. The members of the unseelie court have 
  spent lifetimes enjoying their status as smarter 
  than the mortals; there schemes should be 
  appropriately clever. The same goes for their 
  homes. Spriggans and fachen are going to use 
  rudimentary traps, but the spring-heel jack 
  who resides in the clock tower is going to have 
  some devilish fun in store for unexpected 
  visitors. 
  3. Despite 1 & 2, not all fey are evil. Many of the 
  fey listed in this supplement are actually 
  unaligned. While most of these races have 
  reasons (grounded or not) to despise and 
  assault mortals, this does not mean all of them 
  will. A lot of rich gaming can be mined from 
  interactions with the feyvoice sidhe who 
  cannot help but to drain the world of its 
  greatest artists – she can be a sympathetic 
  villain. The rarog who only longs for the 
  freedom of travel may become destructive if 
  his way is barred – perhaps there is another 
  method than violence to solve that problem. 
  And so on. If you are going to run a fey-heavy 
  campaign, take the time to figure out the more 
  diplomatic approaches some of these fey may 
  take. Fey NPCs can be some of the livelier and 
  entertaining rogues your players may 
  encounter if you give them the chance to be 
  more than mere stat blocks. 
   
   
   
   
   
   
  GAMEMASTER HOOKS: 
   
  In addition to injecting something a little 
  otherworldly into an encounter, a fey-centric 
  campaign can be a lot of fun as well. With a little work 
  many themes (horror, high adventure, whimsy, etc) 
  can be shaped into fey antagonists. Below is a loose 
  campaign arc covering heroic, paragon, and epic tier: 
   
  Heroic Tier – Troublesome Rumblings 
  This campaign is pre-dated a few weeks by a 
  sudden and vicious earthquake. The tremors didn’t 
  damage the cities and villages too badly, but they’ve 
  apparently upset the ecosystem of the nearby forests. 
  Lumberjacks, fishermen, hunters, and the like have all 
  reported nasty encounters in the surrounding lands. 
   
  Enter your players. 
   
  The players will spend the heroic tier dealing 
  with these travesties to make a name for themselves. 
  Initially, the adventures may be fairly mundane: The 
  earthquake has forced kobolds out of their caves and 
  into raiding, for example. However, many of these 
  exploits will have a more natural bent to them. For the 
  first half of the heroic tier this should be done 
  somewhat subtly: gnomes harassing the lumberjacks, 
  rumors of erlkings kidnapping children from a school, 
  or a pack of fey panthers suddenly prowling the city 
  streets. As the PCs begin to progress, drop some hints. 
  Perhaps the gnomes are being forced into violence by 
  a gang of vodniks who themselves are prodded on by 
  a trio of spriggan, perhaps the erlkings are offering the 
  children up in a sacrifice to a hastily made idol of a 
  brutish chained figure. . . 
   
  Regardless of how you get the message across, 
  things should come to head. The fey should begin 
  organizing aggressive raids on the mortal lands. All 
  clues will point to these normally more reclusive 
  creatures being spurred on by some dark master . . . let 
  the idol, terrified tales of surrendered gnomes, and 
  crude erlking drawings all point to some huge and 
  chained giant. 
   
  This tier should culminate with the PCs 
  realizing that the forest earthquake instigated some 
  upheaval. Upon investigating the fault line, they see a 
  spriggan clan guarding a rift to the fey realm. 
   
   
   
  SSSEEECCCTTTIIIOOONNN   222   –––   GGGM
  MM’’’SSS   RRREEEFFFEEERRREEENNNCCCEEE 
   
  
   
   
   
   
   
  25 
  Paragon Tier – Into the Wild 
   
  After defeating the spriggans, the PCs run into 
  a variety of friendlier fey within the rift’s confines. 
  They have tales of armies of misshapen fey striding 
  across their beautiful world in the name of a being 
  known as Jack-in-Irons. They plead, bargain, and 
  ultimately warn the PCs that if the First Fey were to 
  fully rouse, no planar boundaries could contain his ire. 
   
  Properly motivated the PCs make their way 
  into the fey realm. After a few experiences to get their 
  bearings in this fantastical world, the evidence of 
  pending doom should weigh heavy. Fachen clans 
  wage war in wide swathes, destroying gnome, eladrin, 
  and faerie communities in their wake. Capitalizing on 
  this chaos, the fomorian, cyclops, and dullahan hordes 
  are pouring forth from the crystal caverns beneath the 
  realm. They are taking over the ruined fey cities left in 
  the rampaging fachens' path. The mix of evil fey and 
  fachen should provide quite a bit of physical fodder 
  for your PCs, whereas the intrigue and politicking 
  between the good races as they attempt to quell this 
  violence should also prove fertile grounds for 
  roleplay. 
   
  Research and legend eventually provides the 
  PCs with some clues. Three times in the past the 
  fachen have been frenzied, and each rampage was 
  triggered by an earthquake. Each tremor is thought to 
  be the reverberations of Jack-in-Irons breaking one of 
  his bonds. If this is true, this last earthquake, the 
  fourth, would have been the last. 
   
  The PCs are forced to get aid from those who 
  put down the First Fey all those millennia ago. 
  Through negotiations or force the PCs must get the 
  material from the three fomorian princes necessary to 
  cast the binding ritual again. 
   
  This process should take up the higher stages 
  of the paragon tier and should be balanced between 
  the fact the PCs may have to fight their way into dark 
  fey strongholds and possibly negotiate and cut deals 
  with these sinister fey to acquire the proper arcane 
  reagents needed to chain Jack-in-Irons again. 
   
  Epic Tier – Jack in the Box 
  The epic tier should start with a bang. Namely 
  some firsthand account of what the woken Jack-in-
  Irons can do. Have him level the city of fomorian, his 
  most hated enemy, in a matter of seconds. If you want, 
  the PCs can tangle with him for a few rounds before 
  he brushes them aside and bounds off into the 
  distance ready to wreak more havoc. 
   
  By now the PCs should have the materials to 
  bind Jack-in-Irons again . . . or at least most of them. 
  Epic level is a great place to throw in some additional 
  side quests to really get the scope it entails. To deal 
  with Jack-in-Irons, the PCs must convince the rarogs 
  to stop travelling for a week and instead turn their 
  great fires towards the creation of hardened steel links. 
  Next, the PCs must climb the fey realm’s Mountain of 
  Ice so that the steel can be hardened against the breath 
  of the enormous white dragon that lives there. Lastly, 
  shackles must be carved from the steelwood trees that 
  lay in the fey realm’s dark jungles, a place so wild and 
  savage, even the fey know not what resides there. 
   
  Once the PCs are done with all the side quests, 
  they are ready for an epic battle against the Chained 
  King, Jack-in-Irons. 
   
  If you are looking for a way to emulate how the heroes 
  can bond Jack-in-Irons during that final battle, look no 
  further than this skill challenge: 
              
  Jack-in-Irons Binding                                                                  Level 30  
  Skill Challenge                                                                             XP 76,000    
  The bloodied giant stands before you defiant. Your allies and you begin the 
  words of binding, the strongest of you swirling the steelwood shackle from 
  its length of chain. It is time to bind a god. 
  Now that Jack-in-Irons is bloodied, the PCs are able to bind him 
  once more. Success will not be easy, as the Chained King will fight 
  on during the entire ritual and failure in the binding process can 
  harm the party. All actions for this skill challenge are standard 
  actions.               
                Complexity 4 (requires 10 successes before 3 failures). 
                Primary Skills Arcana, Athletics, Religion. 
                Arcana DC 34 (1 success, 3 maximum): The character begins 
  mumbling the arcane words of binding. With each punctuated 
  syllable magic sigils appear in air and twine about the fey 
  primordial’s arms. Failure on this check costs the character a 
  healing surge for attempting to harness such power. 
                Athletics DC 33 (1 success, 4 maximum): The character is able 
  to lift and toss one of the shackles about one of Jack-in-Irons’s limbs. 
  Failure on this check means that the character’s accuracy was off. 
  An Athletics check DC 28 must be completed to haul the shackle 
  back before attempting this try again. 
                Religion DC 34 (1 success, 3 maximum): Calling upon the 
  power of the gods, this character speaks words of divine might to 
  help bolster the binding ritual. A failure on this check immobilizes 
  the character until the end of its next turn representing the player 
  getting lost in the holy power coursing through him. 
                Secondary Skills Acrobatics, Perception 
                Acrobatics DC 33 (0 successes, but the character provides a +2 
  bonus to all the other PCs defenses): The PC darts, dives, flips, and 
  rolls gracefully about the battlefield when he moves. The constant 
  motion catches Jack-in-Irons’s eye. A failure on this check lowers the 
  failing character’s own defenses by 2 until the end of the character’s 
  next turn. 
                Perception DC 30 (0 successes, but the character provides a +2 
  bonus on the next Athletics check): This character keeps a constant 
  vigil. When the giant fey dips his shoulder, raises a leg, or lowers an 
  arm, it is this character that signals the moment to throw the chain. 
                Success The PCs bind Jack-in-Irons back into the earth. His 
  rampage ends. 
                Failure The PCs cannot contain the primordial fey’s power. 
  He must be reduced to 0 hit points and the binding must be 
  attempted anew. 
   
   
  
   
   
   
   
   
   
   
  26 
   
   
   
   
  The fey realm is a world steeped in magic. Aside from 
  the fantastic landscape and its inhabitants, this fey 
  magic can be used to empower a wide range of 
  magical items. A few such examples are below: 
   
  Boots of the Fiery Dervish 
  Level  23 
  These crimson leather boots attempt to capture the flaming speed of the 
  wild rarog. 
  Level 23 425,000 gp 
   
   
   
  Item Slot: Feet 
  Power (Daily): Standard Action. You may shift up to your  
     speed. Each creature you move adjacent to during this  
     movement takes ongoing 10 fire damage (save ends). 
   
  Dullahan Hide 
  Level 12+ 
  This dark, well-woven armor blesses you the strength of mind to ignore 
  your fears, and insight enough to realize your foe’s. 
  Level 12  +3         13,000 gp 
  Level 22  +5   
     325,000 gp 
  Level 17   +4         65,000 gp 
  Level 27  +6 
  1,625,000 gp 
  Armor: Hide 
  Enhancement: AC 
  Property: Gains a bonus to defenses and saving throws against  
     attacks with the fear keyword equal to the enhancement bonus  
     of the armor. 
  Power (Daily * Fear): Free Action. Use this power when you hit  
     a target with a melee attack. The target takes a -2 penalty to  
     attack you (save ends). 
   
  Pixie Blade 
  Level 3+ 
  This thin silver-hilted blade is imbued with one of the feys’ oldest tricks 
  – a sleep spell. 
  Level 3  
  +1           680 gp        Level 18 
   +4 
       85,000 gp 
  Level 8   +2        3,400 gp        Level 23 
   +5 
     425,000 gp 
  Level 13  +3      17,000 gp        Level 28 
   +6 
  2,125,000 gp 
  Weapon: Light Blade 
  Enhancement: Attack rolls and damage rolls 
  Critical: +1d6 damage per plus 
  Power (Daily * Sleep): Free Action. Use this power when you  
     score a critical hit against a target with this weapon. The target  
     is slowed (save ends).  
     First Failed Save: The target is unconscious (save ends). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Sidhe’s Locket 
  Level 12+ 
  A thin strand of golden blond hair hangs from this silver necklace; it 
  sparkles as brightly as any gem. 
  Level 12  +3    13,000 gp 
  Level 22  +5 
  325,000 gp 
  Level 17  +4     65,000 gp 
  Level 27  +6           1,625,000 gp 
  Item Slot: Neck 
  Enhancement: Fortitude, Reflex, and Will 
  Property: Gain an item bonus to Diplomacy checks equal to the  
     locket’s enhancement bonus. 
  Power (Daily): Immediate Interrupt. Use this power when your  
     Will defense is targeted. Make a Charisma + locket’s  
     enhancement bonus against the target’s Will. If you hit the  
     target’s power has no effect and it is dazed until the end of  
     your next turn. 
   
  Sprigganblood Cudgel 
  Level 4+ 
  Your foe’s smug smile is wiped from his face, as your suddenly 
  expanded mace connects with his jaw. 
  Level 4 
  +1           840 gp 
  Level 19  +4 
  105,000 gp 
  Level 9 
  +2        4,200 gp 
  Level 24  +5 
  525,000 gp 
  Level 14  +3     21,000 gp 
  Level 29  +6           2,625,000 gp 
  Weapon: Maces 
  Enhancement: Attack rolls and damage rolls. 
  Critical: +1d6 damage per plus, or +1d12 damager per plus  
     against a target hit by weapon’s daily power. 
  Power (Daily): Minor Action; your weapon has Reach 2 until the  
     end of your next turn. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  SSSEEECCCTTTIIIOOONNN   333   –––   M
  MMAAAGGGIIICCC   IIITTTEEEM
  MMSSS 
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
        
   
   
   
   
   
   
   
   
   
   
     
  More than just stories . . . 
   
  Fey are embodiments of 
  emotion, and wicked fey are 
  cruelty, lust, anger, and mischief 
  given form. From the frightening 
  dullahan dreadknights to the 
  malicious vodnik bog troll, these 
  pages offer forth the most 
  dangerous the fey realm has to 
  offer – not the mindless beasts or 
  wild spirits, but the cunning and 
  cruel twisted fey, the members of 
  the Unseelie Court. 
   
  Look for more great products 
  from Alluria Publishing: 
  On our website at 
  www.alluriapublishing.com 
  Or at 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Alluria Publishing/Fey Folio - The Unseelie Court.pdf