TEXT:  
   
   
   
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  Fey Folio 
  Clans of the Fey Realm 
   
   
   
  ALP-FFP02: 
  Role Playing Game Supplement 
  A Creature Supplement for use with the PATHFINDER ROLEPLAYING GAME 
  Written by Matthew Cicci 
   
  
   
   
   
   
   
   
   
  2 
   
   
   
  Author 
   Matthew Cicci 
   
  Interior Illustrator  
  Vasilis Zikos 
   
  Cover Artists 
  Emily Kubisz 
  Vasilis Zikos 
   
   
   
   
   
  Editors 
  Paul Klein 
  Emily Kubisz 
  Stephanie D. Kubisz 
   
  Rules Consultant 
  Peter Killian 
   
  Layout & Design 
  Tim Adams 
   
  Special Thanks to: 
  Ofelia J. Kubisz  
  Jim Clunie 
   
   
   
   
  Fey Folio: Clans of the Fey Realm © 2010 Matthew Cicci and Alluria Publishing. All rights reserved. 
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder 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. 
   
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license. 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  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 Core Rulebook. Copyright 2009 Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder RPG Bestiary, Copyright 2009 Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams. 
  Remarkable Races: Compendium of Unusual PC Races, Pathway to Adventure Edition.  Copyright  2009, 2010 
  Alluria Publishing; Author: J. Matthew Kubisz  
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, 
  Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on 
  original content from TSR. 
   
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously 
  been designated as Open Game Content are not included in this declaration.) 
   
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Alluria 
  Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No 
  portion of this work other than the material designated as Open Game Content may be reproduced in any form without 
  written permission. 
   
   
  Credits 
  Special Thanks to: 
  Ofelia J. Kubisz 
  Jim Clunie 
  Team Draconis 
   
  
   
   
   
   
   
  3 
   
   
   
   
  Clans of the Fey: Introduction & Creature Glyph Key 
   
   
   
  4 
  Section 1— A Gallery of Fey 
   
   
   
   
   
   
   
  5 
  Dullahan 
   
   
   
   
   
   
   
   
   
  5 
  Erlking 
   
   
   
   
   
   
   
   
   
  7 
  Fachen 
   
   
   
   
   
   
   
   
   
  8 
  Jack-in-Irons  
   
   
   
   
   
   
   
   
  10 
  Kapre  
   
   
   
   
   
   
   
   
   
  12 
  Nightshade Wisp  
   
   
   
   
   
   
   
  13 
  Rarog  
   
   
   
   
   
   
   
   
   
  14 
  Sidhe  
   
   
   
   
   
   
   
   
   
  15 
  Spriggan 
   
   
   
   
   
   
   
   
   
  17 
  Spring-Heel Jack 
   
   
   
   
   
   
   
   
  18 
  Sylph  
   
   
   
   
   
   
   
   
   
  19 
  Vodnik 
   
   
   
   
   
   
   
   
   
  20 
  Yallery 
   
   
   
   
   
   
   
   
   
  21 
  Section 2— GM’s Reference 
   
   
   
   
   
   
   
  22 
  Section 3— Magic Items  
   
   
   
   
   
   
   
  24 
   
   
   
   
   
   
   
   
    
   
  CR 
  Name 
  Terrain 
  Page 
  1/3 
  Spriggan 
  any forest 
  17 
  2 
  Erlking 
  cold forests & marshes 
  7 
  2 
  Sylph 
  any forest 
  19 
  3 
  Nightshade Wisp 
  any forest 
  13 
  3 
  Vodnik 
  any swamp 
  20 
  4 
  Kapre 
  any forest 
  12 
  5 
  Spring-Heel Jack 
  any urban 
  18 
  6 
  Dark Mare 
  any 
  6 
  6 
  Fachen 
  any hills & mountains 
  8 
  6 
  Yallery 
  any urban 
  21 
  7 
  Dullahan 
  any 
  5 
  7 
  Lean Sidhe 
  any 
  15 
  9 
  Dullahan Dreadknight 
  any 
  6 
  9 
  Fachen Storm Sorcerer 
  any hills & mountains 
  8 
  10 
  Bean Sidhe 
  any 
  15 
  13 
  Rarog 
  any 
  14 
  21 
  Jack-in-Irons 
  any hills & mountains 
  10 
  Contents 
  Fey by Challenge Rating 
  
   
   
   
   
   
   
   
  4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
  CREATURE GLYPHS 
   
  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 sidhe, 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 races, the clans of the Fey Realm. 
   
  Creature  
  Type 
        
  Aberration 
  Animal 
  Construct 
  Dragon 
  Fey 
  Humanoid 
  Magical 
  Beast 
  Monstrous 
  Humanoid 
  Ooze 
  Outsider 
  Plant 
  Undead 
  Vermin 
   
   
   
  Terrain 
  Climate 
        
  Desert 
  Forest or 
  Jungle 
  Hills 
  Mountains 
  Plains 
  Ruins or 
  Dungeon 
  Sky 
  Swamp or 
  Marsh 
  Underground 
  Urban 
  Water or 
  Coastal 
   
   
   
        
  Cold 
  Extraplanar 
  Temperate 
  Tropical 
   
   
   
  
   
   
   
   
   
  5 
    
   
   
  * Referenced powers and spells not described here can be 
  found in the Pathfinder SRD or appropriate core rulebooks 
  of the Pathfinder Roleplaying Game. 
   
  Dullahan 
   This headless warrior lashes about with a barbed whip while the 
  leering face etched upon its dark shield cackles and growls. 
   
  DULLAHAN 
  CR  7 
   
  XP 3,200 
  NE Medium fey 
  Init +5; Senses low-light vision; Perception +18 
  DEFENSE 
  AC 22, touch 15, flat-footed 17 (+5 Dex, +4 armor, +3 shield) 
  hp 66 (12d6+24) 
  Fort +6, Ref +13, Will +11 
  DR 10/cold iron Immune fear 
  OFFENSE 
  Speed 30 ft. 
  Melee mwk bone-barbed whip +13/+7 (1d6+2 plus grab) 
  Space 5 ft.; Reach 5 ft. (whip 15 ft.) 
  Special Attacks fear (1/day 50 ft. cone, DC 18), frenzied 
  lashing, nightmare lash (3d6+4) 
  STATISTICS 
  Str 15, Dex 20, Con 14, Int 13, Wis 16, Cha 14 
  Base Atk +6; CMB +8 (+12 grapple and trip w/ whip); CMD 
  23 (25 vs. trip) 
  Feats Combat Expertise, Dazzling Display, Improved Trip, 
  Shatter Defenses, Weapon Finesse, Weapon Focus (whip) 
  Skills Acrobatics +20, Climb +17, Intimidate +18, 
  Knowledge (nature) +16, Perception +18, Stealth +20, 
  Use Magic Device +17; Racial Modifier +4 Intimidate 
  Languages Aklo, Common 
  SQ bone-barbed whip 
  ECOLOGY 
  Environment cold or temperate forests 
  Organization solitary, gang (2-4) or squad (11-20, also 
  consisting of dullahan dreadknights and dark mares) 
  Treasure Standard (mwk whip, +1 heavy steel shield, mwk 
  hide armor, additional treasure) 
  SPECIAL ABILITIES 
  Bone-barbed Whip (Ex) Dullahans proudly wield whips 
  adorned with sharp, skeletal remains of their previous 
  foes. These whips lose the disarm weapon trait, but gain 
  the trip weapon trait. In addition, dullahan are adept at 
  using these whips to hold foes in place. They do not 
  suffer the -20 CMB check to use the whip to maintain or 
  initiate grapple checks. 
  Frenzied Lashing (Ex) As a standard action, a dullahan may 
  make a trip attack against all enemies within a 15-foot 
  radius spread. Enemies hit by this maneuver also take 
  the whip damage. 
   
  Nightmare Lash (Su) Every time the dullahan makes a 
  successful grapple check against an opponent grabbed 
  by its whip, that opponent takes damage and must make 
  DC 18 Will save or become shaken. If it is already 
  shaken, it becomes frightened; if it is frightened, it 
  becomes panicked. Each condition lasts for 2d4 rounds. 
   
      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 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 
  armor and weapons.  
  Dullahan are mercenary in the extreme. They will 
  sell their services to the highest bidder without fail. Money is 
  not what they seek in recompense, however. Free reign to 
  slaughter and incite fear in the enemy ranks is incentive 
  enough. Often times different clans of Dullahan will line up 
  on opposite sides of any given battle.  
  Despite this mercenary streak, dullahan do have a 
  deep-seated fear . . . Jack-in-Irons. They once served the 
  chained king, but realized he favored the fachen and 
  spriggans. Refusing to take a secondary seat to anyone else, 
  the dullahan betrayed their master. During a raging battle 
  between the sylvan races and the fachen, the dullahans 
  turned on their allies brutally. Calling upon the cruel and 
  twisted rituals they use to imbue their weapons with their 
  souls, they warped the mighty fachen into mutated horrors. 
  The suffering broke the will of the fachen, which proved 
  key; without his dedicated soldiers, Jack-in-Irons was soon 
  banished.  
  Regardless of that ancient success, and in truth, 
  because of it, all dullahan fear the even the slightest 
  rumbling of distant thunder . . . for even that low roll may 
  herald the return of Jack-in-Irons. 
   
  DULLAHAN DREADKNIGHTS 
  Most dullahan take to the whip and shield as it poses an 
  intimidating figure. However, a special rank of dullahan is 
  trained to ride the vicious fey mount, the dark mare. These 
  warriors often serve as clan leaders and generals in battle. 
  They opt for a slicing power of a strong blade over the 
  versatility of a whip. Years of training have caused these 
  warriors, these dreadknights, to mold the dullahan’s 
  supernatural abilities to better suit their needs. There are few 
  more horrifying aspects than facing a dullahan dreadknight 
  mounted atop a dark mare. 
   
   
  SECTION 1 – A GALLERY OF FEY 
   
  
   
   
   
   
   
   
   
  6 
  DULLAHAN DREADKNIGHT 
  CR  9 
   
  XP 6,400 
  Dullahan Fighter 2 
  NE Medium fey 
  Init +10; Senses low-light vision; Perception +18 
  DEFENSE 
  AC 24, touch 16, flat-footed 18 (+6 Dex, +5 armor, +3 shield) 
  hp 109 (12d6+2d10+56) 
  Fort +11, Ref +14, Will +11 
  Defensive Abilities bravery +1, DR 10/cold iron; Immune fear 
  OFFENSE 
  Speed 30 ft. 
  Melee mwk longsword +14/+9 (1d8+5/19-20) 
  Space 5 ft.; Reach 5 ft.  
  Special Attacks fear (1/day, 50 ft. cone, DC 19), gnashing 
  shield 
  STATISTICS 
  Str 19, Dex 22, Con 18, Int 11, Wis 16, Cha 16 
  Base Atk +8; CMB +12; CMD 28 
  Feats Combat Reflexes, Improved Initiative, Improved 
  Shield Bash, Mounted Combat, Ride-By Attack, Skill 
  Focus (Ride), Spirited Charge, Trample, Weapon Focus 
  (long sword) 
  Skills Acrobatics +21, Climb +19, Intimidate +22, 
  Knowledge (nature) +15, Perception +18, Ride +24, 
  Stealth +13; Racial Modifier +4 Intimidate 
  Languages Aklo, Common 
  SQ charge the craven 
  ECOLOGY 
  Environment any 
  Organization solitary, 
  gang (2-4) or squad 
  (11-20, also 
  consisting of 
  dullahan and dark 
  mares) 
  Treasure NPC Gear (+1 
  longsword, +1 heavy 
  steel shield, +1 hide 
  armor, additional 
  treasure) 
  SPECIAL ABILITIES 
  Charge the Craven 
  (Ex) Dullahans 
  dreadknights revel 
  in the fear they sow 
  amongst their foes. 
  A dullahan 
  dreadknight scores 
  a critical hit against 
  any enemy 
  suffering from  
        the   shakened,  
        frightened, or panicked condition on           a roll of 17-20 
  Gnashing Shield (Ex) Etched upon the dullahan’s shield is 
  its leering face. Whenever a dullahan dreadknight is 
  missed by a melee attack, it may, as an immediate action, 
  bite the attacker: bite +7 (1d4+4 bleed) 
  DARK MARE 
  CR 6 
   
  XP 2,400 
  NE Large fey 
  Init +7; Senses low-light vision; Perception +14 
  DEFENSE 
  AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, -1 size) 
  hp 65 (10d6+30) 
  Fort +6, Ref +10, Will +8 
  DR 5/cold iron 
  OFFENSE 
  Speed 40 ft. 
  Melee bite + 9 (2d6+7) 
  Space 10 ft.; Reach 5 ft. 
  Special Attacks trample (1d8+7, DC 20) 
  Spell-Like Abilities (CL 10th) 
       3/day – dimension door 
  STATISTICS 
  Str 20, Dex 17, Con 17, Int 6, Wis 12, Cha 15 
  Base Atk +5; CMB +11; CMD 24 (28 vs. trip) 
  Feats Improved Initiative, Improved Natural Attack 2  
     (bite & trample),  Power Attack, Run 
                                          Skills Acrobatics +16, Perception +14,  
                                             Swim +18, Stealth +16 
                                          Languages Aklo 
                                                          SQ twilight charger 
  ECOLOGY 
  Environment any 
  Organization solitary or with rider 
  Treasure None 
  SPECIAL ABILITIES 
  Twilight Charger (Su)     
     A dark mare may use     
        its dimension door   
            spell-like ability  
              as a part of a  
              charge action,  
               even though it  
               is normally a  
            standard action.  
         Any attacks as part     
     of this charge deal an 
  additional +4 damage,  
               and there is no  
                 penalty to AC.  
                 A dark mare’s  
                 rider benefits  
                from this as  
               well. 
   
   
  
   
   
   
   
   
  7 
  Erlking 
  Large black eyes, a hooked nose, and ash-grey skin lend this 
  spindly humanoid a shadowy, sinister aura. 
   
  ERLKING 
  CR 2 
   
   
  XP 600 
  CE Medium fey 
  Init +2; Senses darkvision 60 ft., low-light vision;  
        Perception +8 
  Aura darkness (20 ft.) 
  DEFENSE 
  AC 13, touch 13 flat-footed 10 (+2 Dex, +1 dodge) 
  hp 18 (4d6+4) 
  Fort +2, Ref +6, Will +5 
  Defensive Abilities shrouded step; DR 5/cold iron 
  Weaknesses light blindness 
  OFFENSE 
  Speed 30 ft. 
  Melee 2 claws +4 (1d4+2) 
  Space 5 ft.; Reach 5 ft.  
  Special Attacks sneak attack +1d6 
  STATISTICS 
  Str 14, Dex 15, Con 12, Int 11, Wis 13, Cha 9 
  Base Atk +2; CMB +4 (+6 to grapple); CMD 16 (18 vs. 
  grapple) 
  Feats Dodge, Improved GrappleB, Skill Focus (Stealth) 
  Skills Acrobatics +9, Climb +9, Escape Artist +9, Perception 
  +8, Stealth +12, Swim +9 
  Languages Aklo, Common 
  SQ kidnapper’s clutch 
  ECOLOGY 
  Environment cold forests and marshes 
  Organization solitary, pair, or gang (3-6)  
  Treasure standard 
  SPECIAL ABILITIES 
  Darkness (Su) Erlkings cast a dimming effect everywhere 
  they creep. This aura operates as a permanent version of 
  the spell darkness. 
  Kidnapper’s Clutch (Ex) Stronger than they appear to be, 
  erlkings can move their full speed during a grapple and 
  carry their opponent as well. Additionally, an erlking 
  that aids another erlking engaged in a grapple grants a 
  +4 bonus instead of the normal +2. 
  Shrouded Step (Su) When in at least dim illumination, an 
  erlking can cause the shadows to swirl about itself. This 
  effect operates as the spell blur (CL 4th). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Erlkings are unrepentant kidnappers. These vile 
  rogues prowl the night guided only by the bright malice 
  burning 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 the erlkings 
  strike, attempting to abscond with a bratty child they can 
  mold into one of their own. 
   
  Erlkings rely on mortals as a means to reproduce 
  their race. Once an unfortunate soul is caught, he is hauled 
  off through the darkness to the erlking’s dim dwellings. 
  Here, deep enough within the marsh or wood so that the 
  victim’s screams reach no ears, the erlkings chant the dark 
  magics that slowly twist the mind and rend the body of their 
  hostage. The end result is another pale-skinned, hollow-
  hearted erlking. 
   
   
  
   
   
   
   
   
   
   
  8 
  Fachen 
   Muscular and thick, this creature seems to be a half-being. Its 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 serves as unkempt hair. 
   
  FACHEN 
  CR 6 
   
   
  XP 2,400 
  CN Medium fey 
  Init +2; Senses low-light vision; Perception +12 
  DEFENSE 
  AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural) 
  hp 65 (10d6+30) 
  Fort +8, Ref +9, Will +6 
  DR 5/cold iron; Weaknesses vulnerable to flanking 
  OFFENSE 
  Speed 30 ft. 
  Melee mwk greataxe +11 (1d12+5), bite +5 (1d6+2) or bite 
  +10 (1d6+5) 
  Space 5 ft.; Reach 10 ft. 
  Special Attacks ravenous maw 
  STATISTICS 
  Str 20, Dex 14, Con 17, Int 6, Wis 8, Cha 13 
  Base Atk +5; CMB +10; CMD 22 
  Feats Cleave, Endurance, Great Cleave, Great Fortitude, 
  Power Attack 
  Skills Climb +18, Handle Animal +11, Intimidate +11, 
  Perception +12 
  Languages Aklo 
  SQ strong arm 
  ECOLOGY 
  Environment any hills and mountains 
  Organization  gang (2-4), squad (11-20, plus 1 fachen storm 
  sorcerer), or clan (30-50 plus 1 fachen storm sorcerer per 
  10 fachen) 
  Treasure Standard (mwk greataxe, additional treasure) 
  SPECIAL ABILITIES 
  Ravenous Maw (Ex) Whenever a fachen uses a standard 
  action to make a bite attack, if successful, the attack also 
  causes the target to become sickened for 1d4 rounds. 
  Strong Arm (Ex) A fachen’s single arm is exceptionally 
  muscular. It may wield any two-handed weapon with 
  this single arm and suffer no penalties. In addition, due 
  to its forward facing, any weapon held gains reach out to 
  10 ft. 
  Vulnerable to Flanking (Ex) The fachen’s lack of a neck 
  makes it less guarded against flanking attacks. Instead of 
  a +2 flanking bonus, enemies gain a +4 flanking bonus 
  when flanking a fachen. 
   
   
   
  Fachen are perverse mockeries of the natural form. 
  Though not inherently evil, they possess a savage streak 
  born of their deformities; they actively seek to crush 
  anything more whole than they are -- a long list indeed. 
  Fachen once stood tall and proud, a race of strong, 
  handsome fey crafted by their liege, 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. 
   
  While these once proud fey have devolved, they’ve 
  not given up their faith in Jack-in-Irons. Every day in a 
  fachen’s life is a series of rituals designed to pay respect to 
  their long-departed master. Many fachen leaders still cling to 
  storm magic as a means of worship. A sample fachen storm 
  sorcerer is listed below: 
   
  FACHEN STORM SORCERER  
  CR 9 
   
   
  XP 2,400 
  Fachen sorcerer (elemental, air) 6 
  CN Medium fey 
  Init +4; Senses low-light vision; Perception +18 
  DEFENSE 
  AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural) 
  hp 120 (10d6+6d6+64) 
  Fort +12, Ref +13, Will +12 
  DR 5/cold iron; Resist electricity 10 
  Weaknesses vulnerable to flanking 
  OFFENSE 
  Speed 30 ft. 
  Melee mwk greataxe +13/+8 (1d12+4), bite +7 (1d6+2) or 
  bite +12 (1d6+4) 
  Space 5 ft.; Reach 10 ft. 
  Special Attacks electricity ray (30 ft., 6/day, 1d6+3), 
  ravenous maw 
  Spells Known (CL 6th) 
  3rd (4/day) – lightning bolt (DC 16) 
  2nd (6/day) – bull’s strength, scorching ray*, shatter 
  (DC 15) 
  1st (7/day) – burning hands* (DC 14), mage armor, 
  obscuring mist, shocking grasp, true strike 
  0 – acid splash, dancing lights, daze (DC 13), detect 
  magic, detect poison, flare (DC 13), light 
  * These spells gain the electricity type and deal electricity 
  damage. 
   
   
  
   
   
   
   
   
  9 
  STATISTICS 
  Str 18, Dex 18, Con 19, Int 6, Wis 10, Cha 17 
  Base Atk +8; CMB +12; CMD 26 
  Feats Cleave, Combat Casting, Endurance, Great Cleave, 
  Great Fortitude, Power Attack, Skill Focus (Intimidate), 
  Skill Focus (Perception) 
  Skills Climb +17, Handle Animal +13, Intimidate +23, 
  Perception +18 
  Languages Aklo 
  SQ bloodline arcana, strong arm 
  ECOLOGY 
  Environment any hills and mountains 
  Organization  solitary, or with gangs and squads of 
  fachen 
  Treasure NPC Gear (wand of burning 
  hands {4th level}, amulet of natural 
  armor +1, potion of displacement,     
                                  potion of haste,  
                                  additional treasure) 
   
   
  
   
   
   
   
   
   
   
  10 
  Jack-in-Irons 
  This titan seems to be weather given flesh. His eyes flash like 
  lightning and his muscles ripple like thunder. Each move the 
  towering bare-chested giant makes causes the thick iron chains 
  looping about him to tear at the ground. 
   
  JACK-IN-IRONS 
  CR 21 
   
   
  XP 409,600 
  N Huge fey 
  Init +9; Senses low-light vision; Perception +40 
  Aura king’s court (90 ft.) 
  DEFENSE 
  AC 37, touch 13, flat-footed 32 (-2 size, +5 Dex, +23 natural, 
  +1 shield bonus) 
  hp 402 (35d6+280) 
  Fort +21, Ref +24, Will +21 
  Defensive Abilities cold iron crown; DR 20/cold iron; 
  Immune electricity, mind-affecting effects; Resist cold 
  15, fire 15; SR 33  
  OFFENSE 
  Speed 50 ft. 
  Melee +2 iron-studded club +30/+25/+20/+15 (2d8+17 plus 
  push), +2 spiked chain +30/+25/+20 (2d6+17 plus grab) or 
  +2 iron-studded club +32 (2d8+17 plus push), slam +25 
  (1d8+15 plus push) 
  Space 15 ft.; Reach 15 ft. 
  Special Attacks push 15 ft., toss (4d6+13, 30 ft.) 
  Spell-like Abilities (CL 35th) 
  1/day – haste 
  3/day – meteor swarm* (DC 27) 
  * This spell does not deal bludgeoning damage or fire 
  damage. All damage, and the spell type, changes to 
  electricity. The damage is still split in two parts as per 
  the spell, however. 
  STATISTICS 
  Str 41, Dex 20, Con 27, Int 14, Wis 15, Cha 27 
  Base Atk +17; CMB +34 (+38 to grapple and overrun); CMD 
  49 (51 vs. grapple and overrun) 
  Feats Bleeding Critical, Cleave, Critical Focus, Critical 
  Mastery, Double-Slice, Greater Cleave, Greater Fortitude, 
  Greater Overrun, Greater Two-Weapon Fighting,  
  Improved Initiative, Improved Overrun, Improved Two-
  Weapon Fighting, Intimidating Prowess , Power Attack, 
  Staggering Critical, Two-Weapon Defense, Two-Weapon 
  Fighting, Two-Weapon Rend 
  Skills Acrobatics +43, Climb +53, Handle Animal +43, 
  Intimidate +58, Knowledge (Nature) +40, Knowledge 
  (Planes) +37, Perception +40, Swim +53 
  Languages Aklo, Common, Sylvan 
  SQ chained king, cold iron crown 
   
  SPECIAL ABILITIES 
  Chained King (Ex) Jack-in-Irons is literally bound in thick 
  chains. So long have these links of iron encased his skin, 
  he treats them as appendages. For the purposes of 
  attacking, these chains are treated as light weapons in the 
  off-hand, yet deal damage as a Large-sized weapon. 
  Additionally, he has enough chains wrapped about him 
  that grabbing a foe with a chain does not deprive him of 
  his additional attacks. 
  Cold Iron Crown (Su) The metal crown driven into Jack-in-
  Irons’ skull not only tortures him, but safeguards him 
  against any attacks that seek to influence his mind. Not 
  only is Jack-in-Irons immune to these assaults, but any 
  mind-affecting attack cast his way is immediately 
  reflected back upon the caster. 
  King’s Court (Su) The ground writhes about madly in Jack-
  in-Iron’s otherworldly presence. All terrain within 90 feet 
  of the fey is considered to be difficult terrain. If in a 
  forested area, or area of other tall vegetation, these 
  difficult terrain squares may also affect flying creatures. 
  Toss (Ex) Once a foe has been grabbed by a chain, if Jack-in-
  Irons chooses, the next successful CMB check to grapple 
  sends the target flying. This releases the grapple but also 
  pushes the target 30 ft., knocks it prone, and deals 
  4d6+13 damage. 
  ECOLOGY 
  Environment any hills and mountains 
  Organization unique 
  Treasure Standard (+2 iron-studded club, +2 spiked chain, 
  additional treasure) 
   
  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 stooped, yet still 
  imposing. 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. . . 
   
  
   
   
   
   
   
  11 
  Supporting these rumors of 
  late are the smoking ruins found in 
  remote areas of the fey realm. Small 
  forts once occupied by dullahan have 
  been found crushed and smoldering 
  devoid of any survivors. These 
  findings have caused a stir in the realm 
  not seen since the first breaching of  
  the prime material. 
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
  12 
  Kapre 
   What at first appears to be a small tree is in fact a humanoid with 
  skin made of bark and hair of green moss. 
   
  KAPRE 
  CR 4 
   
   
  XP 1,200 
  N Medium fey 
  Init +0; Senses low-light vision; Perception +13 
  DEFENSE 
  AC 16, touch 10 flat-footed 16 (+0 Dex, +6 natural) 
  hp 39 (6d6+18) 
  Fort +7, Ref +5, Will +7 
  DR 5/bludgeoning, cold iron, and piercing; 
        Immune poison, sleep 
  Weaknesses vulnerability to fire 
  OFFENSE 
  Speed 20 ft. 
  Melee 2 claws +7 (1d4+4) 
  Space 5 ft.; Reach 5 ft.  
  Special Attacks tree strike 
  Spell-like Abilities (CL 6th) 
  3/day – tree shape, tree stride 
  STATISTICS 
  Str 18, Dex 10, Con 16, Int 11, Wis 14, Cha 13 
  Base Atk +3; CMB +7; CMD 17 (21 vs. bull rush, 
  overrun, and trip) 
  Feats Alertness, Great Fortitude, Skill Focus 
  (Knowledge [nature]) 
  Skills Knowledge (Geography) +9, Knowledge (Local) 
  +9, Knowledge (Nature) +12, Perception +13, Sense 
  Motive +13, Stealth +9 
  Languages Sylvan 
  SQ Rooted, Tree Meld 
  ECOLOGY 
  Environment any forest 
  Organization solitary, pair, or grove (3-6)  
  Treasure standard 
  SPECIAL ABILITIES 
  Rooted (Ex) Kapre spread roots into the ground with 
  each step. Though this makes them slow and 
  ponderous, it provides a +4 bonus to CMD against 
  bull rushes, overruns, and trips. 
  Tree Meld (Su) A kapre can meld with any tree. This 
  functions as the spell meld into stone. The kapre can 
  remain melded with a tree as long as it wishes. 
  Tree Strike (Su) When in tree shape or tree meld form, a 
  kapre may strike out with its limbs as a standard 
  action: tree strike +7 (3d4+4).  
   
   
   
  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 trespassers. Since most kapre spend their time in tree 
  shape or tree melding many travelers are unaware they’ve 
  entered the gruff spirit’s domain. Kapre quickly make 
  themselves known, however. Groups of kapre take great joy 
  in rushing from tree to tree in an effort to frighten and 
  bewilder mortal races. 
   
  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. 
   
   
   
  
   
   
   
   
   
  13 
  Nightshade Wisp 
   Tall, lithe, and graceful, this elf-like warrior carries a perfectly 
  carved oaken spear and is adorned in armor of interwoven dark 
  leaves. 
   
  NIGHTSHADE WISP 
  CR 3 
   
   
  XP 800 
  N Medium fey 
  Init +8; Senses low-light vision; Perception +9 
  Aura toxic bloom (5 ft., distraction, DC 13) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DEFENSE 
  AC 17, touch 15 flat-footed 12 (+4 Dex, +2 natural, +1 dodge) 
  hp 22 (5d6+5) 
  Fort +2, Ref +10, Will +5 
  DR 5/cold iron; Immune poison, sleep 
  OFFENSE 
  Speed 30 ft. 
  Melee mwk longspear +5 (1d8+2/x3 plus poison ) 
  Ranged javelin +6 (1d6+2 plus poison) 
  Space 5 ft.; Reach 5 ft.  
  Spell-like Abilities (CL 5th) 
  1/day – blink 
  STATISTICS 
  Str 14, Dex 19, Con 13, Int 10, Wis 13, Cha 11 
  Base Atk +2; CMB +4; CMD 18  
  Feats Dodge, Improved Initiative, Lightning Reflexes 
  Skills Acrobatics +12, Climb +10, Escape Artist +12, 
  Knowledge (nature) +8, Perception +9, Stealth +12 
  Languages Aklo, Sylvan 
  ECOLOGY 
  Environment any forest 
  Organization pair or squad (4-9)  
  Treasure standard (mwk longspear, additional treasure) 
  SPECIAL ABILITIES 
  Poison (Ex) Weapon – injury; save Fort DC 13; frequency 
  1/round for 4 rounds; effect 1d3 Dex damage; cure 1 save. 
  The save DC is Constitution-based. 
   
  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 wisp. Nightshades serve as  
           nature’s  vengeance-seekers. These cold, efficient beings  
              are single-minded in their assault on those they deem    
                     defilers. To this end, 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. 
   
  Nightshade wisps derive more than their name 
  from the poisonous flower, they share many plant-like 
  physiological traits as well. For example, Nightshades are 
  genderless, with all members appearing androgynous. 
  Additionally, they produce the poison that coats their 
  weapons. 
   
  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. 
   
   
  
   
   
   
   
   
   
   
  14 
  Rarog 
   Fiery winds whip about the thickly muscled and tan humanoid at 
  the center of this burning tornado. 
   
  RAROG 
  CR 13 
   
   
  XP 25,600 
  CN Large outsider (fire) 
  Init +11; Senses darkvision 60 ft.; Perception +9 
  Aura Burning Breeze (20 ft., 2d8 fire plus push 10 ft., DC 24) 
  DEFENSE 
  AC 26, touch 15 flat-footed 19 (+7 
  Dex, +11 natural, -2 size) 
  hp 175 (14d10+98) 
  Fort +16, Ref +16, Will +10 
  DR 10/magic; Immune fire;  
        SR 24 
  Weakness vulnerability to cold 
  OFFENSE 
  Speed 40 ft.; fly 80 ft. (good) 
  Melee 2 slams +21 (1d8+7  
        plus burn ) 
  Space 10 ft.; Reach 10 ft.  
  Special Attacks blazing dervish 
  (3/day, 10-40 ft. high, 1d8+7 
  damage, 2d8 fire damage, DC 
  24), burn (2d8, DC 24) 
  STATISTICS 
  Str 27, Dex 25, Con 24, Int 13, Wis 18, 
  Cha 18 
  Base Atk +14; CMB +23 (+27 to 
  overrun); CMD 40 (42 vs. overrun) 
  Feats Cleave, Greater Overrun, Hover B, 
  Improved Initiative, Improved 
  Natural Attack, Improved  
        Overrun, Iron Will, Power Attack 
  Skills Acrobatics +24, Fly +28, 
  Intimidate +21, Knowledge 
  (planes) +18, Perception +21, 
  Sense Motive +21, Use 
  Magic Device +21 
  Languages Ignan 
  SQ scorched earth 
  ECOLOGY 
  Environment any  
  Organization pair or flock (3-6) 
  Treasure standard  
  SPECIAL ABILITIES 
  Blazing Dervish (Su) In many ways similar to the whirlwind 
  power, this ability allows the rarog to spin its way across  
  the battlefield at its ground speed. As a standard action the 
  rarog may assume this fiery whirlwind form and move. 
  When in this form the rarog takes up a space of only 5 ft. 
   
        Any creature who occupies a space the rarog enters when in 
  this form must make a Reflex save or be hit by the rarog’s 
  slam attack. A second Reflex save must be made, regardless 
  of the first outcome, to avoid being lifted into the inferno 
  and carried along. All creatures who fail this secondary 
  save take 2d8 fire damage and are deposited in a square, 
  prone, adjacent to the rarog when it finishes this move. 
  Throughout this move the rarog does not provoke attacks 
  of opportunity. At the end of this movement the rarog 
  returns to normal. The save DC is Constitution-based. 
  Burning Breeze (Su) Scorching winds roll off of the   
              rarog. All creatures within 20 feet of the rarog  
                        must make a DC 24 Reflex save at the   
                           start of the rarog’s turn or take 2d8 fire    
                                damage and be  pushed 10 ft. The  
                                  save DC  is Constitution-based. 
             Scorched Earth (Ex)   
            When in blazing dervish   
                form, any square the  
                 rarog moves  through  
                    alights. Burning  
               squares deal 1d6  
               points of fire  
            damage to those who  
           enter them and 1  
           point of fire damage  
         to those who start their  
            turn  adjacent. These  
           squares can be  
       extinguished with a  
      standard action. 
   
  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. Its body  
          seems alive with  
        flame and its skin  
      shines with a 
  magnificent sheen. 
                                      Rarogs are elemental in nature.  
                              However, they’ve only one desire: to 
  feel the rush of exhilaration from constant flight and travel. 
  Their violent home plane was too fraught with danger to 
  fully indulge this joy. 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. 
  
   
   
   
   
   
  15 
  Sidhe 
   This spellbinding woman possesses angelic features. Sharp bright 
  eyes, long luxurious hair and pale, nearly translucent skin paint 
  an alluring and vivacious portrait of femininity. 
   
  LEAN SIDHE 
  CR 7 
   
   
  XP 3,200 
  CN Medium fey (incorporeal) 
  Init +8; Senses low-light vision.; Perception +13 
  Aura Fey Beauty 
  DEFENSE 
  AC 19, touch 19, flat-footed 14 (+4 deflection, +4 Dex, +1 
  dodge) 
  hp 52 (8d6+24) 
  Fort +5, Ref +10, Will +10 
  Defensive Abilities incorporeal; DR 10/cold iron 
  OFFENSE 
  Speed fly 40 ft. (perfect) 
  Melee incorporeal touch +9 (1d10 damage plus muse’s whim) 
  Space 5 ft.; Reach 5 ft.  
  Special Attacks luring lyrics, shrieking cacophony 
  Spell-Like Abilities (CL 8th) 
  3/day – charm monster (DC 18), suggestion (DC 17), shatter 
  (DC 16) 
  1/day – shout (DC 19) 
  STATISTICS 
  Str -, Dex 18, Con 16, Int 13, Wis 15, Cha 19 
  Base Atk +4; CMB +8; CMD 22  
  Feats Dodge, Improved Initiative, Iron Will, Weapon Focus 
  (incorporeal touch) 
  Skills Bluff +15, Diplomacy +15, Fly +23, Knowledge 
  (nature) +12, Perception +13, Perform +15, Sense Motive 
  +13 
  Languages Common, Sylvan 
  ECOLOGY 
  Environment any forest 
  Organization solitary 
  Treasure standard  
  SPECIAL ABILITIES 
  Fey Beauty (Ex) The grace, charm, and appeal of the lean 
  sidhe is so overpowering that it saps an enemy’s will to 
  fight. All creatures within 30 feet of a lean sidhe suffer a -
  2 penalty to any Will saves against her attacks. 
  Luring Lyrics (Su) The dulcet tones of the lean sidhe are a 
  sweet poison. Once per round as a standard action, a 
  lean sidhe may sing a hypnotic song to one creature 
  within 30 feet.. If that creature fails a DC 18 Will save it 
  becomes fascinated, as the condition, by the lean sidhe 
  for 2d4 rounds. Each round after the initial failed save 
  the target suffers 1 point of Wisdom damage. For 
  purposes of the fascination anything the lean sidhe does, 
  short of actually damaging the target with another 
  power, is considered non-threatening. This is a sonic 
  mind-affecting charm effect. The save DC is Charisma-
  based. 
  Muse’s Whim (Su) The touch of the beautiful lean sidhe can 
  sap men of their strength and creativity. Anyone touched 
  by the lean sidhe’s incorporeal touch attack must make a 
  DC 18 Will save or become fatigued. If the target is 
  already fatigued, they instead become exhausted. The 
  save DC is Charisma-based. 
  Shrieking Cacophony (Su) When a lean sidhe is brought to 
  or below 0 hit points it unleashes this horrible death wail 
  as an immediate action. All creatures within 300 feet of 
  the lean sidhe must make a DC 17 Fortitude save or 
  suffer 5d6 damage and become permanently deafened. 
  Creatures already deaf are immune. The save DC is 
  Constitution-based. 
   
  BEAN SIDHE 
  CR 10 
   
   
  XP 9,600 
  NE Medium fey (incorporeal) 
  Init +10; Senses low-light vision.; Perception +18 
  DEFENSE 
  AC 21, touch 21 flat-footed 14 (+4 deflection, +6 Dex, +1 
  dodge) 
  hp 90 (12d6+48) 
  Fort +8, Ref +14, Will +13 
  Defensive Abilities incorporeal; DR 10/cold iron 
  OFFENSE 
  Speed fly 40 ft. (perfect) 
  Melee incorporeal touch +13 (3d6 damage plus 1d6 
  Charisma drain) 
  Space 5 ft.; Reach 5 ft.  
  Special Attacks grieving song, keening note 
  Spell-Like Abilities (CL 12th) 
  3/day – crushing despair (DC 17) 
  STATISTICS 
  Str -, Dex 22, Con 18, Int 14, Wis 17, Cha 18 
  Base Atk +6; CMB +12; CMD 28  
  Feats Dodge, Improved Initiative, Iron Will, Skill Focus 
  (Intimidate), Skill Focus (Perform), Weapon Focus 
  (incorporeal touch) 
  Skills Fly +29, Intimidate +19, Knowledge (Nature) +17, 
  Knowledge (Religion) +14, Perception +18, Perform +22, 
  Sense Motive +18, Stealth +21 
  Languages Aklo, Common, Sylvan 
  SQ tempo of death 
  ECOLOGY 
  Environment any ruins or dungeon 
  Organization solitary 
  Treasure standard  
   
   
  
   
   
   
   
   
   
   
  16 
  SPECIAL ABILITIES 
  Charisma Drain (Su) A creature hit by a bean sidhe’s touch 
  attack must make a DC 20 Will save or suffer 1d6 points 
  of Charisma drain. On each successful attack, the bean 
  sidhe touch attack gets stronger. For each point of 
  Charisma drained, give an equal bonus to all damage 
  done by the bean sidhe. The save DC is Charisma-based. 
  Grieving Song (Su) A bean sidhe can unleash a 
  devastatingly sad dirge of mourning as a standard 
  action. Every creature within a 300-foot spread must 
  make a DC 20 Will save or become overwhelmed with  
        grief. Characters who fail their saves gain the 
  staggered condition for 5d4 rounds. A creature 
  that makes its save is immune to the effects of 
  the same bean sidhe’s song for 24 hours. This 
  is a sonic mind-affecting charm effect. The save 
  DC is Charisma-based. 
  Keening Note (Su) Three times per day, as a 
  standard action, a bean sidhe can sing a shrill 
  damaging note that affects all creatures within 
  a 300-foot spread. Creatures within the area of 
  effect who fail a DC 20 Fortitude save take 
  6d10 sonic damage. However, creatures under 
  the effects of the grieving song take double 
  damage. This is a sonic effect. The save DC is 
  Constitution-based.  
  Tempo of Death (Su) When a creature 
  reaches 0 hit points or lower within 
  sight of the bean sidhe, she may, as an 
  immediate action, sing her grieving 
  song or keening note. A use of 
  grieving song in this manner may 
  affect creatures that have already 
  saved against the effect; if instead the 
  bean sidhe sings her keening note, it 
  does not count against the normal 
  three per day limit. 
  Sidhe are as capricious and cruel as they are 
  graceful and enchanting. These predatory fey spirits 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 
   Spriggan 
  This short, strong humanoid looks like a savage gnome. Greasy 
  strands of straggly hair cover the brutish figure’s face in an 
  unkempt mask. Its skin is cracked and rough, as if it were hewn 
  from the earth a millennia ago. 
   
  SPRIGGAN 
  CR 1/3 
   
   
  XP 135 (Spriggan warrior 1) 
  CE Small fey 
  Init +0; Senses low-light vision; Perception -2 
  DEFENSE 
  AC 16, touch 11, flat-footed 15 (+5 armor, +1 size) 
  hp 6 (1d8+2) 
  Fort +4, Ref +0, Will -2 
  DR 1/cold iron 
  OFFENSE 
  Speed 20 ft. 
  Melee greatclub +3 (1d8+1) 
  Ranged javelin +2 (1d4+1) 
  Space 5 ft.; Reach 5 ft.  
  Spell-like Abilities (CL 1st) 
  1/day – enlarge person 
  STATISTICS 
  Str 13, Dex 10, Con 14, Int 6, Wis 7, 
  Cha 11 
  Base Atk +1; CMB +1; CMD 11   
  Feats Power Attack 
  Skills Climb +5, Stealth +4;  
  Languages Aklo, Common 
  ECOLOGY 
  Environment any mountain 
  Organization pair, group (3-6), or hunting 
  party (6-17) 
  Treasure NPC Gear (greatclub, javelin, 
  scale mail, additional treasure) 
   
   
  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. 
  Much of this savagery springs from  
  spriggans’ fervent belief that Jack-in-Irons is a deity.  
  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 and that the strength of giants flows through 
  them. Buying into such dogma, spriggans are savage foes to 
  all other fey, whom they see as betrayers. Even the fachen 
  are subject to this enmity, as each race believes themselves to 
  be the First Fey’s true children. Spriggans’ ability to grow in 
  size when enraged lends a large degree of credence to the 
  theory giant blood courses in their veins. 
  Many spriggan tribal leaders are barbarians or 
  sorcerers who seek to channel the strength of Jack-in-Irons in 
  a similar manner as the fachen. 
   
  SPRIGGAN CHARACTERS 
  Spriggans are defined by their class levels 
  – they do not possess racial Hit Dice. All 
  spriggans have the following racial traits. 
  +2 Constitution, -2 Intelligence,      
  -2 Wisdom: Spriggans are 
  surprisingly stout for their small size and 
  fey nature, but they are primitive and     
                                        uncouth in the extreme. 
           Small: Spriggans are  
      Small creatures and gain a    
       +1 size bonus to their AC 
  and attack rolls. They also 
  receive a +4 bonus on Stealth 
  checks. However, they receive  
       a -1 penalty to their CMB  
                  and CMD. 
   
   
   
   
   
   
   
   
   
   
      Low-light Vision: 
  Spriggans can see twice 
  as far as humans in dim    
     light. 
        Fey Defenses: As fey  
        creatures, spriggans    
           gain DR of (level-5)  
                 /cold iron. This   
                    damage  
     reduction has a  
      minimum of 1.                                       
  Spell-Like Abilities: A spriggan can cast enlarge 
  person once per day, using his total character level as his 
  caster level. 
  Languages Spriggans begin play speaking 
  Aklo and Common. Those with high Intelligence 
  can choose bonus languages from Elven, Gnome, 
  Goblin, or Sylvan. 
   
  
   
   
   
   
   
   
   
  18 
  Spring-Heel Jack 
   Athletic and graceful, this handsomely-dressed man’s sky blue 
  eyes twinkle with mischief . . . and his rapier glints with danger. 
   
  SPRING-HEEL JACK 
  CR 5 
   
   
  XP 1,600 
  CN Medium fey 
  Init +4; Senses low-light vision; Perception +0 
  DEFENSE 
  AC 15, touch 12 flat-footed 13 (+3 armor, +4 Dex, +1 dodge) 
  hp 45 (7d6+21) 
  Fort +5, Ref +9, Will +5 
  DR 5/cold iron; Immune fear effects 
  OFFENSE 
  Speed 30 ft. 
  Melee mwk rapier +9 (1d6+2/18-20) 
  Ranged mwk dagger +9 (1d4+2) 
  Space 5 ft.; Reach 5 ft.  
  Special Attacks breath of blue flame, sneak attack +1d6 
  Spell-like Abilities (CL 7th) 
  At will – expeditious retreat, feather fall, obscuring mist 
  STATISTICS 
  Str 14, Dex 19, Con 16, Int 13, Wis 11, Cha 18 
  Base Atk +3; CMB +5; CMD 19  
  Feats Combat Expertise, Dodge, Weapon Finesse, Weapon 
  Focus (Rapier) 
  Skills Acrobatics +22; Bluff +14, Climb +12, Diplomacy +14, 
  Escape Artist +14, Knowledge (local) +11, Stealth +14; 
  Racial Modifier +8 Acrobatics 
  Languages Aklo, Common 
  SQ bounding stride 
  ECOLOGY 
  Environment any urban 
  Organization solitary 
  Treasure Standard (mwk dagger,  
        mwk rapier,  mwk studded  
        leather, additional treasure) 
  SPECIAL ABILITIES 
  Bounding Stride (Ex) A 
  spring-heel jack can leap 
  about in stunning fashion. 
  Every jump a spring-heel 
  jack attempts is aided as if 
  they were under the effects 
  of a permanent jump spell 
  (CL 7th). Also, a spring-heel  
        jack may jump as part of a charge 
  action. If the charge attack is 
  successful, it deals an additional 
  2d6 damage. 
  Breath of Blue Flame (Su) Once per day a spring-heel jack 
  may breathe a blast of blue fire. All creatures within a 15-
  foot cone take 4d6 fire damage and are blinded for 1 
  round. Creatures that make a DC 16 Reflex save take 
  only half damage and avoid the blindness. The save DC 
  is Constitution-based. 
   
  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. 
     Spring-heel jacks are also  
          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,  
                                gambling,  
                        and so on. Some  
                        suggest that  
                     spring-heel jacks           
                                                                          are nature’s                                       
                                                                   embodiment of mortals’    
                                                            wanton appetites. 
  
   
   
   
   
   
  19 
  Sylph 
   Glittery, sparkling wings make it difficult to fully see the beautiful 
  faerie woman they’re attached to. 
   
  SYLPH 
  CR 2 
   
   
  XP 600 
  CN Small fey 
  Init +3; Senses low-light vision; Perception +6 
  DEFENSE 
  AC 15, touch 15 flat-footed 11 (+3 Dex, +1 dodge, +1 size) 
  hp 13 (3d6+3) 
  Fort +2, Ref +6, Will +3 
  DR 5/cold iron 
  OFFENSE 
  Speed 20 ft., fly 40 ft. (perfect) 
  Melee short sword +5 (1d4-1 plus sleepy wounds/x3) 
  Space 5 ft.; Reach 5 ft.  
  Special Attacks glamour, sleepy wounds,  
        sneak attack +1d6 
  Spell-like Abilities (CL 3rd) 
  3/day – gust of wind 
  STATISTICS 
  Str 9, Dex 17, Con 12, Int 11,  
        Wis 11, Cha 17 
  Base Atk +1; CMB -1; CMD 12 
  Feats Dodge, Weapon Finesse 
  Skills Acrobatics +9, Bluff +9,  
        Fly +17,  Knowledge (nature)  
        +6, Perception +6, Sense Motive +6 
  Languages Common, Sylvan 
  SQ glitterwings 
  ECOLOGY 
  Environment any forest 
  Organization pair, party (4-9) 
  Treasure Standard  
  SPECIAL ABILITIES 
  Glamour (Su) Once per day, a sylph can call 
  upon her innate fey magics to befuddle and 
  confound her foes. Assaulting opponents 
  with illusory images, sylphs can cause no 
  end of mischief with this power. As a 
  standard action, a sylph may target one 
  creature within 30 feet. If the target fails a 
  DC 14 Will save the target gains the 
  confused condition for 1d4 rounds. 
  Additionally, the sylph is invisible to this 
  creature for the duration. This is a mind-
  affecting illusion effect. The save DC is 
  Charisma-based. 
   
   
  Glitterwings (Su) A sylph’s incandescent and sparkly wings 
  grant it the benefit of a constant blur spell (CL 3rd). 
  Sleepy Wounds (Su) Any creature struck by the sylph’s 
  sword attack must make a DC 14 Will save or be affected 
  as if by the sleep spell (CL 3rd). 
   
  Sylphs seek nothing more than to enjoy nature’s 
  beauty and frolic away the hours. Still, they do possess the 
  mischievous streak that seems inherent to all fey. Using their 
  charms and magic, these sprites take great pleasure in 
  frustrating, annoying, and teasing mortals. 
   
  Sylphs 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. 
  
   
   
   
   
   
   
   
  20 
  Vodnik 
   Bulbous, bloodshot eyes and sickly green skin pockmarked with 
  moles makes this fishy-smelling gremlin almost too ugly to look 
  upon. 
   
  VODNIK 
  CR 3 
   
   
  XP 800 
  CE Small fey (aquatic) 
  Init +6; Senses low-light vision; Perception +1 
  DEFENSE 
  AC 15, touch 13 flat-footed 13 (+2 Dex, +2 natural, +1 size) 
  hp 27 (5d6+10) 
  Fort +3, Ref +6, Will +5 
  DR 5/cold iron 
  OFFENSE 
  Speed 20 ft., swim 40 ft.  
  Melee 2 claws +5 (1d3+2) 
  Space 5 ft.; Reach 5 ft.  
  Special Attacks drowning touch, filthy spittle, sneak attack 
  +1d6 
  STATISTICS 
  Str 15, Dex 14, Con 15, Int 7, Wis 12, Cha 8 
  Base Atk +2; CMB +3; CMD 15 
  Feats Ability Focus (drowning touch), Improved  
        Initiative, Power Attack 
  Skills Acrobatics +10, Climb +10, Stealth +10,  
        Swim +10 
  Languages Aklo 
  SQ amphibious 
  ECOLOGY 
  Environment any swamp 
  Organization pair, group (3-6), or band  
        (5-20) 
  Treasure half 
  SPECIAL ABILITIES 
  Amphibious (Ex) A vodnik can survive on 
  land indefinitely. 
  Drowning Touch (Su) Once per day, a 
  vodnik can drown a creature with a 
  touch. A character hit in such a manner 
  must make a DC 16 Fortitude save or 
  begin immediately drowning.  
        This power starts the drowning 
  process at the point characters  
        must make Constitution checks.  
         If a victim succeeds at two checks,   
        they survive and the sensation  
        passes. Additionally, another  
        creature may make a heal check (DC 
  15) to forcibly expel the water forming  
        in the creature’s lungs. The save 
  Filthy Spittle (Ex) A vodnik may make a ranged touch 
  attack (+5) to spit a dirty mixture of muck, saliva, and 
  swamp water at its foes. Any creature struck is blinded 
  until they expend a standard action to clean themselves. 
  The range increment is 10 ft. 
   
  Vodniks, or water gremlins, are scrawny green-blue 
  deformed fey. Arguably they are the ugliest creatures 
  inhabiting 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. 
   
  Legend associates vodniks with any number of 
  curses as origin stories, the one that holds the most currency 
  is has it that vodniks are dark-hearted gnomes whose sins 
  and corruptions slowly altered their form. While this is open 
  to debate, its ability to shift between the mortal and the 
  fey realm during a full moon is not. The only question is 
  how? All that is known is that the water gremlins shift en 
  masse, seemingly capable of the movement only when they 
  are gathered with others of their kind at the bottom of the 
  swamp. 
   
  VODNIK BOG TROLL 
  Some vodniks actually breed with trolls; most of the times   
                     this coupling results in the death of the newborn,  
                             but occasionally a vodnik bog troll is  
                                 conceived. 
                                  Challenge Rating: As normal vodnik +2 
                                     Hit Die: As normal vodnik +3 
                                      Armor: A vodnik bog trolls natural  
                                       armor bonus increases by +3. The  
                                           vodnik bog troll is also medium size. 
                                                     Abilities: A vodnik bog troll  
                                                  gains a +4 Strength, and a -4  
                                                  Intelligence and -2 Charisma 
                                                              Attacks: A vodnik bog                
                                                           Troll gains a bite attack. 
                                                               Regeneration: A vodnik  
                                                         bog troll gains regeneration 5  
                                                         (acid or fire) 
                                                                Weaknesses: A vodnik  
                                                          bog troll gains vulnerability  
                                                          to acid and fire 
   
   
  DC is Constitution-based. 
  
   
   
   
   
   
  21 
   
  Yallery 
   
   Ruddy, wrinkled orange skin and long, natty hair give this bright-
  eyed small fey the appearance of a panhandler. 
   
  YALLERY 
  CR 6 
   
   
  XP 2,400 
  CN Small fey 
  Init +7; Senses low-light vision; Perception +6 
  DEFENSE 
  AC 18, touch 15 flat-footed 14 (+3 armor, +3 Dex, +1 dodge, 
  +1 size) 
  hp 65 (10d6+30) 
  Fort +6, Ref +10, Will +7 
  Defensive Abilities reeking escape; DR 5/cold iron 
  OFFENSE 
  Speed 20 ft. 
  Melee short sword +10 (1d4/x3) 
  Space 5 ft.; Reach 5 ft.  
  Special Attacks bloody toil +3d6 
  Spell-like Abilities (CL 10th) 
  3/day – quickened sleep (DC 15), slow (DC 17) 
  1/day – deep slumber (DC 17), ray of exhaustion (DC 17) 
  STATISTICS 
  Str 10, Dex 16, Con 16, Int 14, Wis 11, Cha 18 
  Base Atk +5; CMB +4; CMD 17 
  Feats Dodge, Improved Initiative, Quicken Spell-Like Ability 
  (sleep), Weapon Finesse, Weapon Focus (short sword) 
  Skills Acrobatics +16, Bluff +17, Diplomacy +17, Disguise 
  +17, Escape Artist +16, Knowledge (local) +15, Sleight of 
  Hand +16, Stealth +20 
  Languages Aklo, Common, Gnome 
  SQ beggar’s idle 
  ECOLOGY 
  Environment any urban 
  Organization solitary 
  Treasure Standard  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  SPECIAL ABILITIES 
  Beggar’s Idle (Su) Yallery carry an aura of lethargy about 
  them. When a yallery strikes a target that is under the 
  influence of one of their spell-like abilities they may, as a 
  free action, increase the duration of that effect by 1d6 
  rounds. 
  Bloody Toil (Su) Yallery thrive in apathy and laziness. 
  Hence their attacks are stronger against those they’ve 
  entranced. Yallery deal an extra 3d6 points of damage 
  against creatures under the influence of one of their 
  spell-like abilities. 
  Reeking Escape (Su) Once per day, as an immediate action, 
  a yallery may teleport up to 50 feet. When it does so, the 
  square it first exits becomes the center of a 10th level 
  stinking cloud (DC 16). 
   
  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 have had to develop these roles in the 
  mortal world, as they 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 
  like minds. Yallery prefer urban settings where they can set 
  themselves up as street kings and revel in the indolence 
  they’ve inspired.  
   
  These diminutive street urchins 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. 
   
   
  
   
   
   
   
   
   
   
  22 
   
   
   
  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 fey races 
  have spent lifetimes enjoying their status as smarter 
  than the mortals; their 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 a closer to a neutral 
  alignment than good or evil. 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 lean 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 
  method other 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 1st-
  20th level: 
   
  Low-Levels (1-7): 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 their lower levels 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 this 
  section this should be done somewhat subtly: pixies 
  harassing lumberjacks, rumors of erlkings kidnapping 
  children from a school, or a pack of satyr suddenly 
  carousing through the city streets. As the PCs begin to 
  progress, drop some hints. Perhaps the pixies 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 pixies, and crude erlking drawings all 
  point to some huge and chained giant. 
  This level-range 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. 
   
   
   
  SECTION 2 – GM’S REFERENCE 
   
  
   
   
   
   
   
  23 
  Mid-Level (7-13): 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 misshapen fey hordes 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 surreal 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 and faerie communities in their 
  wake. Capitalizing on this chaos, dullahan and spriggan 
  hordes are pouring forth from their homes across 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 dullahan 
  princes necessary to cast the binding ritual again. 
  This process should take up the higher stages of the 
  this level group 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. 
   
  High Level (13+): Jack-in-the-Box 
  The march towards epic level play should start 
  with a bang. Namely some firsthand account of what the 
  woken Jack-in-Irons can do. Have him level a city of 
  dullahan (where the PCs are, of course), 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. These upper 
  levels are a great place to throw in some additional side 
  quests to really get the scope this quest 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, 
  consider the following example: 
   
   
   
   
  Make use of the Knowledge (arcana) and 
  Spellcraft skills at key intervals of the fight. 
  Perhaps for every 100 hit points Jack-in-
  Irons loses, the ritual needs to be energized 
  in order to bind him. Don’t shy away from 
  getting the more martially-inclined 
  characters in on these checks too. Climb 
  checks may be used to clamber up the 
  beastly fey and bind him with chains, 
  Acrobatics could be used to throw the chains 
  up and around him, and so forth. Think 
  outside of the box – this battle should feel 
  epic. 
   
  
   
   
   
   
   
   
   
  24 
   
   
   
  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 BLAZING DERVISH 
  Aura moderate evocation; CL 10th 
  Slot feet; Price 14,400 gp; Weight 1lb. 
  DESCRIPTION 
  As a free action, once per day, the wearer may command 
  these boots to alight in flame. For the next 200 feet of 
  movement the character makes, each square exited is 
  affected by a wall of fire spell. The wearer of these boots is 
  immune to all fire from this effect, but not any other sources. 
  CONSTRUCTION 
  Requirements Craft Wondrous Item, haste Cost 7,200 gp 
   
  DULLAHAN HIDE ARMOR 
  Aura moderate necromancy; CL 7th 
  Slot armor; Price 25,925 gp; Weight 25 lbs. 
  DESCRIPTION 
  This wicked-looking hide armor, crafted from fey beasts, 
  grants a wearer a +2 competence bonus to Intimidate checks 
  and a + 2 resistance bonus to saving throws against fear. 
       Additionally, the wearer may cast fear twice per day on 
  command (Will DC 14 partial). 
  CONSTRUCTION 
  Requirements Craft Magic Arms and Armor, fear, resistance; 
  Cost 12,962 gp. 
   
  SIDHE LOCKET 
  Aura moderate abjuration; CL 10th 
  Slot neck; Price 19,200 gp; Weight – 
  DESCRIPTION 
  Hanging from this silver necklace is a thin strand of golden 
  blond hair. The locket bestows a +4 competence bonus to 
  Bluff and Diplomacy checks. Additionally, once per day, as 
  an immediate action, if the wearer comes under the effect of 
  an involuntary enchantment, curse, or transmutation effect 
  he is immediately subject to the break enchantment spell. 
  CONSTRUCTION 
  Requirements Craft Wondrous Item, break enchantment, 
  eagle’s splendor; Cost 9,600 gp 
   
   
   
   
   
   
  SPRIGGANBLOOD CUDGEL 
  Aura faint transmutation; CL 1st 
  Slot none; Price 3,380; Weight 3 lbs. 
  DESCRIPTION 
  This gnarly looking +1 club is etched with a leering spriggan 
  face. Three times per day, you may cause the weapon to 
  enlarge; this grants the weapon the reach quality. The 
  weapon may stay in this state until commanded back or up 
  to one continuous minute. 
  CONSTRUCTION 
  Requirements Craft Magic Arms and Armor, enlarge person; 
  Cost 1,690 gp 
   
  SYLPH’S SWORD 
  Aura faint enchantment; CL 5th 
  Slot none; Price 7,710 gp; Weight 2 lbs. 
  DESCRIPTION 
  This thin silver-hilted blade stores one of the fey’s favorite 
  spells. Once per day, upon command as a free action, a 
  target struck by this weapon must make  DC 13 Will save or 
  be affected by the deep slumber spell. 
  CONSTRUCTION 
  Requirements Craft Magic Arms and Armor, deep slumber; 
  Cost 3,855 gp 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  SECTION 3 – MAGIC ITEMS 
   
  
   
   
   
   
   
  25 
   
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  to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all 
  rights, title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are  
   
  distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any  
   
  authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any  
   
  version of this License. 
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor  
   
  unless You have written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the  
   
  Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game  
   
  Material so affected. 
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach  
   
  within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent  
   
  necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
   
   
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  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  Core  Rulebook.  Copyright  2009, 2010 Paizo  Publishing,  LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder RPG Bestiary, Copyright 2009, 2010 Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, 
  Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on 
  original content from TSR. 
   
  Remarkable Races: Compendium of Unusual PC Races, Pathway to Adventure Edition.  Copyright  2009, 2010 Alluria   
    
  Publishing; Author: J. Matthew Kubisz 
   
  Fey Folio: Clans of the Fey Realm.  Copyright  2010 Alluria Publishing; Author: Matthew Cicci 
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
        
   
   
   
   
   
   
   
   
   
   
     
  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 Clans of the Fey Realm. 
   
  Look for more great products 
  from Alluria Publishing: 
  On our website at 
  www.alluriapublishing.com 
  Or at 
  www.rpgnow.com 
   
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Alluria/Fey Folio, Clans of the Fey Realm.pdf