Fey court

| Npc | Mod | Init |
| Dryad | 4 | 24 |
| Bezalel | 1 | 21 |
| Thanatos | 6 | 18 |
| Redcap | 8 | 17 |
| Rutti | 2 | 16 |
| Sprites | 7 | 15 |
| Svartalfar | 5 | 14 |
| Gadiela | 1 | 14 |
| Odkrycie | 1 | 14 |
| Królowa | 9 | 13 |
| Takehiko | 6 | 13 |
| Wolverine | 4 | 12 |
| Goran | -1 | 12 |
| Ohancanu | 6 | 10 |
| Huge frog | 3 | 10 |
| Tamara | 2 | 8 |
| Sofia | 2 | 3 |
| Amiel | 2 | 3 |
Goran Spells
| Krąg | Zaklęcie Domenowe | Zaklęcie | Zaklęcie | Zaklęcie | Zaklęcie |
|---|---|---|---|---|---|
| 1 | True Strike | Sanctuary | Linked legacy | Command | Remove fear |
| 2 | Aid | Spiritual weapon | Lesser restoration | Burst of Radiance | Spear of purity |
| 3 | Protection from energy | Dispel magic | Aura Sight | Circle against Evil | |
| 4 | Blessing of fervor |
Gadiela Spells
| Krąg | Zaklęcie Domenowe | Zaklęcie | Zaklęcie | Zaklęcie | Zaklęcie |
|---|---|---|---|---|---|
| 1 | Silent Image | Sanctuary | Firebelly | Command | Bless |
| 2 | Minor Image | Spiritual weapon | Violent accident | Burst of Radiance | |
| 3 | Call lightning | Lightning Lash | Dispel magic |
Greater Blighted fey abilities
DC 10 + 1/2 HD + CON
Parasitic Bond (Su)- Once per day with a successful thorn throw attack (see below), the blighted fey can transform the thorns into a single burrowing, wriggling maggot that infests and infuses the target with a short-term curse from within unless the target succeeds at a Fortitude save. This parasite creates an unholy link to the target, binding it to the blighted fey. This binding persists for 5 rounds, during which half of any hit point damage taken by the blighted fey is dealt to the linked target instead. The type of damage remains consistent with the damage dealt to the blighted fey. Only one parasitic bond can be maintained with one creature at a time. This bond is a curse and a disease effect.
Blighted Unity (Su)- Blighted fey within 100 feet of one other can communicate through a shared fungal mind. This does not permit blighted fey to see and hear through each other’s senses, but they can share specific situational information and tactics through telepathy. If one blighted fey within range is aware of danger, they are all aware of danger and cannot be surprised.
Tainted Blood (Ex)- A blighted fey’s blood and flesh are rife with disease. Any creature that deals damage with a bite attack against a blighted fey, swallows one whole, or otherwise ingests part of one must succeed at a Fortitude save or take 1 point of Strength damage and 1 point of Dexterity damage. One minute later, the affected creature must succeed at a second save at the same DC or be nauseated for 1 minute and take 1d6 points of Strength damage and 1d6 points of Dexterity damage. This is a disease effect.
Sprite Swarm
CE Diminutive fey (swarm)
Init +7; Senses low-light vision, detect evil, detect good, darkvision 60ft; Perception +16
AC 20, touch 18, flat-footed 16
hp 55
Fort +4, Ref +10, Will +7
Defensive Abilities swarm traits DR 10/cold iron; Immune weapon damage, disease, paralysis, poison, and polymorph; Resist cold & elec 10; SR 18
Speed 15 ft., fly 60 ft. (perfect)
Melee swarm (2d6 plus distraction)
Ranged thorn attack +10 (3d6)
Space 10 ft.; Reach 0 ft.
Special Attacks angry glow, concentrated rush, distraction (DC 16
Spell-Like Abilities (CL 5th; concentration +5)
Constant—detect evil, detect good
1/day—mass daze (DC 15)
Str 3, Dex 17, Con 12, Int 6, Wis 11, Cha 10
Base Atk +5; CMB —; CMD —
Feats Alertness, Dodge, Flyby Attack, Improved Initiative, Skill Focus (Perception)
Skills Fly +30, Intimidate +10, Perception +16, Sense Motive +9, Stealth +30
Languages Common, Sylvan
SQ mob mentality
Angry Glow (Su) – Once per minute, as a full-round action, the sprites that make up a sprite swarm may coordinate their luminous abilities to create a singular, searing glow. Creatures within 10 feet of a sprite swarm with line of sight must succeed at a DC 17 Fortitude save or be blinded for 1d4 rounds. A creature that succeeds at its save is dazzled for 1 round. The save DC is Constitution-based.
Concentrated Rush (Ex – Once every 1d4 rounds, if more than one creature occupies a sprite swarm’s space, the swarm may use its attack action to concentrate on one of these creatures to deal 4d6 points of damage in place of its normal swarm damage. Other creatures within the horde’s space do not take swarm damage that round.
Mob Mentality (Ex) – As long as a sprite swarm has at least 10 hit points, it retains its Intelligence score and can act accordingly. Even so, it cannot be targeted by mind-affecting spells or effects that target a single creature. If its hit points fall below 10, the swarm is considered mindless as the individual creatures within begin to panic.
Dryad
https://bit.ly/38a5XHS
CE Medium fey
Init +4; Senses low-light vision, darkvision 60ft; Perception +13
AC 19, touch 14, flat-footed 15
hp 45
Fort +7, Ref +9, Will +7
DR 10/cold iron; Immune disease, paralysis, poison, and polymorph; Resist cold & elec 10; SR 15
Fast healing 5
Weaknesses blight dependent
Speed 30 ft.
Melee dagger +7 (1d4 +2)
Ranged thorn throw +7 (1d4 +2 + parasitic bond)
Spell-Like Abilities (CL 6th)
Constant—speak with plants
At will—entangle (DC 16), tree shape, wood shape (1 lb. only)
3/day—charm person (DC 16), deep slumber (DC 18), tree stride
1/day—suggestion (DC 18)
Str 14, Dex 19, Con 17, Int 14, Wis 15, Cha 20
Base Atk +3; CMB +5; CMD 19
Feats Great Fortitude, Stealthy, Weapon Finesse, Toughness
Skills Climb +11, Craft (sculpture) +11, Escape Artist +15, Bluff +11, Knowledge (nature) +13, Perception +13, Stealth +17, Survival +8; Racial Modifiers +6 Craft (wood)
Languages Common, Elven, Sylvan; speak with plants
SQ tree meld, wild empathy, woodcraft
Tree Meld (Su)- A dryad can meld with any tree, similar to how the spell meld into stone functions. She can remain melded with a tree as long as she wishes.
Tree Dependent (Su) – A dryad is mystically bonded to blighted plants and must never stray more than 300 yards from them. A dryad who moves 300 yards beyond blighted forest immediately becomes sickened. Every hour thereafter, she must make a DC 15 Fortitude save to resist becoming nauseated for an hour. A dryad that is out of range of blighted forest for 24 hours takes 1d6 points of Constitution damage, and another 1d6 points of Constitution damage every day that follows—eventually, this separation kills the dryad.
Wild Empathy (Su) – This works like the druid’s wild empathy class feature, except the dryad has a +6 racial bonus on the check. Dryads with druid levels add this racial modifier to their wild empathy checks.
Woodcraft (Ex) – A dryad has a +6 racial bonus to Craft checks involving wood, and is always treated as if she had masterwork artisan’s woodworking tools when making such checks.
Blighted Fey Animal Frog Father
https://bit.ly/38FD5HG
Huge fey
Init +3; Senses darkvision 60ft, low-light vision, scent; Perception +16
AC 22, touch 11, flat-footed 20 (+1 Dex, +12 natural, –2 size)
hp 75 (6d8+30+6+12)
Fort +12, Ref +10, Will +5
DR 10/cold iron and good
immunity to disease, paralysis, poison, and polymorph
resistance to cold 10 and electricity 10
SR 19
fast healing 5 when close to blighted plants and on earth
CL 6
3/day: fly
1/day: charm person (DC 12), tree shape, faerie fire
Death curse: killer saves Will DC 14 or gets stacking -2 to all k20 rolls
Parasitic bond: Fort DC 20 or damage shared for 5 rounds
Tainted: on being bitten Fort DC 20 or take 1 point of Strength damage and 1 point of Dexterity damage. One minute later, the affected creature must succeed at a second save at the same DC or be nauseated for 1 minute and take 1d6 points of Strength damage and 1d6 points of Dexterity damage
Speed 40 ft., swim 40 ft.
Melee bite +10 (3d6+12 plus grab), tongue +10 (grab)
Ranged thorn +5 (1d8+8+ parasitic bond)
Space 15 ft.; Reach 10 ft. (30 ft. with tongue)
Special Attacks fast swallow, pull (tongue, 10 ft.), swallow whole (2d6 bludgeoning damage, AC 14, 7 hp), tongue
Str 27, Dex 17, Con 24, Int 11, Wis 12, Cha 12
Base Atk +4; CMB +17; CMD 27 (31 vs. trip)
Feats Iron Will, Lightning Reflexes, Skill Focus (Acrobatics), Toughness
Skills Acrobatics +14 (+26 jumping), Perception +16, Stealth +10, Swim +14, Bluf +5
Tongue (Ex)- A frog father’s tongue is a primary attack with three times the reach of its bite. Its tongue deals no damage but can be used to grab. The frog does not gain the grappled condition when grappling with its tongue.
Thanatos Fey
https://bit.ly/38IORRt
CE Tiny fey
Init +6 Senses darkvision 60 ft., low-light vision; Perception +2
Aura necrotic aura (30 ft., all wounds gain bleed 1 and Fort saves are made at -4 penalty, no save)
AC 19, touch 18, flat-footed 13
hp 42
Fort +4, Ref +14, Will +5
Immune poison, sickened, nauseated
Defensive Abilities Improved Evasion
Speed 30 ft.
Melee +14 poisoned short spear (1 piercing plus giant wasp poison (see below), 20/x2)
Ranged +14 poisoned blowgun (1 piercing plus giant wasp poison (see below), 20/x2, 20 ft. range increment)
Str 4, Dex 23, Con 10, Int 8, Wis 15, Cha 17
Base Atk +6; CMB +10; CMD 20
Feats Agile Maneuvers, Rapid Shot, Point Blank Shot, Expert Sniper, Weapon Finesse
Skills Acrobatics +21, Knowledge (nature) +14, Stealth +21, Survival +17
Languages Common, Draconic, Sylvan
Gear poisoned short spear and blowgun with 12 poisoned darts, hide armor (all Tiny sized)
Cricket Leap (Ex) – A Thanatos fey cannot fly, but it can leap adroitly. As a move action, the thanatos fey can leap up to 30 ft. in any combination of horizontal and vertical movement. It never provokes attacks of opportunity for moving in this manner.
Decompose Corpse (Su)- A Thanatos fey can accelerate the decay of a Huge or smaller corpse. By remaining in contact with the corpse for at least an hour, the thanatos fey reduces the corpse to picked bones, as if it had decayed for at least a year.
Harry (Ex) – If the thanatos fey successfully attacks the same targets on consecutive rounds, it deals additional damage to that target. Each successful attack doubles the weapon’s base damage (1 pt, 2 pts, 4 pts, 8 pts, 16 pts, and so on). There is no limit to the number of consecutive successful attacks (and resulting doubling damage) the thanatos fey can inflict. A missed attack, or attacking another target ends the cycle.
Necrotic Aura (Su)- The Thanatos fey radiates a palpable aura of rot, corruption and decay. All wounds inflicted within 30 ft. of the thanatos fey gain ongoing bleed 1, and all Fort saves are made at a -4 penalty.
Poison – Thanatos fey coat their weapons with giant wasp poison. Giant wasp poison (injury) save Fort DC 18; duration 1/round for 6 rounds; effect 1d2 Dex damage; cure 1 save
Nightmare Svartalfar
https://bit.ly/3G54lM4
LE Medium outsider (evil)
Init +5; Senses darkvision 120 ft., low-light vision; Perception +18
AC 22, touch 17, flat-footed 15 (+7 Dex, +5 natural)
hp 84 (13d6+39)
Fort +6, Ref +15, Will +10
DR 10/silver & good; Resist cold 10, electricity 10; SR 19
Weaknesses light blindness
automatically disbelieves illusions (no saving throw required) and has a +4 bonus on saving throws to resist illusion effects.
Regeneration 5 (good / silver)
Speed 40 ft.
Melee +1 longsword +13/+8 (1d8+4/17–20)
Special Attacks bane, quickened spell strike, sneak attack +3d6
Spell-Like Abilities (CL 13th; concentration +18)
Constant – protection from good
At will—chill touch (DC 18), corrosive touch
3/day—frigid touch, shadow step, vanish, detect thoughts (DC 19), dream, nightmare (DC 22), suggestion (DC 20)
1/day—force punch (DC 20), greater invisibility, ray of exhaustion (DC 20), shadow walk
Str 12, Dex 25, Con 17, Int 18, Wis 14, Cha 25
Base Atk +6; CMB +13; CMD 24
Feats Agile Maneuvers, Combat Casting, Improved Sunder, Skill Focus (Stealth), Stealthy, Vital Strike, Weapon Finesse
Skills Acrobatics +23 (+27 when jumping), Bluff +23, Escape Artist +27, Intimidate +24, Knowledge (nature) +20, Knowledge (planes) +17, Perception +18, Sense Motive +18, Sleight of Hand +23, Stealth +37; Racial Modifiers +4 Acrobatics when jumping
Languages Aklo, Common, Elven, Sylvan
Shatterspike = normally +1 keen longsword, +4 when sundering
Frightful Presence (Su) – This ability activates when the nightmare creature charges, attacks during a surprise round, or succeeds at a DC 15 Intimidate or Perform check. Its frightful presence has a range of 30 feet. Will DC 23 or frightened/shaken 5d6 rounds
Fear Aura (Su) – All creatures within a 60-foot radius that see or hear a nightmare creature must succeed at a Will DC 23 save or be shaken for as long as they are within the aura. Whether or not the save is successful, that creature cannot be affected again by the same nightmare creature’s fear aura for 24 hours. This is a mind-affecting fear affect.
Feign Death (Ex) – Whenever a nightmare creature is unconscious, it appears dead. A conscious nightmare creature can also make itself appear dead as an immediate action. Any creature that physically interacts with a nightmare creature feigning death must succeed at a Heal check or Will saving throw (DC 23) to recognize it is actually alive.
Bane (Su) – Once per day as a swift action, a svartalfar can imbue one of its weapons with the bane weapon special ability. It must select one creature type (and subtype, if choosing humanoid or outsider) when it uses this ability. This lasts for 1 hour. This ability only functions while the svartalfar wields the weapon.
Quickened Spell Strike (Su) Three times per day as a free action after hitting with a melee weapon, a svartalfar can cast and deliver one of the following of its spell-like abilities through the weapon: chill touch, corrosive touch, force punch, frigid touch, or ray of exhaustion. If the attack is a critical hit and the spell-like ability deals damage, it deals double damage.
Nymph Queen – Straszne Piękno w Mroku
https://bit.ly/3NuPk8U
CE Medium fey
Init +9; Senses low-light vision, darkvision 60ft; Perception +16
Aura blinding beauty (30 ft., DC 21)
AC 26, touch 24, flat-footed 20
hp 84
Fort +16, Ref +13, Will +17
DR 10/cold iron; Immune disease, paralysis, poison, and polymorph; Resist cold & elec 10; SR 19
Fast healing 5
Speed 5 ft., swim 5 ft.
Melee mwk dagger +10 (1d4 +2/19–20)
Ranged thorn +10 (1d4 + 2 + parasitic bond)
Special Attacks stunning glance
Spell-Like Abilities (CL 8th)
1/day—dimension door
Spells Prepared (CL 7th)
- 4th – explosion of rot (DC 17)
- 3rd – call lightning (DC 16), cure moderate wounds, thorny entanglement
- 2nd – fungal blisters (3d2+3 blisters, each 3d6+3), flame blade, resist energy, lesser restoration (spontaneous: spiritual weapon +11 1d8+2)
- 1st – charm animal (DC 14), endure elements, feather step, longstrider, produce flame
- 0 – detect magic, guidance, virtue, stabilize, mage hand, open/close
Str 14, Dex 21, Con 18, Int 16, Wis 17, Cha 27
Base Atk +4; CMB +9; CMD 29
Feats Agile Maneuvers, Combat Casting, Dodge, Weapon Finesse
Skills Diplomacy +20, Escape Artist +16, Bluff +20, Handle Animal +16, Heal +11, Knowledge (nature) +16, Perception +16, Sense Motive +14, Stealth +18, Swim +21
Languages Common, Sylvan
SQ inspiration, unearthly grace, wild empathy +21
Aura of deeper darkness: darkvision works, but only bright light can show anything in it
Strong mind: 8/day can roll twice for Will save and take better
Blinding Beauty (Su)- This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 22 Fortitude save or be blinded permanently. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.
Can’t initiate hostilities and must honor pleas for help and healing
Lay of hands – 11/day, 4d6, mercy (fatigue)
Stunning Glance (Su) – As a standard action, a nymph can stun a creature within 30 feet with a look. The target must succeed on a DC 22 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.
Unearthly Grace (Su) – A nymph adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.
Wild Empathy (Su) – This works like the druid’s wild empathy class feature, except the nymph has a +6 racial bonus on the check. The nymph’s effective druid level is equal to her HD for determining her total modifer to the check.
Blighted Ohancanu
https://bit.ly/3wzAXsM
CE Large fey
Init +6; Senses darkvision 60ft, low-light vision; Perception +14
AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
hp 73 (7d6+28+14+7)
Fort +8, Ref +7, Will +7
DR 10/cold iron and good
immunity to disease, paralysis, poison, and polymorph
resistance to cold 10 and electricity 10
SR 18
fast healing 5 when close to blighted plants and on earth
Speed 30 ft.
Melee mwk greataxe +12 (3d6+12/×3)
Ranged rock +5 (1d8+8+parasitic bond) (range 100 ft.)
Space 10 ft., Reach 10 ft.
Parasitic bond: 1/day, Fort DC 17 or damage shared for 5 rounds
Tainted: on being bitten Fort DC 17 or take 1 point of Strength damage and 1 point of Dexterity damage. One minute later, the affected creature must succeed at a second save at the same DC or be nauseated for 1 minute and take 1d6 points of Strength damage and 1d6 points of Dexterity damage
Str 27, Dex 14, Con 23, Int 7, Wis 14, Cha 10
Base Atk +3; CMB +12; CMD 24
Feats Improved Initiative, Intimidating Prowess, Power Attack, Weapon Focus (greataxe)
Skills Climb +18, Intimidate +13, Perception +14, Swim +18
Languages Aklo, Common, Sylvan
White Hairs (Su) An ohancanu has 2d4 white hairs that connect not only to its head, but to its essence. If one of these hairs is plucked with a successful steal combat maneuver (Pathfinder RPG Advanced Player’s Guide 322), the ohancanu gains 2 negative levels. The ohancanu automatically regrows the lost white hair and recovers the negative levels after 24 hours.
Blighted Redcap
https://bit.ly/3NsqVAB
NE Small fey
Init +8; Senses low-light vision; Perception +12
AC 22, touch 15, flat-footed 18 (+2 armor, +4 Dex, +5 natural, +1 size)
hp 60 (8d6+32)+16+8
Fort +8, Ref +10, Will +7
DR 10/cold iron and good
immunity to disease, paralysis, poison, and polymorph
resistance to cold 10 and electricity 10
SR 19
fast healing 8 when close to blighted plants and on earth; fast healing 3 otherwise
Weaknesses irreligious
Speed 60 ft.
Melee Medium scythe +13 (2d4+14/×4), kick +4 (1d4+7)
Str 22, Dex 19, Con 22, Int 16, Wis 13, Cha 15
Base Atk +4; CMB +9; CMD 23
Feats Cleave, Improved Initiative, Power Attack, Weapon Focus (scythe)
Skills Acrobatics +15 (+27 jump), Bluff +13, Climb +15, Escape Artist +15, Intimidate +10, Knowledge (nature) +14, Perception +12, Sense Motive +12, Stealth +19
Languages Aklo, Common, Giant, Sylvan
https://aonprd.com/MagicWeaponsDisplay.aspx?ItemName=Death%20Bill
Boot Stomp (Ex) A redcap wears heavy iron boots with spiked soles that it uses to deadly effect in combat. These boots give the redcap a kick attack that it can make as a secondary attack, either as part of a full-attack action or as part of its movement just as if it had the Spring Attack feat.
Heavy Weapons (Ex) A redcap can wield weapons sized for Medium creatures without penalty.
Irreligious (Ex) Bitter and blasphemous, redcaps cannot stand the symbols of good-aligned religions. If a foe spends a standard action presenting such a holy symbol, any redcap that can see the creature must make a DC 15 Will save or become frightened for 1 minute and attempt to flee. A redcap who successfully saves is shaken for 1 minute.
Red Cap (Su) A redcap wears a tiny, shapeless woolen hat, dyed over and over with the blood of its victims. While wearing this cap, a redcap gains a +4 bonus on damage rolls (included in the above totals) and fast healing 3. These benefits are lost if the cap is removed or destroyed. Caps are not transferable, even between redcaps. A redcap can create a new cap to replace a lost cap with 10 minutes of work, although until the redcap takes a standard action to dip the cap in the blood of a foe the redcap helped to kill, the cap does not grant its bonuses.
Takehiko (Hero Prince)
Kyuubi Visionary scaled fist monk 1/swashbuckler 1/Swashbuckler unchained rogue 1/sensate warrior fighter 3
- hp 76
- normal: AC 18/18/14
- fox: AC 22/22/16
- Bab +5
- CMB +9 / +13 dirty trick (removed as standard, free dirty trick on every sneak)
- normal: CMD 17
- fox: CMD 16
- Fort +7 Ref +11 Will +3
- +1 bonus on saves against sonic effects, figments, glamers, patterns, gaze attacks, and scent-based attacks
- evasion & improved uncanny dodge
- normal tail: +10 d6+6
- fox tail: +14 d3+8
- 9 attacks -2 for multiattack
- sneak attack +1d6
- special qualities: shock, flaming, frost, corrosive, huntsman, ghost touch, heartseeker, planar, menacing
- normal: str 8 dex 18 con 14 int 9 wis 12 cha 18
- fox: str 6 dex 22 con 14 int 9 wis 12 cha 18
- Acrobatics +15, Perception +10, Sense Motive +10, Bluff +13
- Panache: 4 limit, + exploding d6 on Acrobatics/Climb/Escape Artist/Swim, immediate +4 to AC vs attack & move, opposed attack roll to parry
- SLA
- 1/day: enlarge tail
- 2/day: disguise self, charm person (DC 16), misdirection, invisibility, suggestion (DC 18), displacement, confusion (DC 19), dominate person (DC 20)
- 3/day: dancing lights