Summerlands Antagonists: The Fey (part 2)

Building fey for the Summerlands has been a blast. Most of the antagonists are in a sort of binary opposition relationship with one or two races, but the fey are all over the place. Sure, the tunder are most likely to oppose them, and the fey respond with equal malice, but the fey are just as likely to prey on all races (more likely, because the other races lack the tunder’s build-in defenses against them). There are a lot of fey, between the editions of D&D, the legends in the world, and the possibilities of the imagination (like the lurker-in-light, a fey created especially for Pathfinder). I chose a few that I thought were interesting, that have varied abilities and environments, and the let me play with different mechanics.

Lurker-in-light – The lurker is a favorite of mine – a new fey that turns the nature of terror on its head, making safe places dangerous. Don’t fear the monster under the bed: fear the sunbeam on top of it.

Nereid – Another water fey, like the kelpie, the nereid is bound to fresh-water, a way for the sea to continue to haunt sea kin who have left the shore behind.

Quickling – The quicklings are the dark, terrible thing lurking in the alley. They are fast, brutal, and merciless.

Redcap: One of my favorite villainous fey, the redcap is the picture of sadism. Like the nereid, the kelpie, and the tooth fairy, they are one of the classic “fey with a keyed item” of legend.

Tooth fairy – The Pathfinder interpretation of the tooth fairy is wonderfully terrifying.

Tunche – A rare example of a fey whose origin isn’t European, the South American tunche is one of the most powerful creatures in the Summerlands that isn’t a dragon.

lurker-in-lightLurker-in-Light

Small fey, chaotic evil
Armor Class 
14
Hit Points
104 (16d6 + 48)
Speed 
10 ft., fly 60 ft.
STR
8 (-1) DEX 18 (+4) CON 16 (+3) INT 14 (+2) WIS 16 (+3) CHA 17 (+3)
Skills
: Acrobatics +7, Perception +6, Stealth +7
Condition immunities: Blindness
Senses 
blindsense 30 ft.
Languages
: telepathy 120 ft.
Challenge 
5 (1,800 xp)

Blend With Light. The lurker-in-light is invisible in areas of bright light. As with greater invisibility, it may attack and still remain invisible. In shadowy illumination, a lurker-in-light loses the benefit of this invisibility.

Daylight Door. The lurker-in-light can use dimension door, however, the start and end points of the spell must be in areas 
of bright light; if the destination lacks sufficient light, the ability fails, but the lurker-in-light may try again. Once it has used this ability, it must finish a short or long rest before it can do so, again.

Glow. The lurker-in-light glows in darkness, giving it disadvantage on stealth checks made to hide.

Sneak attack (1/turn). The lurker-in-light deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the lurker-in-light that isn’t incapacitated and the lurker-in-light doesn’t have disadvantage on the attack roll.

Innate Spellcasting. The lurker-in-light’s innate spellcasting ability is Charisma (spell save DC 14). The lurker-in-light can innately cast the following spells, requiring no material components:

At will: dancing lights, light, mage hand, minor illusion
3/day: daylight, blindness/deafness

ACTIONS
Multiattack. The lurker-in-light makes three dagger attacks.

Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) damage, and the target must make a DC 15 Constitution saving throw or take 9 (2d8) poison damage and be poisoned for one round.

Ritual Gate By sacrificing one or more humanoid victims, the lurker-in-light can create a gate to the Material Plane, one of the Elemental Planes, or the realm of the fey, either to return home or to conjure allies. Creating a gate for travel requires the sacrifice of five victims—the gate created remains open for 1 minute. Creating a gate to bring allies to the Material Plane requires one sacrifice for every HD of the creature intended to pass through the gate. The sacrifices do not need to be simultaneous; as long all sacrifices occur at some point during the hour-long ritual, the magic continues to build until it reaches the required total.

Lurkers-in-light are the only fey not native to the Summerlands, and the only creatures who can easily leave and return to the region. They subvert expectations: the attack in light, when mortals feel safest, and detest darkness. They hate joy and delight in misery, seeking to create a constant sense of fear and unease in mortals. When a lurker-in-light is killed, its body immediately starts to dissolve into dust motes, disappearing completely with a few seconds. As its body fades, the sudden and strange decomposition releases a sound akin to laughter, and many who have slain a lurker-in-light spend the rest of their lives looking over their shoulders, waiting for it to exact revenge.

For more on the lurkers-in-light, check out their write-up in the excellent Daily Bestiary.


Sam Shank 0453Nereid

Medium fey, chaotic evil
Armor Class
18
Hit Points 
130 (20d8 + 40)
Speed 
30 ft., swim 60 ft.
STR
16 (+3) DEX 20 (+5) CON 14 (+2) INT 13 (+1) WIS 14 (+2) CHA 18 (+4)
Skills
: Athletics +7, Perception +6, Persuasion +8, Stealth +9
Damage immunities: poisoned
Senses
tremorsense, passive perception 16
Languages
: Sylvan
Challenge 
10 (5,900 xp)

Amphibious. The nereid can breathe water and air.

Beguiling Aura. Any creature that starts its turn within 30 feet of the nereid must succeed on a DC 16 Wisdom saving throw or be charmed for 24 hours. The charmed creature regards the nereid as a trusted friend to be heeded and protected. Although the target isn’t under the nereid’s control, it takes the nereid’s requests or actions in the most favorable way it can. If the nereid or its allies do anything harmful to the target, it can repeat the saving throw, ending the charm effect on itself on a success.

Shapechanger. The nereid can use its action to polymorth into a medium water elemental or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed, except for its shawl. It reverts to its true form if it dies.

Shawl. A nereid’s shawl houses its spirit. If the shawl is ever destroyed, the nereid must succeed on a DC 16 Constitution save every hour or take one level of exhaustion. A nereid can craft a new shawl from fresh water in 1d4 hours by submerging a living mortal in the water until it drowns and then succeeding at a DC 18 Wisdom saving throw.

Transparency. When underwater, a nereid’s body becomes transparent, effectively rendering it invisible. It can become visible or transparent at will as a bonus action.

Unearthly Grace. The nereid adds its Charisma bonus to its armor class.

Innate Spellcasting. The nereid’s innate spellcasting ability is Charisma (spell save DC 16). The brownie can innately cast the following spells, requiring no material components:

1/day each: conjure elemental (water elementals only), control water

ACTIONS

Poison spray. The nereid targets up to three creatures that it can see within 30 feet of it. The targets must succeed on a DC 16 Constitution saving throw or take 21 (6d6) poison damage, and be blinded and poisoned for 1 minute.

Suggestion: The nereid may cast suggestion, spell save DC 16, without a material component, targeting any creature who has failed a saving throw against its beguiling aura.

Drowning Kiss. The nereid can flood the lungs of a willing or helpless creature by touching it (traditionally by kissing the creature on the lips). If the target cannot breathe water, it cannot hold its breath and immediately begins to drown. On its turn, the target must succeed at a DC 18 Constitution saving throw to cough up this water, or begin to drown.

 

Nereids are freshwater fey, found in in-land lakes and streams. They delight in charming and killing mortals who drink or bathe in their waters. The Daily Bestiary has an entry on the nereid, as well!


quickling-02Quickling

Small fey, chaotic evil
Armor Class
15
Hit Points
80 (10d6 + 10)
Speed 
120 ft.
STR
8 (-1) DEX 20 (+4) CON 13 (+1) INT 15 (+2) WIS 15 (+2) CHA 14 (+2)
Skills
: Athletics +1, Acrobatics +6, Stealth +6
Senses
passive Perception +14
Languages
: Common
Challenge 
3 (700 xp)

Invisibility. If the quickling does not move during its turn, it gains the benefits of invisibility, as the spell. The invisibility ends at the end of its turn, after it moves again.

Blurred form. When a quickling moves at least 30 feet on its turn, it is treated as though affected by the spell blur.

Innate Spellcasting. The quickling’s innate spellcasting ability is Wisdom (spell save DC 15). The quickling can innately cast the following spells, requiring no material components:

At will: prestidigitation
1/day each: dancing lights, levitate, minor illusion, shatter

Slow Susceptibility. If the quickling fails a saving throw against the spell slow, it loses its invisibility and blurred form abilities, and becomes sickened.

Sneak attack (1/turn). The quickling deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the quickling that isn’t incapacitated and the quickling doesn’t have disadvantage on the attack roll.

ACTIONS
Multiattack.
The quickling makes two short-sword attacks.

Short Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 4) slashing damage, and the target must make a DC 13 Constitution saving throw or take 11 (2d10) poison damage, and be poisoned for one round.

 

Quicklings are born of murder: whenever a mortal kills another mortal under the cover of darkness, in one brutal blow, a quickling is created. Murder is all they know: silent, hidden, and deadly. Despite their name, which comes from their unnatural speed, a quickling is unceasingly patient when it comes to violence, and will stand in the same place for hours waiting for a target to present itself. Often, quicklings lurk in dark alleys, attacking passers-by from the cover of invisibility and darkness. Unlike some other fey, quicklings never work together, and can not abide another quickling in their territory. (For non-Summerlands quicklings, return to the Daily Bestiary.)


RAndrew de Feliceedcap

Small fey, neutral evil
Armor Class 
14
Hit Points 
90 (12d6+48)
Speed 
60 ft.
STR
18 (+4) DEX 19 (+4) CON 18 (+4) INT 16 (+3) WIS 13 (+1) CHA 15 (+2)
Skills
Acrobatics +7, Stealth +7
Senses 
Darkvision 60 ft., passive Perception +11
Languages
: Common, Giant, Sylvan
Challenge 
6 (2,300 xp)

Strong of Arm. The redcap can wield heavy weapons.

Irreligious. The redcap cannot abide symbols of good-aligned gods. The redcap can be turned by clerics, as undead.

Red Cap. The redcap’s eponymous cap, a tiny woolen hat, has been died in the blood of its victims. While wearing this cap, the redcap regenerates 5 hit points at the start of its turn. In addition, if the redcap is wearing its cap, it gains resistance to bludgeoning, piercing, and slashing damage from non-magical weapons. These benefits are lost if the cap is removed or destroyed. The 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.

ACTIONS
Multiattack
. The redcap makes one attack with its scythe and one stomp attack.

Scythe. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 9 (1d10+4) slashing damage. If the redcap is wearing its cap, it does an additional 9 points of damage with this attack.

Stomp. Melee Weapon Attack: +7 to hit, reach 5ft., 1 target. Hit: 7 (1d6+4) bludgeoning damage. If the redcap is wearing its cap, it does an additional 7 points of damage with this attack.

Scythe Sweep. The redcap sweeps its scythe in a wide arc, making a scythe attack against all targets within 10 ft. If the redcap makes a scythe sweep, all attacks against it are made with advantage until the beginning of its next turn.

Among the most wantonly brutal of all fey, redcaps travel in packs across the countryside, terrorizing mortals who live in isolated homes, away from the protection of cities. Redcaps are the brute assassins of the fey, hunting down tunder and other enemies of the fey, when they are not plaguing mortals.


tooth-fairyTooth Fairy

Tiny fey, chaotic evil
Armor Class 
12
Hit Points 
4 (1d4 + 2)
Speed 
10 ft., fly 60 ft.
STR
5 (-3) DEX 14 (+2) CON 9 (-1) INT 8 (-1) WIS 15 (+2) CHA 14 (+2)
Skills
: Stealth +4
Senses
Darkvision 60 ft., passive Perception +12
Languages
: Sylvan
Challenge 
1/4 (50 xp)

Innate Spellcasting. The tooth fairy’s innate spellcasting ability is Wisdom (spell save DC 12). The tooth fairy can innately cast the following spells, requiring no material components:

At will: mage hand, open/close
1/day each: invisibility (self only), sleep

Death Throes. The tooth fairy explodes in a cloud of glittery white fairy dust when it dies. All creatures with 5 feet of the tooth fairy must succeed at a DC 12 Constitution saving throw or be poisoned for 2 rounds. In addition, the dust suppresses any invisibility effects for 2 rounds on all creatures who made a save, whether the save was successful or not.

Pliers. Each tooth fairy owns a pair of pliers it uses to torment its victims. If its pliers are destroyed, the tooth fairy is stunned for 1 round, and it can not use its tricky thief ability. If the tooth fairy is killed, the pliers rust away into worthless splinters 1d4 rounds later. A tooth fairy can create a new pair of pliers by spending one hour crafting (no materials required), which destroys the previous pair.

ACTIONS

Bite. Melee Attack: +4 to hit, reach 5 ft., 1 target. Hit: 3 (1d2+4) piercing damage, and the target must succeed at a DC 12 Constitution saving throw or be paralyzed for 3 rounds.

Pliers. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 5 (1d4+3) bludgeoning damage. In addition, the tooth fairy can choose to attack a target’s finger or tooth. The target must succeed on a DC 12 Dexterity saving throw. If the tooth fairy attacks the target’s finger, the target has disadvantage on all attacks and Dexterity ability checks and saving throws for 1 minute. If the tooth fairy chooses to attack a target’s tooth, the tooth is removed and until it is reattached the target has disadvantage on all Charisma ability checks and saving throws and takes an additional 1 point of damage each round. A removed tooth can be reattached if the tooth is put into the empty socket and the target receives magical healing or a successful Intelligence (Medicine) check.

 

While individual tooth fairies are not deadly, they are rarely found alone. Tooth fairies typically travel in packs of 20, and delight in paralyzing their victims and pulling out their teeth.

 


tuncheTunche

Huge fey, evil
Armor Class
19 (natural armor)
Hit Points 
310 (23d12 + 161)
Speed 
50 ft., climb 20 ft., swim 20 ft.,
STR
20 (+5) DEX 18 (+4) CON 25 (+7) INT 12 (+1) WIS 20 (+4) CHA 18 (+4)
Skills
: Acrobatics +10, Athletics +13, Intimidate +10, Persuasion +10, Perception +10, Stealth +10
Senses 
darkvision 60 ft., blindsight 10 ft., truesight 60 ft., passive Perception +20
Languages
: Sylvan, speak with plants, tongues
Challenge 
17 (18,000)

Innate Spellcasting. The tunche’s innate spellcasting ability is Wisdom (spell save DC 19). The tunche can innately cast the following spells, requiring no material components:

At will—entangle, minor illusion, tree stride,
7/day—plant growth, wall of thorns
3/day—conjure woodland beings, move earth

Feather Step. While in the forest, the tunche ignores all effects of non-magical difficult terrain.

Voice of the Forest. The tunche is always treated as though it is under the effects of speak with plants and tongues.

Whistle. When the tunche moves more than 20 feet in a round, it makes a tuneless whistling sound that gives it disadvantage on Dexterity (Stealth) checks. Creatures within 60 ft. of the tunche who are able to hear must make a DC 20 Wisdom saving throw or start whistling the same tones as the tunche. For 24 hours, the tunche always knows the location of creatures who have failed this saving throw, as long as they are on the same plane, and it has advantage on all attacks and ability checks against those creatures. A target who succeeds on the saving throw can not be affected by the tunche’s whistle ability for 24 hours.

ACTIONS
Multiattack. The tunche makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 14 (2d6 + 7) piercing damage. In addition, the target must make a DC 17 Constitution saving throw or take an additional 25 (7d6) poison damage and be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target has previously failed a saving throw against the tunche’s whistle ability, the target has disadvantage on this save.

Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 18 (2d10 + 7) slashing damage. If the target is a Large or smaller creature, it is grappled (escape DC 16). If the tunche grapples the same target with both claws in the same round, it deals an additional 18 slashing damage to that target.

LEGENDARY ACTIONS
The tunche can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The tunche regain spent legendary actions at the start of its turn.

Bite. The tunche makes one bite attack.
Cast a Spell (Costs 2 Actions). The tunche can cast a spell from the list of spells it knows.
Devour Soul. If the tunche reduces to 0 hit points a target that has failed its saving throw against the tunche’s whistle ability within the last 24 hours, the target must make a DC 17 Wisdom saving throw. If the target fails the saving throw, the tunche absorbs the target’s soul. Until the tunche is killed, that creature can not be healed, raised, resurrected, or contacted by spells such as speak with dead.

The gigantic tunche are the avengers of the forest. While many fey might fight against mortal depredations, the tunche is the mighty fist of nature, channeling its wrath against those whose damage is the worst. When it is not being used in this way, however, the tunche is free to hunt on its own, though it prefers to hunt mortals who have disrespected the natural world in some way, although its definition of disrespect might be broad enough to include accidentally crushing a sapling while walking, or hunting to survive. It is said that a tunche is born when many mortals die in the same wilderness area, such as during a mudslide, a forest fire, or during a battle.


Next time: The last Summerlands race: the aarakocra! 

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One response to “Summerlands Antagonists: The Fey (part 2)

  1. Pingback: Summerlands Recap and New Directions | Dungeon Hacking

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