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Monsters

Fairy Dragon

Dragon(Air)
Climate/Terrain: Any forest
Challenge Ratings: Wyrmling 1, Very Young 2, Young 4, Juvenile 6, Young Adult 8, Adult 10, Mature Adult 12, Old 15, Very Old 18, Ancient 21, Wyrm 22, Great Wyrm 25
Treasure: Double Standard
Alignment: Usually Neutral Evil
Age
Wyrmling
Very Young
Young
Juvenile
Young Adult
Adult
Mature Adult
Old
Very Old
Ancient
Wyrm
Great Wyrm
Size
F
D
D
T
T
S
S
S
M
M
M
L
Hit Dice(HP)
2D12 (13)
5D12+5 (38)
8D12+8 (60)
11D12+22 (94)
14D12+28 (112)
17D12+51 (162)
20D12+60 (190)
23D12+69 (219)
26D12+104 (273)
29D12+116 (305)
32D12+128 (336)
35D12+175 (403)
AC
19 (+8 size, +1 natural)
19 (+4 size, +4 natural, +1 dex)
23 (+4 size, +7 natural, +2 dex)
24 (+2 size, +10 natural, +2 dex)
28 (+2 size, +13 natural, +3 dex)
30 (+1 size, +16 natural, +3 dex)
34 (+1 size, +19 natural, +4 dex)
38 (+1 size, +22 natural, +5 dex)
40 (+25 natural, +5 dex)
44 (+28 natural, +6 dex)
48 (+31 natural, +7 dex)
50 (-1 size, +34 natural, +7 dex)
Attack
+5
+5
+9
+11
+15
+18
+22
+24
+27
+31
+35
+38
Fort
+3
+5
+7
+9
+11
+13
+15
+16
+19
+20
+22
+24
Ref
+3
+5
+8
+9
+12
+13
+16
+18
+20
+22
+25
+26
Will
+3
+4
+6
+8
+11
+12
+15
+16
+19
+20
+23
+25
Breath(DC)
1D4(11)
1D4(13)
1D4(15)
2D4(17)
2D4(19)
2D4(21)
3D4(23)
3D4(24)
3D4(27)
4D4(28)
4D4(30)
4D4(32)
Fear
--
--
--
--
18
20
22
24
26
28
30
32
SR
--
--
--
--
16
18
20
22
24
26
28
30

Age
Wyrmling
Very Young
Young
Juvenile
Young Adult
Adult
Mature Adult
Old
Very Old
Ancient
Wyrm
Great Wyrm
Speed
40ft., fly 50ft.(average)
40ft., fly 100ft.(average)
40ft., fly 100ft.(average)
40ft., fly 150ft.(good)
40ft., fly 150ft.(good)
40ft., fly 200ft.(good)
40ft., fly 200ft.(perfect)
40ft., fly 200ft.(perfect)
40ft., fly 250ft.(perfect)
40ft., fly 250ft.(perfect)
40ft., fly 250ft.(perfect)
40ft., fly 300ft.(perfect)
Str
1
3
5
7
9
11
13
15
17
19
21
23
Dex
11
13
15
15
17
17
19
21
21
23
25
25
Con
11
13
13
15
15
17
17
17
19
19
19
21
Int
10
10
12
14
14
16
16
18
18
20
20
22
Wis
11
11
11
13
15
15
17
17
19
19
21
23
Cha
13
15
17
19
21
23
25
27
29
31
33
35
Special Abilities
Enchantment immunity, freedom of movement
Magic fang


Damage reduction 5/+1
Swallow whole
Damage reduction 10/+1
Blink
Damage reduction 15/+2
Dimension door
Damage reduction 20/+3
Teleport
Caster Level
--
--
1st
3rd
5th
7th
9th
11th
13th
15th
17th
19th
*Can also cast druidic spells, and those from the air and evil domains as arcane spells

The fairy dragon is a true dragon and has no relation to faires, just a taste for them. Their common name is a shortening of the description 'fairy bane dragon' as they feed almost exclusively on the fair folk. They refer to themselves as swift dragons, as they are faster and more agile than larger dragon types.
Fairy dragons smell like mushrooms, and often dig a lair near mushroom rings so that their scent goes unnoticed by nearby creatures. Their preferred prey are fairies, especially ones small enough to swallow whole. Their preference for fresh meat goes beyond cruelty, as they often swallow live opponents, and never eat something after it dies (although they happily eat someone incapacitated by their poison breath).

Combat
Whenever facing something they see as a threat, especially something larger than themselves, fairy dragons prefer to open up with their breath weapon. In physical combat their tactics are very non-draconian. Because they lack the size and strength that makes other dragons so formidable, they prefer hit and run attacks. They tumble into and out of striking range and try to attack without getting hit themselves. Whenever possible, they prefer to fight exclusively with their breath weapon, flying away to recharge and attacking again with flyby swoops until the opponents succumb. Then the dragon is free to loot, eat, or even bring the still living opponent back to its lair to feed its young.
Breath Weapon(Su): A cone of poison that deals dexterity damage. Initial and secondary damage are the same (see chart above).
Enchantment Immunity(Ex): The dragon is immune to all enchantment spells and effects.
Freedom of Movement(Su): The dragon is under a constant freedom of movement effect. If this is ever dispelled it can be reactivated on the dragon's turn as a free action.
Swallow Whole(Ex): A fairy dragon of at least small size can swallow a grabbed opponent 2 sizes or more smaller than it by making a successful grapple check. Once inside the opponent takes the dragon's bite damage as crushing damage plus 1D8 points of acid damage from the dragon's gizzard. A swallowed creature can climb out of the gizzard with a successful grapple check. This returns it to the dragon's mouth where another grapple check is required to get free. A swallowed creature can also cut it's way out by using claws or a small or Tiny slashing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
The dragon's interior can hold 2 creatures 2 sizes smaller than itself, 4 creatures 3 sizes smaller than itself, or 8 creatures 4 or more sizes smaller than itself.
Spell-Like Abilities: 3/day - blink and magic fang; 2/day - dimension door; 1/day teleport.
Skills: Fairy Dragons gaim jump and tumble for free at 1 rank per Hit Die.

Ghost Fairies

Fine Fey
Hit Dice: 1D6 -1 (2 hp)
Initiative: +4 (Dex)
Speed: 10ft., fly 40 ft. (good)
AC: 22 (+4 Dex, +8 Size)
Attacks: Touch +3 melee, ranged (by spell) +12
Damage: by spell
Face/Reach: 6 inches by 6 inches/ 0 ft.
Special Attacks: Spells
Special Qualities: Hide in plain sight.
Saves: Fort: -1, Ref +6, Will +1
Abilities Str 1, Dex 19, Con 8, Int 10, Wis 9, Cha 13
Skills: Hide: +24, Concentration +3
Feats: Eschew Materials
Climate/Terrain: Temperate and warm forest
Organization: Solitary, Pair, or swarm (50-100)
Challenge Rating: 2
Treasure: Standard, but nothing over 1 lb.
Alignment: Usually Chaotic Neutral
Advancement: By character class

Ghost faires are not undead but gained their name from being unseen. Ghost fairies are about the size of a dragonfly or grasshopper, and can easily disappear in almost any setting. Inquisitive and curious, any adventurers who travel through ghost fairy forest will likely encounter several ghost fairies, but just as likely never notice any of them. Ghost fairy physiology is different from most other races, with the most notable being the ratio of males to females, as 90% of a ghost fairies are female.
Intruders to ghost fairy lands are usualy warned off by disembodied voices. Those who fail to heed such warnings often find themselves beset from multiple angles in a mystical barrage of fairy firepower. Fairy communities are often made in large ancient trees, and while solitary fairies can be encountered anywhere in the same forest, any act of hostility toward a fairy's home will quickly bring a swarm of fairies to the defence, thanks to their telepathic alarm ability.
Combat
Cowardly at heart, ghost fairies never willingly enter combat alone. They usually try to hide and call for reinforcements. Their low strength and size makes them virtually useless in melee, so they rely on spells and try to attack from behind or above whenever possible.
Spells: Ghost fairies cast spells like sorcerers, however they are too small to carry around a spell component pouch and usually either stick to spells without material/focus components or use the eschew materials feat to cast with a higher level spell slot. Ghost faires know any 4 level 1 or level 0 sorcerer spells, and have 1 spell slot of each spell level (10 total levels 0-9). Ghost fairies who take sorcerer levels can use these spell slots for their actual sorcerer spells, and can use their innate spells through their sorcerer slots as well.
Hide in Plain Sight (Ex): A ghost fairy is so small that it is hard to pick out of the background. A ghost fairy can hide even if there is no suitable hiding location, they can almost disappear into the background. This ability cannot be used while observed directly, but can be used if the observers are distracted (see Hide in PHB). Using this ability incurs a -20 penalty to hide checks.
Telepathic Alarm (Sp): A ghost fairy can broadcast a mental alarm to all living creatures withing 120ft. Anyone who hears the alarm knows the direction and distance to the fairy, and a feeling of danger. Anyone who experiences this effect repeatedly can learn to recognize it, although to identify a particular fairy's alarm is difficult, and requires a wilderness lore or scry check (DC 5 for ghost fairies, DC 25 for others). Activating the alarm is a free action that does not provoke attacks of opportunity. A ghost fairy who recieves an alarm from another ghost fairy can rebroadcast it. The effect of the rebroadcast is centered around the second ghost fairy, but the information delivered still pertains to the first fairy. Rebroadcasting another ghost fairy's alarm is more difficult, and requires a standard action that provokes attacks of opportunity. Rebroadcasting an alarm can be done defensively as a level 1 spell with no components.

Ghost Fairy Characters
A ghost fairy's favoured class is sorcerer, Ghost fairies of any other classes are extremely rare.

Enslaved Soul

Enslaved soul is a template that can be added to any creature who has a mortal soul (any creature the spell Resurrection will work on, if the subject was willing). In order to create an enslaved soul, you must first have the soul and remains of the creature you wish to animate, then cast the create enslaved soul spell (see spells section). Enslaved souls are usually under the control of the caster, but this is not always the case. Sometimes they are created on behalf of someone else who owns the soul, and sometimes they are created out of a free soul (although this is extremely rare). Regardless of who has dominion over the soul, an enslaved soul's spirit is bound to the caster who created it, and cannot be permanently destroyed until after the caster is first.

Hit Dice:Increase to D12
Speed: Same as base creature
AC: Same as base creature if spell is cast on a fresh corpse, otherwise use the natural AC bonus from a zombie or skeleton of the same size instead if the remains have been allowed to decay that long.
Damage: Same as base creature.
Special Attacks: Enslacved souls gain a slam attack as a zombie of the same size. Otherwise same as base creature, but all summoning abilities are lost (summoning spells can still be cast, but any innate summoning abilities that run off a percentage chance for success are assumed to automatically fail.)
Special Qualities: Undead, Fast Healing 1, Undead regeneration, Turn Resistance +4, Negative Energy Affinity, Tenacity, Damage Rediction 15/+1, Locate Creator
Saves: Same as base creature.
Abilities: +4 Str, +2 Dex. Enslaved souls can push themselves beyond the point of pain. Enslaved souls also gain attribute bonuses to mental stats as they age, but physical stats are uneffected by aging. Being undead, enslaved souls have no constitution.
Skills: An enslaved soul can shut off all body functions, making it completely silent if not moving. Otherwise, same as character.
Feats: Enslaved souls gain the toughness feat, even if they already had it. Any feats the character had remain.
Challenge Rating: Same as character +2
ECL: +4
Treasure: Standard
Alignment: Any, usually compatible with it's creator.
Advancement: By character class.

Undead regeneration:(su) while an enslaved soul still takes normal damage, it can regenerate damage like a troll. Reattaching a severed limb takes 1 round, regrowing one takes 10 minutes, Reforming from scattered ashes to 1 hit point takes 1D4 days. An enslaved soul can only be destroyed if it is reduced to under 0 hit points after its creator is destroyed.
Negative Energy Affinity:(su) Enslaved souls can absorb negative energy directed at them. When a priest tries to use negative energy to command or rebuke an enslaved soul, the enslaved soul can absorb the negative energy and heal 1 hit point per turn damage rolled. Any excess healing is instead turned into temporary hit points which last for up to 1 hour. (An enslaved soul can pretend to be commanded or rebuked, if it succeeds a bluff check opposed by the sense motive check of the priest/blackguard.
Tenacity(ex): Enslaved souls retain most of the personality they had in life, but they do gain a limitless well of patience. Enslaved souls rarely get bored, and usually take 20 if time is not a factor.
Locate Creator(sp): Enslaved souls can locate their creator from anywhere on the same plane, but they only know distance and direction. If the creator is killed or destroyed, the enslaved soul will know, even if on another plane. If the creator is raised or resurrected, the enslaved soul will also know that the creator is alive again.