Author Topic: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]  (Read 15095 times)

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unosarta

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(3.5, Monsters) Sisters of Nature [P.E.A.C.H.]
« on: March 05, 2011, 05:42:11 PM »
Elmborn Dryad

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Elmborn Dryad
Medium Fey
HD 4d6 HD (16 HP)
Speed 30 ft. (6 squares)
Init: +4
AC 17; touch 14; flat-footed 13 (10+4[Dex]+3[Nat])
BAB +2; Grp +2
AttackFull-AttackSpace 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities
Special Qualities Damage Reduction 5/Cold Iron, Tree Dependency, Wild Empathy, Strength of the Roots
Saves Fort +3 Ref +8 Will +6
Abilities Str 10, Dex 19, Con 11, Int 14, Wis 15, Cha 18
Skills Escape Artist +11, Handle Animal +11, Hide +11, Knowledge (nature) +11,
Listen +9, Move Silently +11, Ride +6, Spot +9, Survival +9, Use Rope +4
Feats Great Fortitude, Weapon Finesse
Environment Temperate Forests
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral

Elmborn Dryads appear exactly as normal dryads do. Her delicate features are those of an elf, her flesh like a bark, or fine wood, and her hair is like a canopy of leaves, that changes color with the seasons.

Dryads speak Common and Sylvan.

Combat
The Elmborn Dryad is proficient with Daggers and Longbows.

Spell-like abilities:Entangle (DC 13), Speak With Plants, Tree Shape;Charm Person (DC 13), Deep Slumber (DC 15), Tree Stride;Suggestion (DC 15). Caster level 6th. The save DCs are wisdom based.

Tree Dependency (Su):Wild Empathy (Ex)Strength of the Roots (Ex): While the Elmborn Dryad is on solid ground, they gain a bonus to all opposed Strength or Dexterity checks for Trip, Grapple, Bull rush, or Disarm equal to their Charisma modifier, and gain a bonus to balance checks equal to their Charisma modifier. [/spoiler]



Birchborn Dryad

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Birchborn Dryad
Medium Fey
HD 4d6+12 (26 hp)
Speed 30 ft. (6 squares)
Init: +8
AC 16; touch 12; flat-footed 14 (10+2[Dex]+4[Nat])
BAB +2; Grp +3
AttackFull-AttackSpace 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities
Special Qualities Damage Reduction 5/Cold Iron, Tree Dependency, Wild Empathy, Birchburn
Saves Fort +3 Ref +6 Will +5
Abilities Str 12, Dex 15, Con 17, Int 14, Wis 13, Cha 15
Skills Escape Artist +9, Handle Animal +9, Bluff +9, Knowledge (nature) +11,
Listen +8, Concentrate +10, Ride +4, Spot +8, Survival +8, Use Rope +4
Feats Improved Initiative, Weapon Finesse
Environment Temperate Forests
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral

Birchborn Dryads look almost exactly like Elmborn Dryads, except that their skin is a bright, pure white, and flaking. Their eyes are usually black or brown.

Birchborn Dryads speak Common and Sylvan.

Combat
The Birchborn Dryad is proficient with Handaxes and Longbows

Spell-like abilities:Entangle (DC 13), Speak With Plants, Tree Shape, Light, Burning Hands (DC 13);Charm Person (DC 13), Deep Slumber (DC 15), Tree Stride;Suggestion (DC 15), Searing Light. Caster level 6th. The save DCs are wisdom based.

Tree Dependency (Su):Wild Empathy (Ex)Birchburn: The Birchborn Dryad deals 50% more damage with any fire spells or spell-like abilities they use, but also take 50% more fire damage from all sources. [/spoiler]



Ashborn Bryad

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Ashborn Dryad
Medium Fey
HD 4d6+4 (18 hp)
Speed 30 ft. (6 squares)
Init: +3
AC 15; touch 13; flat-footed 12 (10+3[Dex]+2[Nat])
BAB +2; Grp +2
AttackFull-AttackSpace 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities
Special Qualities Damage Reduction 5/Cold Iron, Tree Dependency, Wild Empathy, Born of Ash
Saves Fort +4 Ref +7 Will +6
Abilities Str 10, Dex 17, Con 13, Int 18, Wis 15, Cha 14
Skills Escape Artist +9, Handle Animal +9, Hide +10, Knowledge (nature) +13,
Listen +9, Move Silently +10, Ride +6, Spot +9, Survival +9, Use Rope +4, Bluff +9, Diplomacy +9, Tumble +10, Balance +10.
Feats Great Fortitude, Weapon Finesse
Environment Temperate Forests
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral

Ashborn Dryads look exactly like Elmborn Dryads, but their limbs are knobbly and crooked, and their skin is more of a light brown. Their eyes tend to be more brown or gray.

Ashborn Dryads speak Common and Sylvan.

Combat
The Ashborn Dryad is proficient with Rapiers and Longbows.

Spell-like abilities:Entangle (DC 13), Speak With Plants, Tree Shape, Darkness;Charm Person (DC 13), Deep Slumber (DC 15), Tree Stride;Suggestion (DC 15), Deeper Darkness. Caster level 6th. The save DCs are wisdom based.

Tree Dependency (Su):Wild Empathy (Ex)Born of Ash: The Ashborn Dryad gains a bonus to attack and damage rolls when in magical or nonmagical darkness equal to their Intelligence modifier. [/spoiler]



Oakborn Dryad

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Oakborn Dryad
Medium Fey
HD 4d6+12 (26 hp)
Speed 30 ft. (6 squares)
Init: +1
AC 16; touch 11; flat-footed 15 (10+1[Dex]+5[Nat])
BAB +2; Grp +6
Attack Greatclub +6 melee (1d10+6, x2) or Sling +2 (1d4+4, x2)
Full-Attack Greatclub +6 melee (1d10+6, x2) or Sling +2 (1d4+4, x2)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities
Special Qualities Damage Reduction 7/Cold Iron, Tree Dependency, Wild Empathy
Saves Fort +2 Ref +5 Will +8
Abilities Str 18, Dex 13, Con 15, Int 10, Wis 18, Cha 14
Skills Escape Artist +8, Hide +8, Jump +11, Knowledge (nature) +9,
Listen +11, Move Silently +11 Spot +11, Survival +11
Feats Improved Initiative, Improved Toughness
Environment Temperate Forests
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral

Oakborn Dryads look like Elmborn Dryads, but their skin is usually a dark brown, and the leaves that function as hair are shaped like those of an oak tree. Their eyes are usually blue or green.

Oakborn Dryads speak Common and Sylvan.

Combat
The Oakborn Dryad is proficient with Greatclubs and Slings.

Spell-like abilities:Cure Light Wounds, Goodberry, Entangle (DC 13), Speak With Plants, Tree Shape;Charm Person (DC 13), Deep Slumber (DC 15), Tree Stride, Barkskin;Suggestion (DC 15). Caster level 6th. The save DCs are wisdom based.

Tree Dependency (Su):Wild Empathy (Ex)Oaken Kindness: Whenever the Oakborn Dryad heals another target with a spell or spell-like ability, he may heal himself for an amount of damage equal to his Wisdom modifier. [/spoiler]



Pineborn Dryad

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Pineborn Dryad
Medium Fey
HD 4d6 (16 hp)
Speed 30 ft. (6 squares)
Init: +4
AC 17; touch 14; flat-footed 13 (10+4[Dex]+3[Nat])
BAB +2; Grp +4
AttackFull-AttackSpace 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities
Special Qualities Damage Reduction 5/Cold Iron, Tree Dependency, Wild Empathy, Needles
Saves Fort +0 Ref +8 Will +8
Abilities Str 14, Dex 19, Con 11, Int 14, Wis 19, Cha 10
Skills Escape Artist +11, Handle Animal +7, Hide +11, Knowledge (nature) +11,
Listen +11, Move Silently +11, Ride +6, Spot +11, Survival +11, Use Rope +4
Feats Point Blank Shot, Run
Environment Temperate Forests
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral

Pineborn Dryads look like Elmborn Dryads, but their skin is dotted with little tufts of needles, like those of the pine tree. Their skin is usually a bit more craggy than other kinds of dryads, and they periodically grow pinecones.

Pineborn Dryads speak Common and Sylvan.

Combat
The Pineborn Dryad is proficient with Longspears and Shortbows.

Spell-like abilities:Entangle (DC 13), Speak With Plants, Tree Shape;Charm Person (DC 13), Deep Slumber (DC 15), Tree Stride;Suggestion (DC 15). Caster level 6th. The save DCs are wisdom based.

Tree Dependency (Su):Wild Empathy (Ex)Needles (Ex): Pineborns constantly have needles sticking out of their skin, and falling out. Each is incredibly sharp, and when used as arrows, she gains a +2 bonus to attack rolls with the needle, and each attack made by a ranged weapon with a needle deals an additional +1d6 damage. [/spoiler]



Willowborn Dryad

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Willowborn Dryad
Medium Fey
HD 4d6 (16 hp)
Speed 30 ft. (6 squares)
Init: +3
AC 14; touch 12; flat-footed 12 (10+2[Dex]+2[Nat])
BAB +2; Grp +5
AttackFull-AttackSpace 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities
Special Qualities Damage Reduction 3/Cold Iron, Tree Dependency, Wild Empathy, Grandmother Willow
Saves Fort +3 Ref +6 Will +7
Abilities Str 16, Dex 14, Con 10, Int 18, Wis 17, Cha 16
Skills Escape Artist +9, Handle Animal +10, Hide +10, Knowledge (nature) +13,
Listen +10, Move Silently +10, Ride +6, Spot +10, Survival +10, Use Rope +4, Bluff +10, Diplomacy +10, Tumble +10, Balance +10.
Feats Great Fortitude,
Environment Temperate Forests
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral

Willowborn Dryads look exactly like Elmborn Dryads, but they tend to be thinner and lither, and the leaves that form their hair are long, like the thin branches of a willow tree. They are also exceptionally beautiful.

Willowborn Dryads speak Sylvan and Common.

Combat
The Willowborn Dryad is proficient with Quarterstaffs and Longbows.

Spell-like abilities:Entangle (DC 13), Speak With Plants, Tree Shape, Calm Animals, Speak With Animals, ;Animal Messenger, Charm Person (DC 13), Deep Slumber (DC 15), Tree Stride;Suggestion (DC 15), Deeper Darkness. Caster level 6th. The save DCs are wisdom based.

Tree Dependency (Su):Wild Empathy (Ex)Grandmother Willow (Ex):Ahmaead

Cranniad
 
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A Cranniad in the Form of Ten Thousand Branches.[/spoiler]
Cranniad
Large Fey
HD 13d6+52 (98 HP)
Speed 30 ft. (6 squares)
Init: +3
AC 24; touch 8; flat-footed 25 (-1 Dex, +16 Nat, -1)
BAB +6; Grp +15
Attack Shillelagh Greatclub +12 melee (4d8+8)
Full-Attack Shillelagh Greatclub +12/+6 melee (4d8+8)
Space 10 ft.; Reach 10 ft.
Special Attacks Spell-like abilities, Leaf Swirl, Awaken the Brethren, Step Through the Trees
Special Qualities Damage Reduction 13/Cold Iron and Chaos or Law; Wild Awe, Form of Ten Thousand Branches, Sprouting Step
Saves Fort +11 Ref +10 Will +13
Abilities Str 20, Dex 8, Con 18, Int 14, Wis 20, Cha 14
Skills Survival +21, Spot +21, Listen +21, Concentration +20, Knowledge (Geography) +18, Knowledge (Nature) +18, Hide +14, Move Silently +14.
Feats Improved Initiative, Weapon Focus, Great Fortitude, Lightning Reflexes, Power Attack
Environment Forests
OrganizationChallenge Rating 12
Treasure Standard
Alignment Always True Neutral

Cranniads are the greater Fae of trees, the elder brothers to the Dryads. They appear as nine foot tall humanoids, with green hair, brownish skin, and forest green eyes. Their ears are pointed, and their teeth are sharpened, so that they look like needles. The Cranniad usually hide from any who try to find them. They actually take pleasure in the idea of being chased, although any endeavor usually ends unfortunately for the one chasing the Cranniad. The Cranniad spend most of their time asleep in the forests where they live, letting the lesser Dryads protect the trees. Only when an especially powerful foe appears will the Cranniad protect the forest.

Cranniads speak Sylvan.

Combat

Cranniads are proficient with Greatclubs.

Spell-like abilities:Shillelagh, Know Direction, Tree Shape, Warp Wood, Wood Shape, Neutralize Posion, Resist Energy, Speak with Plants;Tree Stride, Wall of Thorns, Poison;Ironwood, Transmute Metal to Wood. Caster level 15th. The save DCs are Wisdom based.

Wild Awe (Ex): The Ahmaead has an aura of Awe that affects all animals within 30 feet depending on their Hit Dice.

[spoiler]
Hit DiceEffect
1-3Ignores the Ahmaead
4-7Panicked
8-11Frightened
12-15Shaken
16+Nothing
[/spoiler]

Creatures affected by this ability are allowed a Will save (DC 21) to ignore the effects. This save is Wisdom based

Leaf Swirl (Su): As a standard action, the Cranniad may shoot a blast of leaves and branches at a target, hardened and sharpened into weaponlike projectiles. He may make a ranged touch attack against a target within 30 feet. If he hits, he deals 6d6 damage to the target. After using this ability, he must wait 1d4 rounds before using it again.

Awaken the Brethren (Su): As a full round action, the Cranniad may awaken a tree within 30 feet of himself. This functions as the Treant ability Awaken Trees. A Cranniad may only control one treant at a time.

Step Through the Trees (Su): As a standard action, the Cranniad may step into a tree within 5 feet of himself. If he does, he may teleport to any tree within 300 feet. After using this ability, the Cranniad must wait 1d4+2 rounds before using it again. He may activate the ability as a swift action, but the wait time increases by two rounds.

Form of Ten Thousand Branches (Ex): As a swift action, the Cranniad may enter the form of Ten Thousand Branches. He grows three torsos, complete with heads, arms and features, his skin hardens and becomes bark. His movement speed is reduced to 0. He gains an additional number of Attacks of Opportunity per round equal to his Wisdom modifier. He gains a bonus to his natural armor equal to his Wisdom modifier. He gains Fast Healing equal to twice his Wisdom modifier. For the duration, the Cranniad takes 50% more fire damage. This effect lasts until he cancels it, as a free action.

Sprouting Step (Su): Whenever the Cranniad moves 10 feet (not necessarily in one straight line), a tree sprouts up in the last place the Cranniad stepped. If he moves ten feet and continues moving, a new tree sprouts up in the square that the Cranniad steps in next after ten feet after continuing their movement. For instance, a Cranniad moves 30 feet in one straight line. He plants a tree in the first ten feet, another in the next ten, and a third in the square before he finishes his movement. It does not take a move to make these trees grow. The Cranniad may choose not to have this ability take effect. The trees created by this effect are around four feet tall, and grow incredibly quickly, taking but moments to grow those feet. They occupy the area they reside in. The Cranniad may ignore any trees when moving or attacking.[/spoiler]
« Last Edit: March 08, 2011, 12:20:52 AM by unosarta »

unosarta

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Re: (3.5, Monster) Sisters of Nature [P.E.A.C.H.]
« Reply #1 on: March 05, 2011, 07:44:14 PM »
NaiadiCrinaeae

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Crinaeae
Medium Fey
HD 4d6+12 HD (26 HP)
Speed 20 ft. (4 squares); Swim 40 feet
Init: +3
AC 15; touch 13; flat-footed 12 (+3 Dex, +2 Nat)
BAB +2; Grp +2
Attack Kama +2 melee (1d6) or Masterwork Shortbow +7 ranged (1d6/x3)
Full-Attack Kama +2 melee (1d6) or Masterwork Shortbow +7 ranged (1d6/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities, Draw Strength
Special Qualities Damage Reduction 3/Cold Iron, Wild Empathy, Well-Bound
Saves Fort +7 Ref +7 Will +6
Abilities Str 10, Dex 16, Con 16, Int 16, Wis 15, Cha 14
Skills Spot +9, Bluff +9, Sense Motive +9, Intimidate +9, Knowledge (Local) +10, Knowledge (Geography) +10, Hide +10, Move Silently +10, Listen +10, Knowledge (Nature) +10
Feats Weapon Finesse, Great Fortitude
Environment Wells or Fountains
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral

The Fae of fountains and wells, Crinaeae look like pale blue elves, with hair of spouting water. Their eyes are deep, deep cerulean.

Crinaeae speak common, sylvan, and aquan.

Combat

Crinaeae are proficient with Kama and Shortbows.

Spell-like abilities:Obscuring Mist, Water Walking, Endure Elements, Create Water;Fog Cloud, Control Water, Chill Metal, Quench;Sleet Storm. Caster level 6th. The save DCs are wisdom based.

Wild Empathy (Ex)Well-Bound (Ex):Draw Strength: Whenever the Crinaeae is within 20 feet of their Well or Fountain, they may draw strength from it as a standard action. They gain a +4 bonus to all ability scores for three rounds. They may only use this ability once per encounter.[/spoiler]

Limnades

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[/spoiler]
Limnades
Medium Fey
HD 4d6+8 HD (22 HP)
Speed 20 ft. (4 squares); Swim 40 feet
Init: +3
AC 14; touch 13; flat-footed 11 (+3 Dex, +1 Nat)
BAB +2; Grp +3
Attack Kukri +6 melee (1d4+1, 18-20/x2) or Sling +5 ranged (1d4+1)
Full-Attack Kukri +6 melee (1d4+1, 18-20/x2) or Sling +5 ranged (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities
Special Qualities Damage Reduction 4/Cold Iron, Wild Empathy, Lake-Bound, Underwater Fighting
Saves Fort +3 Ref +7 Will +5
Abilities Str 12, Dex 16, Con 14, Int 16, Wis 13, Cha 16
Skills Tumble +10, Hide +10, Move Silently +10, Bluff +10, Diplomacy +10, Knowledge (Geography), Intimidate +10, Spot +8, Listen +8
Feats Weapon Finesse, Weapon Focus (Kukri)
Environment Freshwater lake
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral

The Limnade is the Fae of freshwater lakes, protecting their lake from pollutants and those who would seek to harm it. They are beautiful humanoid looking creatures, whose hair ranges from brown to sapphire blue. Their eyes are a mischievous blue.

Limnades can speak common, sylvan, and aquan.

Combat

Limnades are proficient with kukri and slings.

Spell-like abilities:Obscuring Mist, Water Walking, Endure Elements, Create Water;Fog Cloud, Control Water, Chill Metal, Quench;Sleet Storm. Caster level 6th. The save DCs are wisdom based.

Wild Empathy (Ex)Lake-Bound (Ex):Underwater Fighting (Ex):Pegaeae

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Pegaeae
Medium Fey
HD 4d6+8 HD (22 HP)
Speed 20 ft. (4 squares); Swim 40 feet
Init: +6
AC 13; touch 12; flat-footed 11 (+2 Dex, +1 Nat)
BAB +2; Grp +4
Attack Halberd +4 melee (1d10+3/x3) or Masterwork Longbow +6 ranged (1d8/x3)
Full-Attack Halberd +4 melee (1d10+3/x3) or Masterwork Longbow +6 ranged (1d8/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities, Spout
Special Qualities Damage Reduction 3/Cold Iron, Wild Empathy, Spring-Bound
Saves Fort +6 Ref +6 Will +6
Abilities Str 14, Dex 14, Con 14, Int 16, Wis 14, Cha 15
Skills Knowledge (Arcana) +10, Knowledge (Geography) +10, Knowledge (Nature) +10, Knowledge (History) +10, Listen +9, Spot +9, Heal +9, Diplomacy +9, Sense Motive +9
Feats Improved Initiative, Great Fortitude
Environment Springs and Aquafers
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral

Pegaeae are the Fae of springs, and aquafers. They bask and play in the extremely hot waters, and find comfort in the warmth. They have long, flowing hair, and their skin is usually either orange or pink.

Pegaeae speak common, sylvan, and aquan.

Combat

Pegaeae are proficient with Halberds and Longbows.

Spell-like abilities:Obscuring Mist, Water Walking, Endure Elements, Create Water;Fog Cloud, Control Water, Chill Metal, Quench;Sleet Storm. Caster level 6th. The save DCs are wisdom based.

Wild Empathy (Ex)Spring-Bound (Ex):Spout (Su): As a full round action, the Pegaeae may shoot a spout of boiling water at one target within 30 feet. The Pegaeae must make a ranged touch attack against that target, and if they hit, the target takes 4d6 damage. The Pegaeae must wait 1d4 rounds after using this ability before using it again. [/spoiler]

Potameides

[spoiler]
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Potameides
Medium Fey
HD 4d6+4 HD (18 HP)
Speed 20 ft. (4 squares); Swim 40 feet
Init: +2
AC 13; touch 12; flat-footed 11 (+2 Dex, +1 Nat)
BAB +2; Grp +5
Attack Falchion +6 melee (2d4+4, 18-20/x2) or Masterwork Shortbow +6 ranged (1d6/x3)
Full-Attack Falchion +6 melee (2d4+4, 18-20/x2) or Masterwork Shortbow +6 ranged (1d6/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities
Special Qualities Damage Reduction 5/Cold Iron, Wild Empathy, River-Bound, Riverkin
Saves Fort +5 Ref +6 Will +8
Abilities Str 16, Dex 14, Con 12, Int 12, Wis 18, Cha 15
Skills Hide +9, Move Silently +9, Tumble +9, Escape Artist +9, Jump +10, Spot +12, Listen +12.
Feats Great Fortitude, Weapon Focus (Falchion)
Environment Rivers
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral

Potameides are the Fae of the rivers, wild and strong. They protect the animals that live there, and fight off intruders who try to defile the river. Potameides look like wild Naiads, their hair full of sticks and leaves and mud, which shines in the water, and their skin grey and cold. Their eyes shine with a strange fire.

Potameides speak sylvan and aquan.

Combat

Potameides are proficient with Falchions and Shortbows.

Spell-like abilities:Obscuring Mist, Water Walking, Endure Elements, Create Water;Fog Cloud, Control Water, Chill Metal, Quench;Sleet Storm. Caster level 6th. The save DCs are wisdom based.

Wild Empathy (Ex)River-Bound:Riverkin (Ex): The Potameides deals an extra 1d6 damage on all attacks made when the Potameide is in their river. They gain a bonus to all Hide and Move Silently checks while in their river equal to their Wisdom modifier.[/spoiler]

Eleionomae

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Eleionomae
Medium Fey
HD 4d6+8 HD (22 HP)
Speed 20 ft. (4 squares); Swim 40 feet
Init: +4
AC 16; touch 14; flat-footed 12 (+4 Dex, +2 Nat)
BAB +2; Grp +2
Attack Light Hammer +6 melee (1d4) or Sling +6 ranged (1d4)
Full-Attack Light Hammer +6 melee (1d4) or Sling +6 ranged (1d4)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities, Mud Slip
Special Qualities Damage Reduction 3/Cold Iron, Wild Empathy, Marsh-Bound
Saves Fort +6 Ref +8 Will +6
Abilities Str 10, Dex 18, Con 14, Int 18, Wis 15, Cha 10
Skills Knowledge (Geography) +11, Knowledge (Nature) +11, Diplomacy +7, Escape Artist +11, Hide +11, Move Silently +11, Heal +9, Spot +9, Listen +9, Sleight of Hand +11.
Feats Weapon Finesse, Great Fortitude
Environment Marshes and Swamps
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral

Eleionomae are the Fae of the marshes and swamps. They protect the animals that live there, and guide unknowing travelers through safely, fending off Will-o-the-Wisps and boggarts. They have green skin that matches the color of their swamp, and their hair is a dirty brown. Their eyes are a pure, clean blue.

Eleionomae speak sylvan and aquan.

Combat

Eleionomae are proficient with Light Hammers and Slings.

Spell-like abilities:Obscuring Mist, Water Walking, Endure Elements, Create Water;Fog Cloud, Control Water, Chill Metal, Quench;Sleet Storm. Caster level 6th. The save DCs are wisdom based.

Wild Empathy (Ex)Marsh-Bound (Ex):Mud slip (Su): The Eleionomae may, as a standard action, spread mud over a 20 foot area, creating the effects of a Grease spell. After using this ability, the Eleionomae must wait 1d4+1 rounds before using it again.
[/spoiler]

Ahmaead



 
[spoiler]
[spoiler][/spoiler]

Medium Fey (Water)
HD 13d6+26 (72 HP)
Speed 30  ft. (6 squares); Fly 60 ft. (Perfect)
Init: +7
AC 22; touch 17; flat-footed 19 (+3 Dex, +5 Nat, +4 Def)
BAB +6; Grp +9
Attack +4 Masterwork Trident +14 melee (1d8+7)
Full-Attack +4 Masterwork Trident +14/+9 melee (1d8+7)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities, Pitter-Patter, Stormblow
Special Qualities Damage Reduction 10/Cold Iron and Chaos or Law; Wild Awe, Unending Storm, Shield of Storms
Saves Fort +9 Ref +11 Will +10
Abilities Str 16, Dex 16, Con 14, Int 18, Wis 14, Cha 16
Skills Knowledge (Geography) +20, Hide +19, Move Silently +19, Knowledge (Nature) +20, Diplomacy +19, Bluff +19, Survival +18, Listen +18, Listen +18, Knowledge (History) +20.
Feats Weapon Focus (Trident), Improved Initiative, Great Fortitude, Power Attack, Flyby Attack
Environment Anywhere
OrganizationChallenge Rating 10
Treasure Standard
AlignmentCombatSpell-like abilities:Entropic Shield, Gust Wind, Call Lightning (DC 17), Sleet Storm, Obscuring Mist, Fog Cloud, Resist Energy;Ice Storm, Air Walk, Control Winds, Call Lightning Storm (DC 19);Control Weather. Caster level 15th. The save DCs are Intelligence based.

Wild Awe (Ex): The Ahmaead has an aura of Awe that affects all animals within 30 feet depending on their Hit Dice.

[spoiler]
Hit DiceEffect
1-3Ignores the Ahmaead
4-7Panicked
8-11Frightened
12-15Shaken
16+Nothing
[/spoiler]

Creatures affected by this ability are allowed a Will save (DC 20) to ignore the effects.

Pitter-Patter (Su):Stormblow (Su):Unending Storm (Su):Shield of Storms (Su):
« Last Edit: March 08, 2011, 12:22:30 AM by unosarta »

unosarta

  • Ring-Tailed Lemur
  • **
  • Posts: 77
Re: (3.5, Monster) Sisters of Nature [P.E.A.C.H.]
« Reply #2 on: March 05, 2011, 07:45:27 PM »
Traiadi

The Traiad are the spirits of the glens, the glades, the valleys and the prairies, the Fae of the land itself. They are usually very hard to find, hiding away from mechanical progress and "progress".

Auloniad

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[spoiler][/spoiler]
Auloniad
Medium Fey
HD 4d6+12 HD (26 HP)
Speed 30 ft. (6 squares)
Init: +2
AC 15; touch 12; flat-footed 13 (+2 Dex, +3 Nat)
BAB +2; Grp +4
Attack Shillelagh Cudgel +5 melee (2d6+2) or Sling +4 ranged (1d4+1)
Full-Attack Shillelagh Cudgel +5 melee (2d6+2) or Sling +4 ranged (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities, Engrain
Special Qualities Damage Reduction 5/Cold Iron, Wild Empathy, Vale-Bound
Saves Fort +7 Ref +6 Will +8
Abilities Str 12, Dex 14, Con 16, Int 14, Wis 18, Cha 13
Skills Diplomacy +8, Bluff +8, Sense Motive +11, Concentration +10, Hide +9, Listen +11, Spot +11, Move Silently +9.
Feats Great Fortitude, Weapon Finesse
Environment Vales or Pastures
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral

Auloniads are the Fae of pastures and vales. Their hair is light flax brown, and their skin is creamy golden. Their eyes are usually brown or golden.

Auloniads speak common and sylvan.

Combat

Auloniads are proficient with Cudgels and Slings.

Spell-like abilities:Know Direction, Hide From Animals, Faerie Fire, Shillelagh, Pass Without Trace;Goodberry, Barkskin, Lesser Restoration, Treeshape;Speak With Plants, Plant Growth. Caster level 6th. The save DCs are wisdom based.

Wild Empathy (Ex)Vale-Bound (Ex):Engrain (Ex): By reducing their movement speed to zero as a standard action, the Auloniad gains fast healing equal to their Wisdom modifier. They may bring their movement speed back up to full as a free action, but loose the fast healing.
[/spoiler]

Alseid

[spoiler]
[spoiler][/spoiler]
Alseid
Medium Fey
HD 4d6+8 HD (22 HP)
Speed 30 ft. (6 squares)
Init: +1
AC 15; touch 11; flat-footed 14 (+1 Dex, +4 Nat)
BAB +2; Grp +5
Attack Shillelagh Quarterstaff +6 melee (2d6+5/2d6+5) or Sling +3 ranged (1d4+3)
Full-Attack Shillelagh Quarterstaff +6 melee (2d6+5/2d6+5) or Sling +3 ranged (1d4+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities, Awaken
Special Qualities Damage Reduction 5/Cold Iron, Wild Empathy, Grove-Bound
Saves Fort +6 Ref +8 Will +8
Abilities Str 15, Dex 12, Con 15, Int 15, Wis 18, Cha 12
Skills Hide +8, Move Silently +8, Listen +11, Spot +11, Jump +9, Knowledge (Geography) +9, Heal +11, Diplomacy +8.
Feats Lightning Reflexes, Great Fortitude
Environment Glens and Groves
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral

The Alseid are nymphs of glens and groves. They appear as strange, bark covered individuals. Their exact features are hard to see, but most confirm that they are tall, and slightly pale when outside of trees. Their hair is slightly green.

Alseid speak common and sylvan.

Combat

Alseid are proficient with Quarterstaffs and Slings.

Spell-like abilities:Know Direction, Hide From Animals, Faerie Fire, Shillelagh, Pass Without Trace;Goodberry, Barkskin, Lesser Restoration, Treeshape;Speak With Plants, Plant Growth. Caster level 6th. The save DCs are wisdom based.

Wild Empathy (Ex)Grove-Bound (Ex):Awaken (Su):Hesperides

[spoiler]
[spoiler][/spoiler]
Hesperides
Medium Fey
HD 4d6+4 HD (18 HP)
Speed 30 ft. (6 squares)
Init: +4
AC 16; touch 14; flat-footed 12 (+4 Dex, +2 Nat)
BAB +2; Grp +3
Attack Shillelagh Quarterstaff +4 melee (2d6+2) or Masterwork Longbow +8 ranged (1d8/x3)
Full-Attack Shillelagh Quarterstaff +4 melee (2d6+2) or Masterwork Longbow +8 ranged (1d8/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities, Golden Fruit
Special Qualities Damage Reduction 3/Cold Iron, Wild Empathy, Orchard-Bound
Saves Fort +5 Ref +8 Will +8
Abilities Str 12, Dex 18, Con 12, Int 14, Wis 13, Cha 18
Skills Hide +11, Move Silently +11, Tumble +11, Spot +8, Listen +8, Diplomacy +11, Bluff +11, Sense Motive +8.
Feats Iron Will, Great Fortitude
Environment Orchards or groves
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral

Combat

The Hesperides were first the three Fae who guarded the golden apples at the end of the earth, but since gaining sisters, they are the Fae of orchards and groves. Their skins is creamy and smooth, and their hair is black and green. They have tattoos of roses all over their constantly naked bodies.

Hesperides speak common and sylvan.

Combat

Hesperides are proficient with quarterstaffs and longbows.

Spell-like abilities:Know Direction, Hide From Animals, Faerie Fire, Shillelagh, Pass Without Trace;Goodberry, Barkskin, Lesser Restoration, Treeshape;Speak With Plants, Plant Growth. Caster level 6th. The save DCs are wisdom based.

Wild Empathy (Ex)Orchard-Bound (Ex):Golden Fruit (Su):Zone of Truth spell. After plucking a fruit the Hesperide must wait 1d4+1 rounds before doing so again.
[/spoiler]

Napaeae

[spoiler]
[spoiler][/spoiler]
Napaeae
Medium Fey
HD 4d6+4 HD (18 HP)
Speed 30 ft. (6 squares)
Init: +2
AC 14; touch 12; flat-footed 12 (+2 Dex, +2 Nat)
BAB +2; Grp +5
Attack Shillelagh Cudgel +7 melee (2d6+5) or Sling +4 ranged (1d4+3)
Full-Attack Shillelagh Cudgel +7 melee (2d6+5) or Sling +4 ranged (1d4+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities, Flowersong
Special Qualities Damage Reduction 3/Cold Iron, Wild Empathy, Valley-Bound
Saves Fort +5 Ref +6 Will +7
Abilities Str 16, Dex 14, Con 12, Int 16, Wis 16, Cha 13
Skills Hide +9, Move Silently +9, Listen +10, Spot +10, Knowledge (Geography) +10, Knowledge (Nature) +10, Survival +10, Heal +10.
Feats Great Fortitude, Weapon Focus (Cudgel)
Environment Valleys and vales
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral

Napaeae are the Fae of valleys and vales. They have unusually bright hair, red, yellow or green, and their bodies are covered in actual flowers. Their eyes are green and bright.

Napaeae speak common and sylvan.

Combat

Napaeae are proficient with cudgels and slings.

Spell-like abilities:Know Direction, Hide From Animals, Faerie Fire, Shillelagh, Pass Without Trace;Goodberry, Barkskin, Lesser Restoration, Treeshape;Speak With Plants, Plant Growth. Caster level 6th. The save DCs are wisdom based.

Wild Empathy (Ex)Valley-Bound (Ex):Flowersong (Su): The Napaeae may cause her flowers to sing as a standard action. The flowers grant the Napaeae a +3 bonus to all attack and damage rolls the Napaeae makes, for 3 rounds. After the effect fades, the Napaeae must wait 1d4 rounds before using this ability again.[/spoiler]

Leimakids

[spoiler]
[spoiler][/spoiler]
Leimakids
Medium Fey
HD 4d6+8 HD (22 HP)
Speed 30 ft. (6 squares)
Init: +4
AC 15; touch 14; flat-footed 11 (+4 Dex, +1 Nat)
BAB +2; Grp +2
Attack Shillelagh Quarterstaff +3 melee (2d6+1/2d6+1) or Masterwork Shortbow +9 ranged (1d6/x3)
Full-Attack Shillelagh Quarterstaff +3 melee (2d6+1/2d6+1) or Masterwork Shortbow +9 ranged (1d6/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities
Special Qualities Damage Reduction 3/Cold Iron, Wild Empathy, Meadow-Bound, Moondance
Saves Fort +5 Ref +8 Will +7
Abilities Str 10, Dex 18, Con 14, Int 11, Wis 16, Cha 18
Skills Hide +11, Move Silently +11, Listen +10, Spot +10, Perform (Dance) +11, Diplomacy +11.
Feats Great Fortitude, Weapon Focus (Shortbow)
Environment Meadows
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral

Leimakids are Fae of meadows, peaceful and silent. They are often seen dancing in moonlight. Their skin is pale, like the softest lace, and their hair is golden. Their eyes are a piercing silver.

Leimakids speak common and sylvan.

Combat

Leimakids are proficient with Quarterstaffs and Shortbows.

Spell-like abilities:Know Direction, Hide From Animals, Faerie Fire, Shillelagh, Pass Without Trace;Goodberry, Barkskin, Lesser Restoration, Treeshape;Speak With Plants, Plant Growth. Caster level 6th. The save DCs are wisdom based.

Wild Empathy (Ex)Meadow-Bound (Ex):Moondance (Ex): Whenever the Leimakid makes a melee attack during night or under the effects of a [Darkness] spell, or during magical or nonmagical darkness, the Leimakid gains a bonus to all attack and damage rolls equal to their Charisma modifier.[/spoiler]

Ahmaead


 
[spoiler]
[spoiler][/spoiler]

Gargantuan Fey (Earth)
HD 13d6+52 (98 HP)
Speed ft. ( squares); Dig 100 ft
Init: +4
AC 24; touch 14; flat-footed 24 (+12 Nat, +5 Def, -3 Size)
BAB +6; Grp +30
Attack Slam +11 melee (4d8+12)
Full-Attack 2 Slams +11 melee (4d8+8)
Space 20 ft.; Reach 20 ft.
Special Attacks Spell-like abilities, Tremor, Constrict 1d6, Drag Under, Improved Grab
Special Qualities Damage Reduction 15/Cold Iron, Magic and Chaos or Law; Wild Awe, Unending Quake
Saves Fort +9 Ref +8 Will +13
Abilities Str 27, Dex 10, Con 20, Int 6, Wis 20, Cha 12
Skills Spot +21, Listen +21, Survival +21
Feats Improved Initiative, Improved Unarmed Strike, Improved Grapple, Endurance, Diehard.
Environment Mountains, hills
OrganizationChallenge Rating 12
Treasure Standard
AlignmentCombatSpell-like abilities:Magic Stone, Soften Earth and Stone, Stone Shape;Spike Stones, Stoneskin, Wall of Stone, Transmute Mud to Rock, Transmute Rock to Mud, Move Earth;Earthquake (DC 22). Caster level 15th. The save DCs are Wisdom based.

Wild Awe (Ex): The Ahmaead has an aura of Awe that affects all animals within 30 feet depending on their Hit Dice.

[spoiler]
Hit DiceEffect
1-3Ignores the Ahmaead
4-7Panicked
8-11Frightened
12-15Shaken
16+Nothing
[/spoiler]

Creatures affected by this ability are allowed a Will save (DC 21) to ignore the effects.

Tremor (Ex):Constrict (Ex):Drag Under (Ex):Unending Quake (Su):
« Last Edit: March 08, 2011, 12:20:12 AM by unosarta »

unosarta

  • Ring-Tailed Lemur
  • **
  • Posts: 77
Re: (3.5, Monster) Sisters of Nature [P.E.A.C.H.]
« Reply #3 on: March 05, 2011, 07:46:55 PM »
Nereidi

The Nereid are the sea spirits, the daughters of the ocean and the seas. They sing to the fish and ancient creatures that live in their waters, and they protect from monsters and encroachment.

Mermaid

[spoiler]
[spoiler][/spoiler]
Mermaid
Medium Fey
HD 4d6 HD (14 HP)
Speed 10 ft. (2 squares); Swim 50 feet
Init: +4
AC 15; touch 14; flat-footed 11 (+4 Dex, +1 Nat)
BAB +2; Grp +
Attack Bite +6 melee (1d6+3), or claw +1 melee (1d4+3)
Full-Attack Bite +6 melee (1d6+3), or claw +1 melee (1d4+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities
Special Qualities Damage Reduction 4/Cold Iron, Wild Empathy, Ocean-Bound, Ocean Stalker
Saves Fort +1 Ref +8 Will +8
Abilities Str 14, Dex 18, Con 10, Int 12, Wis 18, Cha 15
Skills
Feats Great Fortitude, Weapon Finesse
Environment Oceans
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral

Mermaids are the Fae of fish and sharks. They are free spirited and wild, like the denizens of the seas. Their hair is long, and blue, and their eyes are teal. Their skin is a paler shade of blue.

Mermaids speak sylvan and aquan. Nereids can breathe water.

Combat

Mermaids are proficient with their natural weapons.

Spell-like abilities:Obscuring Mist, Control Water, Speak With Animals, Endure Elements, Create Water;Invisibility, Charm Person, Fog Cloud;Shout. Caster level 6th. The save DCs are wisdom based.

Wild Empathy (Ex)Ocean-Bound: The mermaid is magically bound to the ocean. They may never leave it. Any Nereid who do become ill and die within 4d6 hours.

Ocean Stalker (Ex): Whenever the mermaid makes a melee attack against a target who is not aware of the mermaid, who does not have their dexterity modifier to armor class, or during a surprise round, the mermaid deals an extra 2d6 damage, and gains a +2 bonus to the attack roll.
[/spoiler]

Siren

[spoiler]
[spoiler][/spoiler]
Siren
Medium Fey
HD 4d6+8 HD (22 HP)
Speed 10 ft. (2 squares); Swim 50 feet
Init: +6
AC 13; touch 12; flat-footed 11 (+2 Dex, +1 Nat)
BAB +2; Grp +4
Attack Dagger +5 melee (1d4+3) or Dart +4 ranged (1d4+2)
Full-Attack Dagger +5 melee (1d4+3) or Dart +4 ranged (1d4+2)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities, Alluring Song
Special Qualities Damage Reduction 4/Cold Iron, Wild Empathy, Island-Bound
Saves Fort +3 Ref +6 Will +4
Abilities Str 14, Dex 14, Con 14, Int 16, Wis 11, Cha 18
Skills Diplomacy +11, Bluff +11, Perform (Sing) +11, Hide +9, Move Silently +9, Sense Motive +7, Knowledge (Geography) +10, Knowledge (Nature) +10, Tumble +9.
Feats Weapon Focus (Dagger), Improved Initiative
Environment Deserted Islands
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral

Sirens are the Fae of allure, and the Fae of desert islands. They lure sailors to their deaths and feast on the corpses. They are exceptionally beautiful, their hair long and luxurious, their skin pure and sultry, their eyes a deep cerulean. More than that, the way they move is as the grace of the most beautiful goddess.

Sirens speak common, sylvan, and aquan.

Combat

Sirens are proficient with Daggers and Darts.

Spell-like abilities:Obscuring Mist, Control Water, Speak With Animals, Endure Elements, Create Water;Invisibility, Charm Person (DC 15), Fog Cloud;Shout, Charm Monster (DC 19). Caster level 6th. The save DCs are charisma based.

Wild Empathy (Ex)Island-Bound (Ex):Alluring Song (Su):Calypsoaeae

[spoiler]
[spoiler][/spoiler]
Calypsoaeae
Medium Fey
HD 4d6+4 HD (18 HP)
Speed 10 ft. (2 squares); Swim 50 feet
Init: +3
AC 15; touch 13; flat-footed 12 (+3 Dex, +2 Nat)
BAB +2; Grp +2
Attack Shortspear +5 melee (1d6+3) or Net +5 ranged (--)
Full-Attack Shortspear +5 melee (1d6+3) or Net +5 ranged (--)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities
Special Qualities Damage Reduction 4/Cold Iron, Wild Empathy, Ocean-Bound, Darkness Cometh
Saves Fort +2 Ref +7 Will +8
Abilities Str 14, Dex 16, Con 12, Int 13, Wis 18, Cha 14
Skills Hide +10, Move Silently +10, Spot +11, Listen +11, Sense Motive +11, Diplomacy +9, Heal +11.
Feats Weapon Finesse, Great Fortitude
Environment Deep Oceans
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral

Calypsoaeae are the Fae of the deeps, the spirits of the darkest corners of the oceans. They have dark, dark hair, and browner skin. Their eyes are usually a very, very dark green.

Calypsoaeae speak sylvan and aquan.

Combat

Calypsoaeae are proficient with shortspears and nets.

Spell-like abilities:Obscuring Mist, Control Water, Speak With Animals, Endure Elements, Create Water, Darkness;Invisibility, Charm Person, Fog Cloud;Shout. Caster level 6th. The save DCs are wisdom based.

Wild Empathy (Ex)Ocean-Bound: The Calypsoaeae is magically bound to the ocean. They may never leave it. Any Nereid who do become ill and die within 4d6 hours.

Darkness Cometh (Ex): Whenever the Calypsoaeae is in magical or non-magical darkness, they gain a bonus to attack and damage rolls equal to their Wisdom modifier.
[/spoiler]

Aleide

[spoiler]
[spoiler][/spoiler]
Aleide
Medium Fey
HD 4d6+4 HD (18 HP)
Speed 10 ft. (2 squares); Swim 50 feet
Init: +1
AC 15; touch 11; flat-footed 14 (+1 Dex, +4 Nat)
BAB +2; Grp +6
Attack Trident +6 melee (1d8+6) or Sling +3 ranged (1d4+4)
Full-Attack Trident +6 melee (1d8+6) or Sling +3 ranged (1d4+4)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities, Crash of the Waves
Special Qualities Damage Reduction /Cold Iron, Wild Empathy, Ocean-Bound
Saves Fort +5 Ref +5 Will +7
Abilities Str 18, Dex 12, Con 12, Int 14, Wis 16, Cha 15
Skills Jump +11, Spot +10, Listen +10, Survival +10, Diplomacy +9, Sense Motive +10, Knowledge (Nature) +9, Knowledge (Geography) +9.
Feats Improved Bull Rush, Great Fortitude
Environment Oceans
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral

Aleide are the Fae of waves. They are the crashing against the shore, the great boom of conflict between the ocean and the land. They are pale, pale beings, with white hair, white eyes, and skin like the foam of the waves on which they dance.

Aleide speak sylvan and aquan.

Combat

Aleide are proficient with Tridents and Slings.

Spell-like abilities:Obscuring Mist, Control Water, Speak With Animals, Endure Elements, Create Water;Invisibility, Charm Person (DC 14), Fog Cloud;Shout. Caster level 6th. The save DCs are wisdom based.

Wild Empathy (Ex)Ocean-Bound: The Aleide is magically bound to the ocean. They may never leave it. Any Nereid who do become ill and die within 4d6 hours.

Crash of the Waves (Su):Ahmaead


 
[spoiler]
[spoiler][/spoiler]

Large Fey (Air, Water)
HD 13d6+26 (72 HP)
Speed 40 ft. (8 squares); Fly 70 (Perfect)
Init: +5
AC 24; touch 18; flat-footed 19 (+5 Dex, +6 Nat, +4 Def, -1 Size)
BAB +6; Grp +13
Attack +4 Kama +15 melee (1d8+3)
Full-Attack +4 Kama +15/+10 melee (1d8+3)
Space 10 ft.; Reach 10 ft.
Special Attacks Spell-like abilities, Exhale the Gale, Storm-form, Lightning Strikes
Special Qualities Damage Reduction 13/Cold Iron, Magic and Chaos or Law; Wild Awe, Hurricane, Protective Draft
Saves Fort +9 Ref +13 Will +10
Abilities Str 16, Dex 20, Con 14, Int 12, Wis 14, Cha 18
Skills Hide +21, Move Silently +21, Tumble +21, Diplomacy +20, Bluff +20, listen +18, Spot +18.
Feats Improved Initiative, Great Fortitude, Weapon Focus (Kama), Improved Bull Rush, Power Attack.
Environment Anywhere
OrganizationChallenge Rating 12
Treasure Standard
AlignmentCombatSpell-like abilities:Entropic Shield, Gust Wind, Call Lightning (DC 17), Sleet Storm, Obscuring Mist, Fog Cloud, Resist Energy;Ice Storm, Air Walk, Control Winds, Call Lightning Storm (DC 19);Control Weather. Caster level 15th. The save DCs are Charisma based.

Wild Awe (Ex): The Ahmaead has an aura of Awe that affects all animals within 30 feet depending on their Hit Dice.

[spoiler]
Hit DiceEffect
1-3Ignores the Ahmaead
4-7Panicked
8-11Frightened
12-15Shaken
16+Nothing
[/spoiler]

Creatures affected by this ability are allowed a Will save (DC 20) to ignore the effects.

Exhale the Gale (Su):Storm-form (Su):Lightning Strikes (Su):Hurricane (Su):Protective Draft (Su):
« Last Edit: March 08, 2011, 12:19:43 AM by unosarta »

unosarta

  • Ring-Tailed Lemur
  • **
  • Posts: 77
Re: (3.5, Monster) Sisters of Nature [P.E.A.C.H.]
« Reply #4 on: March 05, 2011, 07:48:54 PM »
Pegaei

The Pegaeads are spirits of the air, the wind, and the sky. They protect the skies, create clouds and send rain and weather where it is most necessary.

Aurae

[spoiler]
[spoiler][/spoiler]
Aurae
Medium Fey
HD 4d6+8 HD (22 HP)
Speed 30 ft. (6 squares); Fly 50 (Perfect)
Init: +5
AC 14; touch 11; flat-footed 13 (+1 Dex, +3 Nat)
BAB +2; Grp +5
Attack Scimitar +5 melee (1d6+4) or Masterwork Longbow +3 ranged (1d8/x3)
Full-Attack Scimitar +5 melee (1d6+4) or Masterwork Longbow +3 ranged (1d8/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities, Breath of Wind
Special Qualities Damage Reduction 3/Cold Iron, Wild Empathy, Sky-Tied
Saves Fort +6 Ref +5 Will +6
Abilities Str 16, Dex 12, Con 14, Int 16, Wis 14, Cha 15
Skills Jump +10, Knowledge (Geography) +10, Knowledge (Nature) +10, Diplomacy +9, Bluff +9, Move Silently +8, Hide +8, Tumble +8, Balance +8.
Feats Improved Initiative, Great Fortitude
Environment Sky
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral

Aurae are the Fae of breezes and winds. They are, unlike many Nymphs, not specifically tied to a location, but rather are bound to the skies in general. Their skin is tanned, and their hair is green or blue. Their eyes lack a pupil.

Aurae speak common, sylvan and auran.

Combat

Aura are proficient with Scimitars and Longbows.

Spell-like abilities:Obscuring Mist, Fog Cloud, Know Direction;Wind Wall, Gaseous Form, Gust of Wind;Call Lightning. Caster level 6th. The save DCs are wisdom based.

Wild Empathy (Ex)Sky-Tied (Ex): The Aurae are magically bound to the sky. They may never set foot on the ground. Any Pegaead who do not return to the sky become ill and die within 4d6 hours.

Breath of Wind (Su): As a standard action, the Aurae may blow a gust of wind at a target. The Aurae may start a bull rush attempt against that target without entering their space, and gains a bonus to the bull rush attempt equal to their Wisdom modifier. [/spoiler]

Hyades

[spoiler]
[spoiler][/spoiler]
Hyades
Medium Fey
HD 4d6+8 HD (22 HP)
Speed 30 ft. (6 squares); Fly 50 (Perfect)
Init: +
AC ; touch ; flat-footed (+ Dex, + Nat)
BAB +2; Grp +2
Attack Club +6 melee (1d6) or Masterwork Javelin +8 ranged (1d6)
Full-Attack Club +6 melee (1d6) or Masterwork Javelin +8 ranged (1d6)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities, Sky-Clad
Special Qualities Damage Reduction /Cold Iron, Wild Empathy, Sky-Tied
Saves Fort +6 Ref +8 Will +7
Abilities Str 10, Dex 18, Con 14, Int 13, Wis 16, Cha 16
Skills Tumble +11, Hide +11, Move Silently +11, Survival +10, Spot +10, Listen +10, Bluff +10.
Feats Weapon Finesse, Great Fortitude
Environment Sky
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral

Hyades are the Fae of birds, the feathered ones. They live with birds, flying in the sky, nesting with the chicks, and protecting the winged sisters. Hyades are covered in feathers, and have wings that come off of their arms, leaving their fingers still fully function. Their hair is brown or black. They have a beak instead of a nose, but still have functioning mouths.

Hyades speak sylvan, common and auran.

Combat

Hyades are proficient with Clubs and Javelins.

Spell-like abilities:Obscuring Mist, Fog Cloud, Know Direction, Speak with Animals;Wind Wall, Gaseous Form, Gust of Wind;Call Lightning. Caster level 6th. The save DCs are wisdom based.

Wild Empathy (Ex)Sky-Tied (Ex): The Hyades are magically bound to the sky. They may never set foot on the ground. Any Pegaead who do not return to the sky become ill and die within 4d6 hours. Hyades are free to roost in trees, but only in a tree that occupies an avian creature that is friendly with the Hyade.

Sky-Clad (Ex): As a standard action, the Hyade may dance and sway, filling and surrounding their bodies with wind. They gain a bonus to armor class equal to their Wisdom modifier, an increase to all movement speeds equal to 5*their Wisdom modifier, and a bonus to Reflex saves equal to their Wisdom modifier. This effect lasts for 3 rounds. After the effect is gone, the Hyade must wait 1d4 rounds before using it again. [/spoiler]

Pleiades

[spoiler]
[spoiler][/spoiler]
Pleiades
Medium Fey
HD 4d6+8 HD (22 HP)
Speed 30 ft. (6 squares); Fly 50 (Perfect)
Init: +2
AC 15; touch 12; flat-footed 13 (+2 Dex, +3 Nat)
BAB +2; Grp +4
Attack Heavy Mace +4 melee (1d8+3) or Sling +4 ranged (1d4+2)
Full-Attack Heavy Mace +4 melee (1d8+3) or Sling +4 ranged (1d4+2)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities
Special Qualities Damage Reduction /Cold Iron, Wild Empathy, Starshine
Saves Fort +6 Ref +6 Will +7
Abilities Str 14, Dex 14, Con 14, Int 14, Wis 17, Cha 14
Skills Survival +10, Spot +10, Listen +10, Knowledge (Geography) +9, Knowledge (Nature) +9, Hide +9, Move Silently +9, Tumble +9.
Feats Improved Initiative, Great Fortitude
Environment Sky
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral

The Fae of stars, the Pleiades are hard to find, and rarely come out of the great, wide night sky. Unlike most Nymphs, the Pleiades are not bound to a single location or event, but travel the night sky like a beacon. Pleiades are incredibly hard to see, shining as bright as the sun. Their hair is golden colored, and their eyes are an incredibly deep purple.

Pleiades speak sylvan and auran.

Combat

Pleiades are proficient with Heavy Maces, and slings.

Spell-like abilities:Obscuring Mist, Fog Cloud, Know Direction;Wind Wall, Gaseous Form, Gust of Wind;Call Lightning. Caster level 6th. The save DCs are wisdom based.

Wild Empathy (Ex)Starshine (Su): The Pleiade is constantly shining. Any creature that looks at the pleiade for any length of time must make a Fortitude save (DC 14) or be blinded for 4 rounds. If they make the save, they are dazzled until the end of the encounter. The save for this effect is constitution based. [/spoiler]

Nephelae

[spoiler]
[spoiler][/spoiler]
Nephelae
Medium Fey
HD 4d6 HD (14 HP)
Speed 30 ft. (6 squares); Fly 50 (Perfect)
Init: +4
AC 15; touch 14; flat-footed 11 (+4 Dex, +1 Nat)
BAB +2; Grp +4
Attack Shortsword +6 melee (1d6+3, 19-20/x2) or Masterwork Shortbow +8 ranged (1d6/x3)
Full-Attack Shortsword +6 melee (1d6+3, 19-20/x2) or Masterwork Shortbow +8 ranged (1d6/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities, Dance of the Clouds
Special Qualities Damage Reduction 3/Cold Iron, Wild Empathy, Cloud-Bound
Saves Fort +4 Ref +8 Will +7
Abilities Str 14, Dex 18, Con 10, Int 13, Wis 16, Cha 16
Skills Hide +11, Move Silently +11, Tumble +11, Knowledge (Geography) +8, Survival +10, Diplomacy +10, Sense Motive +10.
Feats Great Fortitude, Weapon Finesse
Environment Clouds
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral

Nephelae are the Fae of clouds, of high up and far away bringers of rain and destruction, life and death. Nephelae appear to be almost made out of sky and clouds. Their hair is light brown or blonde, and their eyes are a shade of blue.

Nephelae speak common, sylvan and auran.

Combat

Nephelae are proficient with Shortswords and shortbows.

Spell-like abilities:Obscuring Mist, Fog Cloud, Know Direction;Wind Wall, Gaseous Form, Gust of Wind;Call Lightning. Caster level 6th. The save DCs are wisdom based.

Wild Empathy (Ex)Cloud-Bound (Ex):Dance of the Clouds (Ex): As an immediate action, the Nephelai may become incorporeal for 3 rounds. The Nephelai may not attack or use any spell-like abilities during this time that harm or damage a target. After the effect ends, the Nephelai must wait 1d4+1 rounds before using it again. [/spoiler]

Ahmaead


 
[spoiler]
[spoiler][/spoiler]

Medium Fey (Air)
HD 13d6+13 (59 HP)
Speed 80 ft. (16 squares); Fly 120 feet (Perfect)
Init: +12
AC 25; touch 21; flat-footed 17 (+8 Dex, +4 Nat, +3 Def)
BAB +6; Grp +6
Attack +4 Sickle +19 melee (1d6+4)
Full-Attack +4 Sickle +19/+14 melee (1d6+4)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities, Wind Blast, Air Slice, Lightest Step
Special Qualities Damage Reduction 12/Cold Iron, Magic and Chaos or Law; Wild Awe, Tempest, Sheltering Squall
Saves Fort +8 Ref +16 Will +11
Abilities Str 10, Dex 26, Con 12, Int 16, Wis 16, Cha 16
Skills Hide +24, Move Silently +24, Tumble +24, Escape Artist +24, Spot +19, Listen +19, Knowledge (Geography) +19, Diplomacy +19, Survival +19.
Feats Weapon Finesse, Improved Initiative, Flyby Attack, Great Fortitude, Weapon Focus (Sickle)
Environment Anywhere
OrganizationChallenge Rating 12
Treasure Standard
AlignmentCombatSpell-like abilities:Wind Wall, Obscuring Mist, Fog Cloud, Gaseous Form, Air Walk;Control Winds, Call Lightning (DC 16);Control Weather, Whirlwind. Caster level 15th. The save DCs are Wisdom based.

Wild Awe (Ex): The Ahmaead has an aura of Awe that affects all animals within 30 feet depending on their Hit Dice.

[spoiler]
Hit DiceEffect
1-3Ignores the Ahmaead
4-7Panicked
8-11Frightened
12-15Shaken
16+Nothing
[/spoiler]

Creatures affected by this ability are allowed a Will save (DC 19) to ignore the effects.

Wind Blast (Su):Air Slice (Su):Lightest Step (Su):Tempest (Su):Sheltering Squall (Su):
« Last Edit: March 08, 2011, 12:18:36 AM by unosarta »

unosarta

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Re: (3.5, Monster) Sisters of Nature [P.E.A.C.H.]
« Reply #5 on: March 05, 2011, 07:49:26 PM »
Oreadi

The Oreads are the spirits of the mountains, caves, echoes and sounds. They live deep, deep, deep underground, where the mountain spirit which they maintain resides.

Daphnis

[spoiler]
[spoiler][/spoiler]
Daphnis
Medium Fey
HD 4d6+12 HD (26 HP)
Speed 30 ft. (6 squares); Dig 20 ft.
Init: +4
AC 15; touch 10; flat-footed 15 (+0 Dex, +5 Nat)
BAB +2; Grp +6
Attack Greatclub +6 melee (1d10+6) or Sling +2 ranged (1d4+4)
Full-Attack Greatclub +6 melee (1d10+6) or Sling +2 ranged (1d4+4)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities, Smite of Earth
Special Qualities Damage Reduction 5/Cold Iron, Wild Empathy, Mountain-Bound
Saves Fort +7 Ref +4 Will +8
Abilities Str 18, Dex 10, Con 16, Int 12, Wis 18, Cha 10
Skills Jump +11, Spot +11, Listen +11, Hide +7, Move Silently +7, Survival +11, Heal +11.
Feats Improved Initiative, Great Fortitude
Environment Mountains
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral

Daphnis are the Fae of great mountains. They protect and nurture the higher Fae who are the mountains; those Fae cannot move, and it is up to the Daphnis to protect them. Daphnis have long, flowing black hair, and extremely pale skin. Their eyes are dark.

Daphnis speak common, undercommon, sylvan, and terran.

Combat

Daphni are proficient with Greatclubs and slings.

Spell-like abilities:Magic Stone, Soften Earth and Stone, Pass Without Trace, Endure Elements, Faerie Fire;Stone Shape, Entangle, Barkskin;Poison, Meld Into Stone. Caster level 6th. The save DCs are wisdom based.

Wild Empathy (Ex)Mountain-Bound (Ex):Smite of Earth (Ex): As a standard action, the Daphni may make a melee attack against a target within melee range. The Daphni gains a bonus to the attack roll equal to their Wisdom modifier. If they hit, the target takes an extra 2d6 damage from the attack. If they miss, all ground within 20 feet of the Daphni becomes crumpled and hilly, and it becomes Difficult terrain.[/spoiler]

Echo

[spoiler]
[spoiler][/spoiler]
Echo
Medium Fey
HD 4d6+8 HD (22 HP)
Speed 30 ft. (6 squares); Dig 20 ft.
Init: +4
AC 15; touch 14; flat-footed 11 (+4 Dex, +1 Nat)
BAB +2; Grp +3
Attack Masterwork Throwing Axe +8 melee (1d6+1) or Masterwork Throwing Axe +8 ranged (1d6+1)
Full-Attack Masterwork Throwing Axe +8 melee (1d6+1) or Masterwork Throwing Axe +8 ranged (1d6+1)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities, Echoing Chorus
Special Qualities Damage Reduction /Cold Iron, Wild Empathy, Cave-Bound
Saves Fort +6 Ref +8 Will +5
Abilities Str 12, Dex 18, Con 14, Int 10, Wis 12, Cha 18
Skills Diplomacy +11, Bluff +11, Hide +11, Move Silently +11, Tumble +11, Intimidate +11.
Feats Great Fortitude, Weapon Finesse
Environment Caves
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral

Echo are the Fae of caves and sound. They hide from intruders, confuse with sounds, and entrap them in a chorus of lovely sounds. Echo have tanned skin, pale eyes, and lovely black hair.

Echo speak common, sylvan and terran.

Combat

Echo are proficient with Throwing Axes.

Spell-like abilities:Sculpt Sound, Sound Burst (DC ), Magic Stone, Soften Earth and Mud;Shatter, Protection From Energy, Stone Shape, Barkskin;Shout, Meld Into Stone. Caster level 6th. The save DCs are wisdom based.

Wild Empathy (Ex)Cave-Bound (Ex):Echoing Chorus (Su): As a standard action, the Echo may cause a sonic effect to echo. Any one sonic spell or effect that was in effect or cast within 2 rounds of using this ability is cast again, without consuming spell slots or uses. The Echo chooses the targets of the spell or effect.[/spoiler]

Cyllene

[spoiler]
[spoiler][/spoiler]
Cyllene
Medium Fey
HD 4d6 HD ( HP)
Speed 30 ft. (6 squares); Dig 20 ft.
Init: +1
AC 16; touch 13; flat-footed 13 (+3 Dex, +3 Nat)
BAB +2; Grp +2
Attack Sickle +6 melee (1d6) or Masterwork Shortbow +7 ranged (1d6/x3)
Full-Attack Sickle +6 melee (1d6) or Masterwork Shortbow +7 ranged (1d6/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities, Zenith
Special Qualities Damage Reduction 5/Cold Iron, Wild Empathy, Peak-Bound
Saves Fort +5 Ref +7 Will +5
Abilities Str 10, Dex 16, Con 18, Int 18, Wis 12, Cha 10
Skills Concentration +11, Knowledge (Geography) +11, Knowledge (Nature) +11, Hide +10, Move Silently +10, Decipher Script +11, Knowledge (Arcana) +11, Knowledge (Religion) +11, Knowledge (The Planes) +11, Knowledge (History) +11
Feats Weapon Finesse, Weapon Focus (Sickle)
Environment Mountain peaks
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral

Cyllene are the Fae of mountain peaks. Their skin is like granite, grey, with silver streaks running through. Their hair is green, or white.

Cyllene speak common, sylvan and terran.

Combat

Cyllene are proficient with sickles and shortbows.

Spell-like abilities:Magic Stone, Soften Earth and Stone, Pass Without Trace, Endure Elements, Faerie Fire;Stone Shape, Entangle, Barkskin;Poison, Meld Into Stone. Caster level 6th. The save DCs are wisdom based.

Wild Empathy (Ex)Peak-Bound (Ex):Zenith (Ex): Whenever the Cyllene is standing on the highest point of their peak, they may, as a standard action, gain a +4 bonus to all ability scores for 2 rounds. After this effect is gone, the Cyllene must wait 1d4+1 rounds before using it again. [/spoiler]

Idaeae

[spoiler]
[spoiler][/spoiler]
Idaeae
Medium Fey
HD 4d6+16 HD (30 HP)
Speed 30 ft. (6 squares); Dig 20 ft.
Init: +5
AC 15; touch 11; flat-footed 14 (+1 Dex, +4 Nat)
BAB +2; Grp +4
Attack Guisarme +5 melee (2d4+3) or sling +3 ranged (1d4+2)
Full-Attack Guisarme +5 melee (2d4+3) or sling +3 ranged (1d4+2)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities
Special Qualities Damage Reduction 5/Cold Iron, Wild Empathy, Hill-Bound, Stability
Saves Fort +5 Ref +5 Will +7
Abilities Str 14, Dex 12, Con 18, Int 12, Wis 16, Cha 12
Skills Concentration +11, Hide +8, Move Silently +8, Jump +9, Spot +10, Listen +10, Survival +10.
Feats Improved Initiative, Weapon Focus (Guisarme)
Environment Hills or Mounds
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral

Idaeae are the Fae of hills and mounds. Their skin is stony grey, and their eyes are a similar color. Their hair is short and cropped, usually grey as well.

Idaeae speak common, sylvan and terran.

Combat

Idaeae are proficient with guisarmes and slings.

Spell-like abilities:Magic Stone, Soften Earth and Stone, Pass Without Trace, Endure Elements, Faerie Fire;Stone Shape, Entangle, Barkskin;Poison, Meld Into Stone. Caster level 6th. The save DCs are wisdom based.

Wild Empathy (Ex)Hill-Bound (Ex):Stability (Ex): Whenever the Idaeae is standing on their hill, they add their Constitution modifier to all opposed strength checks for the purposes of grapple, trip, bull rush, or disarm. [/spoiler]

Ahmaead


 
[spoiler]
[spoiler][/spoiler]

Huge Fey (Earth, Fire)
HD 13d6+52 (98 HP)
Speed 25 ft. (5 squares): Dig 20
Init: +3
AC 25; touch 10; flat-footed 26 (-1 Dex, +15 Nat, +3 Def, -2 Size)
BAB +6; Grp +21
Attack Bite +12 melee (3d6+7)
Full-Attack Bite +12 melee (3d6+7), and 2 Slams +7 melee (2d8+7)
Space 20 ft.; Reach 20 ft.
Special Attacks Spell-like abilities, Fire Spout, Smoke and Haze, Step Through the Veil
Special Qualities Damage Reduction 15/Cold Iron, Magic and Chaos or Law; Wild Awe, Eruption, Skin of Molten Iron
Saves Fort +8 Ref +10 Will +9
Abilities Str 24, Dex 8, Con 18, Int 12, Wis 16, Cha 14
Skills Jump +23, Concentration +20, Survival +19, Spot +19, Listen +19, Diplomacy +18, Knowledge (Geography) +17.
Feats Lightning Reflexes, Improved Initiative, Weapon Focus (Bite), Power Attack, Improved Bull Rush
Environment Volcanoes
OrganizationChallenge Rating 12
Treasure Standard
AlignmentCombatSpell-like abilities:Magic Stone, Soften Earth and Stone, Stone Shape, Shatter, Burning Hands, Produce Flame, Resist Energy;Spike Stones, Stoneskin, Wall of Fire, Fire Shield, Fire Seeds;Earthquake, Fire Storm. Caster level 15th. The save DCs are Wisdom based.

Wild Awe (Ex): The Ahmaead has an aura of Awe that affects all animals within 30 feet depending on their Hit Dice.

[spoiler]
Hit DiceEffect
1-3Ignores the Ahmaead
4-7Panicked
8-11Frightened
12-15Shaken
16+Nothing
[/spoiler]

Creatures affected by this ability are allowed a Will save (DC 19) to ignore the effects.

Fire Spout (Su):Smoke and Haze (Ex):Fog Cloud spell, but a 100 foot radius, and 20 feet high. The fog lasts for 4 rounds.

Step Through the Veil (Su):Eruption (Su):Skin of Molten Iron (Su):
« Last Edit: March 08, 2011, 07:09:48 PM by unosarta »

unosarta

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Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]
« Reply #6 on: March 05, 2011, 09:34:38 PM »
The Concept Behind the Project

Basically, my main idea here was originally to stat up new Dryads for different types of trees. But as I began researching dryads, I realized how vast and varied nymphs were, and how few of them were really made realistic in D&D. My then revised goal was to create different types of "lesser" Fae, so to speak. Pretty much all of these here Fae are based on Greek Nymphs (Greek nymphs having relatively little to do with the D&D counterparts), although the Pegaeads were mostly made up (although very similar to the Celestial nymphs). The rest are actual Greek nymphs, many of them slightly refurbished and with redone flavor so that they can actually fit in D&D.

Interestingly enough, the vast majority of Nymphs are actually simply spirits that inhabit places, like cities or locations, not ones that inhabit rivers, land, lakes, streams, springs, oceans, or any of the other concepts here. If you are thinking about adding more of a Fae feel to your campaign, a really fun way to do it is to have a Fae creature for every city, or for each district of a city. This works even in urban campaigns.

Anyway.

My Questions For You

Yes, I am not done yet, but I am wondering if you, the reader, either like the concept behind the creatures, and if you do not, why not.

Also, I am wondering if you think that the creatures themselves fit the CR that has been assigned to them, as lesser Fae.

Finally, I would love any ideas you would have for new kinds of lesser Fae like this (maybe Fae of Fires, Fae or snowy climes, etc).

Work Log
March 5, 2011: Project begins.
March 5, 2011: Variant dryads posted.
March 5, 2011: Naiads finished.
March 5, 2011: Traiads finished.
March 6, 2011: Nereids finished.
March 6, 2011: Pegaeads finished.
March 6, 2011: Oreads finished.
« Last Edit: March 06, 2011, 05:10:18 PM by unosarta »

veekie

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Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]
« Reply #7 on: March 06, 2011, 01:02:29 AM »
My god thats a lot of them.
How about Fae for specific weather types?
Storm Sylphs, etc.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

unosarta

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Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]
« Reply #8 on: March 06, 2011, 01:19:19 AM »
My god thats a lot of them.
How about Fae for specific weather types?
Storm Sylphs, etc.

Good idea. Don't know if they have an equivalent in the Greek mythos, but I could always look up a Greek word for them. Not sure how I would implement the idea of them being physically tied to the storm, but that is something I could come up with.

Ideas:
Destruction Nymphs: Storm, Tornado, Hurricane, Lightning
Fire Nymphs: Volcano, Fires, ???, ???
Tundra Nymphs: Frozen Lake, Iceberg, Tundra, ???

veekie

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Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]
« Reply #9 on: March 06, 2011, 02:22:16 AM »
Well, weather ones would be a lot more mobile, I think a Tornado Sylph for example, would basically be the center of her own tornado, and have it follow HER. Maybe tied to a particular region's winds or a particular wind current(e.g. North Wind), with devastating weather temporarily advancing them to a more potent form, before they resume their normal stature, with the really powerful ones generating the weather as they go.

Fire, theres Flashfire(very brief, very very fast moving grass fire), Forges(always lit, unlike their wild cousins, they don't suffer from being short lived, or at least power wise), emberlings(Sprites of sparks and other little fires).

And of course, flowers and other plants less imposing as trees.
Tundra, snow and blizzard tied ones?
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

unosarta

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  • Posts: 77
Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]
« Reply #10 on: March 06, 2011, 02:36:03 AM »
Well, weather ones would be a lot more mobile, I think a Tornado Sylph for example, would basically be the center of her own tornado, and have it follow HER. Maybe tied to a particular region's winds or a particular wind current(e.g. North Wind), with devastating weather temporarily advancing them to a more potent form, before they resume their normal stature, with the really powerful ones generating the weather as they go.
I like the image of a smaller Tornado that travels around a region, and then grows to Tornado size when it hits a large updraft or a large temperature swing. Consider it added.

Fire, theres Flashfire(very brief, very very fast moving grass fire), Forges(always lit, unlike their wild cousins, they don't suffer from being short lived, or at least power wise), emberlings(Sprites of sparks and other little fires).

Emberling sounds like fun. Not sure about the Forgefire, since these are supposed to be more nature tied than anything. Flashfire could be very, very interesting. I am thinking that the more potent Fae, like the Destruction and Fire Nymphs will have to be of a higher level.

And of course, flowers and other plants less imposing as trees.
Tundra, snow and blizzard tied ones?

Oooo, completely forgot about flowers. Flowers actually already have a cannon Nymph in Greek mythos as well, so that works out. I like Blizzard, and tundra is already on the list. I could maybe add Snow nymphs, although they would be harder to pull across.

Ideas:
Destruction Nymphs: Tornado, Storm, Hurricane, Lightning
Fire Nymphs: Volcano, Emberling, Flashfire, Forgefire, ???
Tundra Nymphs: Iceberg, Frozen Lakes, Tundras, Blizzard, Snow.

Four seems like a goodly number for Destruction, and I would like 5 for the other two. Got 5 Tundra nymphs, any ideas for another fire nymph?

veekie

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Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]
« Reply #11 on: March 06, 2011, 03:17:46 AM »
For Destruction theres probably a couple more, especially when Storm, Tornado and Hurricane are basically differently sized versions of each other. Flood, Quake, and Wildfire might fit(Basically look at everything that hit Australia this year so far, maybe theres a Destruction Faerie Convention there or something), presuming Destruction Fae are generally short-lived and devastating in the extreme. Possibly consider them as 'evolved' forms of the elementally aligned ones, or else they might have a very short but memorable existence.

Weather - Wind Sylphs, Storm Sylphs, Hurricane, Tornado Sylphs are probably related to the Pegaei, Lightning sprites might be related to them and fire nymphs.
Fire - Drought? Seems a bit odd to have the LACK of an element as a sprite though. Maybe one related to explosions, stars or meteors.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

unosarta

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  • Posts: 77
Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]
« Reply #12 on: March 06, 2011, 03:32:03 AM »
For Destruction theres probably a couple more, especially when Storm, Tornado and Hurricane are basically differently sized versions of each other. Flood, Quake, and Wildfire might fit(Basically look at everything that hit Australia this year so far, maybe theres a Destruction Faerie Convention there or something), presuming Destruction Fae are generally short-lived and devastating in the extreme. Possibly consider them as 'evolved' forms of the elementally aligned ones, or else they might have a very short but memorable existence.
I like the idea of Quake Nymphs. Flood could work as well. Wildfire seems more like a Fire Nymph than a destruction one.
I am almost thinking they could travel around, doing relatively little (for instance the Quake Nymph would basically just have a Dig speed), and under certain circumstances they can use their powers to create devastation, such as if they are attacked.

Weather - Wind Sylphs, Storm Sylphs, Hurricane, Tornado Sylphs are probably related to the Pegaei, Lightning sprites might be related to them and fire nymphs.
Fire - Drought? Seems a bit odd to have the LACK of an element as a sprite though. Maybe one related to explosions, stars or meteors.
Wind is already covered by the Aulae, but they are more like zephyrs or breezes than full out storms.

I just found some really intense photos:
[spoiler]

















[/spoiler]

Also, finished the Traiad.

veekie

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Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]
« Reply #13 on: March 06, 2011, 04:07:37 AM »
Well, I meant categorically speaking, Destruction Nymphs are essentially turbocharged versions of their regular elemental kin(i.e. if you organized them into courts they'd fall under their parent element for the most part).

So I can see three ways to handle them:
-'Normal' Nymphs boosted to cataclysmic power, possibly by that very disaster. So when a river bursts in flood, it's nymph temporarily transforms into a more powerful one.
-Napping powerful nymphs, when they wake or are disturbed, the disaster happens. Appropriate for geological and seasonal disturbances.
-Holding back, possibly by the direction of one of their superiors(e.g. disaster nymphs being used as Faerie court superweapons)
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

unosarta

  • Ring-Tailed Lemur
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  • Posts: 77
Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]
« Reply #14 on: March 06, 2011, 04:15:00 AM »
Well, I meant categorically speaking, Destruction Nymphs are essentially turbocharged versions of their regular elemental kin(i.e. if you organized them into courts they'd fall under their parent element for the most part).

I suppose this is true.

So I can see three ways to handle them:
-'Normal' Nymphs boosted to cataclysmic power, possibly by that very disaster. So when a river bursts in flood, it's nymph temporarily transforms into a more powerful one.
-Napping powerful nymphs, when they wake or are disturbed, the disaster happens. Appropriate for geological and seasonal disturbances.
-Holding back, possibly by the direction of one of their superiors(e.g. disaster nymphs being used as Faerie court superweapons)

The second option is more like what I was going for. However, the nymphs in general are not aligned with any courts. The Destruction Nymphs are no different. So, they really mostly just spend their time in equilibrium, not destroying or doing anything. When they personally are threatened, or when a certain set of events happens (for instance when tectonic plates shift directly underneath a Quake Nymph, or the Lightning Nymph flies through a storm, or a Storm nymph hits an area of high pressure, or a Tornado Nymph flies through an area of quickly changing temperatures,) they explode into life, becoming a storm, quake, bolt of lightning, or tornado. The Destruction Nymphs would be understandably very, very rare.

veekie

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Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]
« Reply #15 on: March 06, 2011, 04:30:43 AM »
Figured they might be organised into courts by role(element type probably) and area of concern(by geographic region). Possibly exerting themselves is tiring when not drawing upon their power source, so they don't do it much.

Appearance wise...more imposing versions of their tamer kin?
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

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unosarta

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Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]
« Reply #16 on: March 06, 2011, 04:37:28 AM »
Figured they might be organised into courts by role(element type probably) and area of concern(by geographic region). Possibly exerting themselves is tiring when not drawing upon their power source, so they don't do it much.
The courts themselves are more of a lawful concept (one of banding together to provide greater strength). The Fae as detailed here literally cannot come together. They are singular, alone, and separate. The destruction Nymphs live similar lives, seeing vast sweeps of land, but never really knowing what it is to stop, to lay down, or to rest. They would rarely attempt to active call earthquakes, storms, tornadoes, or lightning; either it would happen on accident, or the area that it was happening in would need it. For some extremely parched and drought ridden lands, a storm is necessary. And for some forests, a fire is needed to clear out the underground and the larger canopy trees.

Appearance wise...more imposing versions of their tamer kin?
This is basically what I was thinking.

veekie

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Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]
« Reply #17 on: March 06, 2011, 04:44:55 AM »
Think less formal courts, more like a fraternity. They'd mostly meet up just to chat/party.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

unosarta

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Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]
« Reply #18 on: March 06, 2011, 04:47:08 AM »
Think less formal courts, more like a fraternity. They'd mostly meet up just to chat/party.

Dunno if any of the Fae could actually do that. Maybe the non-nymphs. Doubt the idea of "partying" is even understandable for the Nymphs-- they are literally just embodiments of nature. I do like the idea of the Destruction Nymphs being controllable and weaponized by the courts though; instead of a trigger or a detonator, they could get a meteorologist.  :D

Also: the Nereidi are done. Just need the Pegaead, Oread, Ahmaead (Destruction), Afaistaead (Fire), Kruomaead (Cold).
« Last Edit: March 06, 2011, 04:53:58 AM by unosarta »

veekie

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Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]
« Reply #19 on: March 06, 2011, 04:53:31 AM »
Well, partying in the sense of exerting themselves and comparing how they're faring to the others. Possibly exchange information, for those tied to things like streams/trees, when some threat is impacting them in an area.

In short, as far as mortals are concerned, it'd be a short period of very vigorous nature.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."