Faery Regal
This creature is obviously a noble of the woodland realm. An aura of power and nobility surrounds him; a crown of golden leaves encircles his horned head. His smile is confident and mocking; a sword made of bloodied ice sits comfortably in his hand.
Monster Encyclopaedia I: Ravagers of the Realms
Author August Hahn, Gareth Hanrahan, Lizard
Series Monster Encyclopaedia
Publisher Mongoose Publishing
Publish date 2004
Faery regals are the nobility of the fey, the children and cousins of the kings and queens of the eternal woodland. They spend most of their time engaged in courtly intrigues and diversions in the depths of Faery, only occasionally deigning to take notice of mortals or lesser fey. Rarely, a bored noble will toy with a wandering shepherdess or woodsman (or an adventuring party or a whole mortal kingdom – such things are all equally petty to the regals). They are consummate diplomats and deceivers; they breathe honeyed words and many-layered speeches full of tricks and traps. Their magical abilities are equally great, as the regals are infused with the full power of the Faery realm. They can shift form with ease and twist the senses of those around them.
Regals are almost always accompanied by a host of lesser fey, from satyrs and sprites to nymph courtesans and Fey Knight defenders.
Faery Regal | |
Medium fey | |
Hit Dice | 16d6+80 (136 hp) |
Initiative | +6 |
Speed | 40 ft. (8 squares) |
Armour Class | 25 (+7 Dexterity, +4 natural, +4 mage armour deflection), touch 21, flat-footed 18 |
Base Attack/Grapple | +8/+10 |
Attack | Fey rapier +18 melee (1d6+5/15-20) or fey longbow +18 ranged (1d8+5/19-20/x3) |
Full Attack | Fey rapier +18/+13 melee (1d6+5/15-20) or fey longbow +18/+13 ranged (1d8+5/19-20/x3) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Curse, magic arms and armour, keenness, spell-like abilities |
Special Qualities | Damage reduction 10/cold iron, spell-like abilities, Spell Resistance 28, summon fey |
Saves | Fort +10, Ref +17, Will +15 |
Abilities | Strength 14, Dexterity 24, Constitution 20, Intelligence 17, Wisdom 17, Charisma 22 |
Skills | Bluff +25, Concentration +11, Diplomacy +31, Disguise +25, Gather Information +, Handle Animal +11, Heal +9, Hide +13, Intimidate +14, Knowledge (Arcana) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility & royalty) +8, Listen +9, Move Silently +13, Perform (any one) +14, Ride +13, Search +7, Sense Motive +22, Spot +11, Survival +9 |
Feats | Dodge, Iron Will, Mobility, Point Blank Shot, Spring Attack, Weapon Finesse (rapier) |
Environment | Any |
Organisation | Solitary, entourage (1 plus followers) or court (3-12 plus retainers) |
Challenge Rating | 14 |
Treasure | Triple standard |
Alignment | Any chaotic |
Advancement | By character class |
Level Adjustment | +20 |
Combat
A regal avoids combat except on its own terms. One might agree to a duel or draw its sword to thrash some impudent mortal wretch who did not appreciate the gift of asses’ ears or who ate the wrong fruit at the banquet, but by and large they dislike open combat. When pressed, they retreat behind a wall of fey to gird themselves in magic before returning to annihilate their foes. They are immortal and have memories to match, often weaving webs of vengeance that take centuries to come to completion.
Call fey (Su): A regal is usually accompanied by 1d4+1 Fey Knights, 1d6 nymphs and 2d6 Seelie Faeries of random kinds. If these are not present, he may call them at the rate of one per round as a free action. They appear within 30 feet of the regal.
Curse (Sp): As a free action, a regal may cast bestow curse on an opponent who is in melee combat with him. The save DC is 24 (this save is Charisma-based). A regal may only curse an opponent once and only after the opponent injured the regal.
Keenness (Su): Any weapon in the regal’s hands is automatically a keen weapon and deals a minimum of 1d6 points of damage. A regal can slice an opponent up with a blade of grass if he wishes to.
Magic Arms and Armour (Su): A regal can conjure a +3 keen rapier and an ornate +3 keen longbow at will. He may also dismiss these items freely.
Spell-Like Abilities:
- At will – alter self, comprehend languages, greater invisibility, mage armour, prestidigitation, undetectable alignment,;
- 3/day – animal growth, awaken, freedom of movement, geas, glibness, heroes’ feast, mirage arcana, plant growth, programmed image, shadow walk, word of recall.
Caster level 16th. Save DCs are Charisma-based.