Fossegrim, Melodic Enchanter
“Meet the Fossegrim: Enchanting Water Spirit or Mischievous Maestro? Unveiling the Secrets of Scandinavian Waterside Melodies!”
Appearance: The Fossegrim emerges as an ethereal figure by the water’s edge, adorned in glistening, moss-covered garments that blend seamlessly with the surrounding foliage. With an ageless countenance and an otherworldly allure, this water spirit possesses an ever-present, mischievous glint in its eyes.
Behavior: Brimming with musical prowess, he is a masterful fiddler whose melodies resonate through tranquil lakes and meandering rivers. Despite its enchanting artistry, it maintains an enigmatic demeanor, veering between moments of whimsy and a stoic, mysterious silence that keeps those who encounter it perpetually intrigued.
Habitat: The Fossegrim calls home the secluded realms near waterfalls and serene pools, where the melodies of cascading water blend harmoniously with its own enchanting tunes. It thrives in the hidden pockets of nature, its presence felt most profoundly in the untouched beauty of Scandinavian landscapes.
Modus Operandi: Crafting musical compositions that echo the tranquility of flowing waters, the Fossegrim employs its fiddling skills to captivate the hearts of those who dare to listen. Its modus operandi involves drawing wanderers near, luring them with melodies that border on the sublime. However, it maintains a capricious nature, and those who seek to exploit or capture it may find themselves ensnared in the Fossegrim’s elusive games.
Motivation: Motivated by an intrinsic connection to the natural world, the Fossegrim’s melodies serve as an ode to the serene beauty of Scandinavia’s waterways. Its motivations intertwine with the ebb and flow of nature, and its mischievous allure stands as a testament to the delicate balance between the ethereal and earthly realms. The Fossegrim, a guardian of waterside melodies, invites both wonder and caution, embodying the timeless enchantment of the hidden places it calls home.
Fossegrim 5e
Fossegrim 3.5
Fossegrim, Melodic Enchanter
Medium Fey, Chaotic Neutral
Armor Class 14 (Natural Armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft., Swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 18 (+4) | 12 (+1) | 14 (+2) | 16 (+3) | 20 (+5) |
Skills Perception +7, Performance +9
Senses Darkvision 60 ft., Passive Perception 17
Languages Sylvan, Common, Aquan
Challenge 4 (1,100 XP)
Aquatic Camouflage. He can magically blend with its aquatic surroundings, gaining advantage on Dexterity (Stealth) checks while in or near bodies of water.
Innate Spellcasting. His spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
- At will: Minor Illusion, Prestidigitation
- 3/day each: Charm Person, Water Walk
- 1/day each: Dominate Person, Control Water
Actions
Fiddle of Enchantment. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the target fails a DC 16 Wisdom saving throw, it becomes charmed for 1 minute.
Aqueous Melody (Recharge 5-6). He unleashes a captivating melody in a 30-foot cone. Creatures in that area must make a DC 16 Wisdom saving throw or be charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Legendary Actions
The Fossegrim can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. The Fossegrim regains spent legendary actions at the start of its turn.
Aquatic Flourish. He moves up to its swim speed without provoking opportunity attacks.
Enchanting Prelude. He makes a Fiddle of Enchantment attack.
Dance of Distraction (Costs 2 Actions). The Fossegrim targets one creature it can see within 60 feet. The targeted creature must make a DC 16 Wisdom saving throw or be distracted, granting advantage on attacks against it until the start of the Fossegrim’s next turn.
Fossergrim are solitary and reclusive fey that are mystically tied to waterfalls in the same way dryads are tied to trees. Legends are told of those that seduce maidens that come to bathe in the waters, This mating produces more fossergrims, who appear as normal humans until maturity, at which point they seek out a waterfall of their own.
Originally Posted by BOZ of the En World forums.
Fossergrim are enchanted beings that live in waterfalls. They appear like ordinary humans and usually behave as rangers or druid. They are friendly unless they are attacked, or if someone tries to force them away from their waterfalls. Fossergrim make their homes in waterfalls in much the same way dryads bond with trees, and they never wander more than a mile away from their homes.
Fossergrim are randy creatures, and are particularly fond of human women. They like to seduce women who come to bathe in the pools near their waterfall, and have even been known to abduct maidens when no willing partner makes herself available. If the offspring of such a union is female, she will be a normal human save that she has the ability to breathe water. A male child will be a fossergrim although he will appear to be a normal human, but before reaching middle age he will be compelled to find a waterfall of his own.
FOSSERGRIM | |
Medium-Size fey (Water) | |
Hit Dice | 5d6+5 (22 hp) |
Initiative | +7 (Dexterity, Improved Initiative) |
Speed | 30ft, Swim 90 ft |
AC | 23 (+3 Dexterity, +5 natural, +5 chain mail) |
Attacks | longsword +3 melee (x2) |
Damage | longsword 1d8+1 |
Face/Reach | 5 ft by 5 ft/5 ft |
Special Qualities | Aquatic fortification, water breathing touch, symbiosis |
Saves | Fort +2, Ref +7, Will +6 |
Abilities | Strength 12, Dexterity 17, Constitution 13, Intelligence 12, Wisdom 15, Charisma 18 |
Skills | Escape Artist +8, Hide +8, Knowledge (any one) +5, Listen +9, Move Silently +6, Sense Motive +7, Spot +9, Swim +6, Wilderness Lore +9 |
Feats | Alertness, Dodge, Improved Initiative |
Climate/Terrain | Any aquatic |
Organization | Solitary |
Challenge Rating | 4 |
Treasure | Standard |
Alignment | Usually neutral (evil) |
Advancement | 6-15 HD (Medium-Size) |
COMBAT
Fossergrim tend to attack only hostile creatures or those who disturb their waterfalls and won’t leave. The fossergrim will remain in the water during combat to gain the full benefits of its special connection to the waters.
Aquatic Fortification (Su): Fossergrim have an elemental connection to the waters of their waterfall and its surrounding area. So long as they remain in splashing waters they gain the benefits of the following powers:
- Fast Healing 5;
- Spell Resistance 30;
- +8 to all attack rolls with their longswords, and twice as many attacks per round.
Water breathing Touch (Su): Fossergrim breathe water and can pass this ability on to other beings. All creatures touching or being touched by a fossergrim are affected as by a water breathing spell for as long as contact persists.
Symbiosis (Su): Each fossergrim is mystically bound to a single waterfall and must never stray more than one mile from it. Any who do become ill and die within 1d4 days. A fossergrim’s waterfall does not radiate magic.