Patupaiarehe — The Mistbound Whisperer
“Lurking in the misty forests of New Zealand, the eerie Patupaiarehe beguile the unwary with haunting flute songs—and steal your soul before dawn!”

Patupaiarehe are tall, ethereal humanoids with milky white or pale reddish skin, fine flaxen or ginger hair, and piercing blue or green eyes that seem to glow in the moonlight. Their features are elegant, almost unnervingly perfect, and they wear robes woven from spider silk, moss, and mist, giving them a ghostlike shimmer. Their bodies seem to blur at the edges, fading in and out of focus in heavy fog.
Behavior:
These beings are reclusive, nocturnal, and fiercely territorial. They despise sunlight, which causes them intense pain or even death if exposed too long. Though not inherently malevolent, they can be tricksters, seducers, or abductors, often luring humans with hypnotic kōauau (bone flute) melodies. They avoid fire, metal, and cooked food, which they consider impure or offensive.
Habitat:
Patupaiarehe dwell in remote, mist-shrouded regions, particularly forested highlands, deep valleys, and cloud-covered mountaintops. Their homes are often hidden in illusory glades or hollowed-out trees inaccessible by mundane means. Locations like the Waitākere Ranges or Urewera forest are said to be strongholds of their kind.
Modus Operandi:
Under cover of fog and night, Patupaiarehe emerge to observe, enchant, or meddle with human settlements. They may:
- Lead travelers astray in the mist using illusion magic.
- Seduce mortals into the forest, never to return.
- Exact vengeance on those who desecrate their sacred lands (e.g., chopping down ancient trees or lighting fires).
- Trade knowledge or music, but only on strict, often cryptic terms.
They avoid direct combat, instead using confusion, charm, and fog magic to disorient or escape. When forced into conflict, they use eldritch wind, phantasmic illusions, and piercing flute cries that cause madness or sleep.
Motivation:
Patupaiarehe are driven by a deep connection to the natural world and a need for secrecy. They protect their realm fiercely and act when the balance of their forest is threatened. Some are curious about mortals, seeking brief connections; others view humans as invaders or playthings. Ultimately, they exist to preserve the old ways—the mystery, magic, and mist of a world fading from human memory.
Patupaiarehe 5e
Patupaiarehe, Pathfinder
Patupaiarehe 3.5
Patupaiarehe

Medium Fey, Neutral
Armor Class 15 (natural armor)
Hit Points 110 (13d8 + 52)
Speed 30 ft., mist glide 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 18 (+4) | 18 (+4) | 14 (+2) | 16 (+3) | 20 (+5) |
Saving Throws
Dex +8, Wis +7, Cha +9
Skills
Arcana +6, Deception +9, Insight +7, Nature +6, Stealth +8, Performance +9
Damage Resistances
Cold, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Weapons
Damage Vulnerabilities
Radiant, Fire
Condition Immunities
Charmed, Frightened
Senses
Darkvision 120 ft., Passive Perception 13
Languages
Sylvan, Te Reo Māori (Ancient Dialect), Telepathy 60 ft.
Challenge
CR 7 (2,900 XP)
Proficiency Bonus +3
Traits
Mistborn Form.
While in fog or heavy mist, the Patupaiarehe has advantage on Stealth checks and ignores nonmagical difficult terrain. It can see clearly through magical and nonmagical fog within 120 feet.
Sunlight Sensitivity.
While in direct sunlight, the Patupaiarehe has disadvantage on attack rolls and Wisdom (Perception) checks relying on sight. After 3 consecutive rounds of exposure, it takes 10 radiant damage per round.
Enchanted Flute. (Bonus Action)
The Patupaiarehe plays its magical kōauau (bone flute). All creatures within 60 feet that can hear it must succeed on a DC 16 Wisdom saving throw or become Charmed while the Patupaiarehe maintains concentration (as if concentrating on a spell). Charmed creatures cannot take hostile actions against it and have disadvantage on Perception and Investigation checks.
Spellcasting
The Patupaiarehe is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit). It does not require material components.
At will:
- Druidcraft, Minor Illusion, Fog Cloud
3/day each:
- Misty Step, Suggestion, Calm Emotions, Silent Image
2/day each:
- Hypnotic Pattern, Invisibility (self only), Dominate Person
1/day:
- Wall of Fog (custom variant of Wall of Force), Dream
Actions
Bone Blade (Natural Weapon).
Melee Weapon Attack: +7 to hit, reach 5 ft., one target
Hit: 9 (1d8 + 4) slashing damage + 7 (2d6) psychic damage.
This blade, carved from sacred whalebone or moa bone, vibrates with ancestral energy. If the target is charmed, it must succeed on a DC 16 Constitution saving throw or fall asleep (as per the sleep spell) for 1 minute. The effect ends if the target takes damage or is shaken awake.
Veil of the Ancients (Recharge 5–6)
A 30-foot radius of swirling ancestral mist surrounds the Patupaiarehe for 1 minute. The area is heavily obscured and counts as difficult terrain. Any creature that starts its turn in the mist must make a DC 16 Wisdom saving throw or become confused (as per confusion) until the start of its next turn.
Seductive Whisper (1/day)
The Patupaiarehe targets one humanoid it can see within 60 feet that can hear it. The target must make a DC 17 Wisdom saving throw or become Charmed for 24 hours. While charmed, the creature sees the Patupaiarehe as a dear companion and will defend it. The effect ends early if the Patupaiarehe harms the target or its allies.
Tactics
- Pre-combat, the Patupaiarehe uses Silent Image, Fog Cloud, or Wall of Fog to isolate enemies.
- It leads with Enchanted Flute to charm or disorient opponents, followed by illusions or Suggestion.
- In combat, it darts in and out of fog using Misty Step, striking with its Bone Blade only when foes are weakened or charmed.
- Rarely kills; prefers to confuse, enchant, or escape—vanishing like mist before dawn.
Lair Actions (Optional – Misty Glade or Mountain Refuge)
On initiative count 20 (losing ties), the Patupaiarehe may invoke its domain:
- Fog Bloom. Heavy fog fills a 60-ft. radius for 1 minute. Vision is heavily obscured.
- Whispering Trees. The terrain shifts subtly. All creatures must make a DC 15 Intelligence (Investigation) check or treat the area as difficult terrain for 1 round.
- Haunting Melody. Ethereal flute music echoes through the glade. Hostile creatures must make a DC 15 Charisma saving throw or suffer disadvantage on their next attack roll or spell save DC.
Patupaiarehe

Maori lore is full of references to these elusive beings; tall, lank eldritch beings with great inventiveness and a supreme dislike for both the sun and cooked food. Their legends includes such traits as hypnotic song, an extreme distaste for cooked food and greater inventiveness than the Maori themselves.
Originally Posted by Mulletmanalive of the Giant in the Playground Forums.
In the bushes, a way off, you can see a tall, slender being that looks like an albino Maori with a shock of red hair. the strange figure moves slowly and makes few sounds as he moves, though the silence is very detectable. he carries a spear and when he notices your presence, looks at you with the disdain fishermen reserve for barnacles.
Patupaiarehe are a breed from which the Maori have learned much and still live in fear of. They lure away Maori women with magical music as part of their rites of passage. Some of these women are never seen again and many are with child when they return. Fortunately for the Maori, most of the time, Patupaiarehe remain in their forests and thanks to their hatred of cooked food, stay far away from their villages.
Patupaiarehe Hunter | |
Medium Humanoid [Patupaiarehe] Warrior 2 | |
Hit Dice | 2d8 (9 hp) |
Initiative | +1 |
Speed | 30ft (6 squares) |
Armor Class | 11 (+1 Dexterity), touch 11, flat-footed 10 |
Base Attack/Grapple | +2/+2 |
Attack/Full Attack | Bow +3 Ranged (2d8-, Crit x3, Range 100ft) OR Spear +2 (1d8, Crit x3) |
Space/Reach | 5ft/5ft |
Special Attacks | Siren [Standard action; Perform check at -1 per 5ft to target vs Level Check. Target moves 5ft closer per point the test is passed by] |
Special Qualities | Blindsense 5ft, Light Blindness, Low Light Vision x8 in poor lighting, Nature’s Purity, Tweening, Xenophobia |
Saves | Fort +3, Ref +1, Will +0 |
Abilities | Strength 10, Dexterity 13, Constitution 10, Intelligence 12, Wisdom 11, Charisma 15 |
Skills | Hide +5, Perform +3, Spot +5, Survival +5 |
Feats | Track, SirenB |
Environment | Jungle |
Organization | Hunt (2-5), Tribe (5-70) |
Challenge Rating | 2 |
Treasure | 1d4 Mundane Items, 1d2 Alchemical Items |
Alignment | Usually Neutral |
Advancement | By Class [Favoured: bard] |
Level Adjustment | +1 |
Combat
Patupaiarehe attack in concert with their hunts mates, always under the cover of darkness. They usually pepper an area they intend to fight in with simple traps such as primative caltrops and spike pits.
Ability descriptions: see below
Racial Traits: Patupaiarehe are a physically capable race, without peer in many respects and the males are taught bewitching skills as part of their rites of passage. In many cases, it is only their specie’s utter disdain for that which men make of themselves, of sunlight and cooked food, that keeps them from waging war most horrid. Fortunately, while prone to viciousness and duelling, they are not prone to making trouble in numbers, ever keen to keep men and their burnt offerings from entering their twilight woods.
Patupaiarehe have the following racial traits:
- +2 Dexterity, +2 Intelligence, +4 Charisma. Patupaiarehe are swift, inventive and possessed of overwhelming force of personality. To say that they are scary is something of an understatement.
- Medium. As medium creatures, patupaiarehe suffer no benefits or penalties for their size.
- Fæ blood: Patupaiarehe, while possessing some of the traits of the fæ, are mortal and thus have souls. They forfeit many of the powers that could have been theirs, in exchange for living and breathing and a true emotional range. Whenever it would be beneficial to them, patupaiarehe count as being fæ and thus can travel the Hedge
without fear. - Tweening: While not full fæ, the patupaiarehe have the ability to penetrate the Hedge and move between their homes in the twilight estates and the real world. During the times of dusk and dawn, a patupaiarehe may use a Shift action to enter or leave the Hedge and may then move around within it. They do not get more able to move
between the Hedge and other realms as they advance and use this primarily to come out at night so that they may hunt. - Survivalists: All patupaiarehe have solid skills in fieldcraft, gaining a +2 bonus on Survival checks.
- Siren: Male patupaiarehe gain the Siren feat as a bonus feat, even if they do not meet the prerequisites. Females have the choice of Banal or Siren, whether they meet the prerequisites or not.
- Midnight Eyes: all patupaiarehe gain the benefits of Greater Low Light Vision, being able to see ten times as far in the dark than humans. They still cannot see in pitch darkness but move with such confidence that they seem almost able to. This is represented by Blindsense 5ft, provided by their skin’s sensitivity to pressure changes. They lose this for 1d8 rounds if they suffer even 1 point of Fire damage.
- Light Blindness: Patupaiarehe simply can’t see by the light of day. They are basically blind under any conditions that are not at least shadowy. They suffer a -10 penalty on Perception checks and cannot see more than 20ft. In combat, their enemies count as having concealment [20% miss chance].
- Nature’s Purity: Being so connected to nature, patupaiarehe can only eat food as they find it. They find cooked material literally toxic; the mere smell of cooking forces them to make a Fortitude save, DC 8 + their level, or be Nauseated. Those that save are merely sickened. Should they consume cooked matter, they treat it as a poison [3d6 damage and Nauseated (Fort saves, DC 8 + level, every 10 minutes, Shake It Off does not apply)].
- Xenophobic: While obsessed with Mana themselves, patupaiarehe refuse to accept that any other being has Mana. They themselves have a Mana/Social rank of 1d4 + ½ their level and always ignore the mana/social rank of others. If their own is ignored or simply not understood, they must make a Will save, DC 4 + their level, or attack
the foe for one round, to the best of their ability. - Level adjustment: +1
- Combat Potential: +1
Lore
Patupaiarehe are subject to being from a very specific region. Outsiders suffer a -20 on their Lore checks unless they have a suitable Knowledge Specialisation. Gather Information is unaffected
DC | Lore |
2 | We stay out of the forests at night |
7 | Patupaiarehe lurk in the night forests. They have keen eyes an are brutal hunters |
12 | If you hear music from the woods at night, plug your ears and pray to whatever you believe in |
17 | It is Patupaiarehe matings that produce the red haired children of our tribes. Their mothers are permanently at the jungle witches’ call. |
22 | Cooked food is sickening to the Patupaiarehe. They are revolted by the smell and are actually poisoned by it. |
27 | If you make a point of ignoring a Patupaiarehe’s mana, they have a tendency to get angry and be reckless, especially the young ones |
Patupaiarehe

CR 7
XP 3,200
Male Patupaiarehe (Fey)
N Medium fey
Init +6; Senses darkvision 120 ft., low-light vision, mistsense 120 ft.; Perception +13
DEFENSE
AC 20, touch 16, flat-footed 14 (+4 Dex, +2 natural, +2 deflection, +2 insight)
hp 95 (10d6+50)
Fort +8, Ref +11, Will +10
DR 5/cold iron; Immune charm, fear
Resist cold 10, psychic 10
Weaknesses vulnerability to fire, sunlight weakness (see below)
OFFENSE
Speed 30 ft., mist glide 30 ft. (ignores nonmagical difficult terrain in fog)
Melee bone blade +13 (1d8+4 slashing plus 2d6 psychic and sleep)
Special Attacks enchanted flute, seductive whisper, veil of the ancestors
Spell-Like Abilities (CL 7th; concentration +12)
Constant—tongues
At will—dancing lights, ghost sound, druidcraft, fog cloud, silent image (DC 16)
3/day—calm emotions (DC 17), suggestion (DC 18), invisibility (self only), misty step
2/day—hypnotic pattern (DC 18), dominate person (DC 20)
1/day—dream, solid fog
STATISTICS
Str 10, Dex 18, Con 18, Int 14, Wis 16, Cha 20
Base Atk +5; CMB +5; CMD 21
Feats Weapon Finesse, Combat Reflexes, Spell Focus (Enchantment), Lightning Reflexes, Improved Initiative
Skills Bluff +18, Perform (flute) +18, Stealth +17, Diplomacy +15, Knowledge (nature) +10, Sense Motive +13, Disguise +15
Languages Sylvan, Common, Te Reo Māori; SQ mistborn form, trackless step
ECOLOGY
Environment temperate or cold forested mountains, misty valleys
Organization solitary, pair, or haunting (3–6)
Treasure standard (bone flute, personal adornments, natural talismans)
SPECIAL ABILITIES
Bone Blade (Su)
This curved blade, carved from sacred whalebone or ancient moa bone, deals 1d8+4 slashing damage plus 2d6 psychic damage. If the target is currently charmed, it must succeed at a DC 18 Fortitude save or fall asleep for 1 minute, as per sleep. This is a mind-affecting effect.
Enchanted Flute (Su)
As a standard action, the Patupaiarehe may play its bone flute. All creatures within 60 ft. who can hear it must make a DC 18 Will save or be charmed as per charm monster for as long as the Patupaiarehe continues playing (concentration). A creature that saves is immune to this ability for 24 hours. This is a sonic, mind-affecting charm effect.
Seductive Whisper (Su)
1/day, as a standard action, the Patupaiarehe can whisper a phrase into the wind targeting one creature within 60 feet. The target must succeed at a DC 20 Will save or be charmed for 24 hours, treating the Patupaiarehe as a trusted companion. This effect ends if the Patupaiarehe or its allies threaten or harm the target. This is a mind-affecting compulsion effect.
Veil of the Ancestors (Su)
Once every 1d6 rounds as a standard action, the Patupaiarehe can create a swirling mist in a 30-foot radius centered on itself that lasts for 1 minute. The area is heavily obscured, counts as difficult terrain, and forces any non-fey creature starting its turn within to succeed at a DC 18 Will save or be confused for 1 round. This is a mind-affecting effect.
Mistborn Form (Ex)
While in mist, fog, or cloud effects, the Patupaiarehe gains concealment (20%), and can move through such terrain without penalty. It can see clearly in such conditions.
Sunlight Weakness (Ex)
While exposed to direct sunlight, the Patupaiarehe takes a –2 penalty on attack rolls, saving throws, and skill checks. After 3 consecutive rounds, it takes 10 points of damage per round until it finds cover or shade.
DESCRIPTION
Patupaiarehe are mysterious, elusive fey said to inhabit the misty mountaintops and forest ridges of Aotearoa. They shun the sun, preferring twilight, starlight, and fog. With skin as pale as bone and hair like flax or flame, they move like dreams and vanish like breath. Drawn to the beauty of sound and the tragedy of mortal emotion, Patupaiarehe are often heard before they are seen, luring the curious with haunting flute music.
Though not inherently malevolent, they guard their sacred glades fiercely, turning to misdirection, charm, and psychic confusion rather than brute force. Some legends speak of unions between Patupaiarehe and mortals, always doomed to sorrow when sunlight returns.