This site is games | books | films

Aodh Sidhe, the Flameborn Guardian

Aodh Sidhe
Create

The Aodh Sidhe are otherworldly, fire-wielding beings from Irish mythology, often described as both captivating and terrifying.

Appearance:

Aodh Sidhe are ethereal, their forms shimmering with an otherworldly glow. They are typically depicted as tall, slender figures with skin that appears to flicker like flame, shifting between fiery reds, oranges, and golden hues. Their eyes blaze like molten embers, and their hair flows like tendrils of fire, curling and dancing with every movement. They are adorned in cloaks made of a translucent, heat-radiating material that seems to flicker with the intensity of a fire’s core.

Behaviour:

Aodh Sidhe are fiercely independent and prideful, often acting as protectors of sacred, fiery places, like volcanic hills or ancient bonfire sites. They are not inherently malicious but are highly temperamental and unpredictable, quick to ignite if provoked or challenged. They communicate in a language of crackling flames and soft murmurs, sometimes luring travelers into their presence with mesmerizing dances of light. However, they can become volatile if their territory is disturbed or their power is disrespected, with their wrath manifesting in wild, uncontrollable flames.

Habitat:

Aodh Sidhe are most commonly found in remote, secluded areas—places where the boundary between the physical world and the supernatural is thin. These beings dwell in ancient, fire-touched landscapes: smoldering hills, forgotten battlefields, or near active volcanic regions, where the earth’s energy mirrors their fiery nature. Some believe they live in hidden, underground realms known only to those who know how to call upon them.

Modus Operandi:

The Aodh Sidhe are known to manipulate fire and light. They often appear at night, their figures glowing like distant stars or flickering campfires. They can control flames at will, summoning fires from nothing or manipulating natural blazes to do their bidding. When they are angered, their flames become more intense and erratic, capable of engulfing entire forests or villages. However, they also use their power in more subtle ways—luring lost souls or travelers off the beaten path with the illusion of safety and warmth, only to trap them in an eternal blaze.

Motivation:

At their core, the Aodh Sidhe are driven by an unyielding desire for control over the elemental forces of fire. They protect ancient, sacred sites that hold power over the natural world, often seeking to keep the balance between realms intact. Their motivations can range from a desire to maintain their isolation and protect their secrets to a more vengeful quest for retribution against those who disrupt their sanctuaries. They view humans as fleeting and fragile, with little regard for their survival unless it serves their greater purpose.

In essence, the Aodh Sidhe are both protectors and punishers, balancing the destructive and protective powers of fire with their enigmatic, otherworldly nature.


  • Aodh Sidhe 5e
  • Aodh Sidhe 3.5
Aodh Sidhe
Create

Medium Fey, Chaotic Neutral


Armor Class 17 (Natural Armor)
Hit Points 150 (20d8 + 60)
Speed 40 ft.


STRDEXCONINTWISCHA
18 (+4)22 (+6)16 (+3)14 (+2)18 (+4)20 (+5)

Saving Throws Dexterity +9, Constitution +6, Wisdom +7, Charisma +8
Skills Acrobatics +9, Insight +7, Persuasion +8, Stealth +9
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Sylvan, Ignan (language of fire creatures)
Challenge 11 (7,200 XP)


TRAITS

Innate Flame Manipulation. The Aodh Sidhe can create, control, and extinguish fire within 120 feet of itself. It can cast control flames at will and fireball once per day, without expending a spell slot.

Fire Resistance. The Aodh Sidhe has resistance to fire damage.

Fey Ancestry. The Aodh Sidhe has advantage on saving throws against being charmed, and magic can’t put it to sleep.

Illusory Blaze. The Aodh Sidhe can use its bonus action to cause nearby flames (including its own fiery form) to create distracting illusions. All creatures within 10 feet of the Aodh Sidhe have disadvantage on Wisdom (Perception) checks that rely on sight until the start of its next turn.


ACTIONS

Multiattack. The Aodh Sidhe makes two Fiery Lash attacks.

Fiery Lash. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d6 + 6) fire damage. The target must succeed on a DC 15 Constitution saving throw or be blinded until the end of its next turn.

Flame Step (Recharge 5–6). The Aodh Sidhe can teleport up to 30 feet to an unoccupied space it can see, leaving a trail of flame behind it. Each creature within 5 feet of the space it leaves must make a DC 17 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much on a successful one.

Summon Inferno (1/Day). The Aodh Sidhe can summon a column of fire in a 20-foot radius within 120 feet. Each creature in the area must make a DC 17 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much on a successful one. The area remains engulfed in fire for 1 minute, dealing 10 (3d6) fire damage to any creature that enters it or ends its turn within the area. The flames are magical and cannot be extinguished by normal means.

Eruption of the Sidhe (Recharge 6). The Aodh Sidhe causes the earth to crack and erupt in fire. A 30-foot radius centered on the Sidhe bursts into flames. Each creature in that area must make a DC 17 Constitution saving throw, taking 45 (10d8) fire damage on a failed save, or half as much on a successful one. The ground in the area becomes difficult terrain for 1 minute.


LEGENDARY ACTIONS
The Aodh Sidhe can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Aodh Sidhe regains spent legendary actions at the start of its turn.

  • Fiery Lash. The Aodh Sidhe makes one Fiery Lash attack.
  • Flame Wave (Costs 2 Actions). The Aodh Sidhe releases a wave of fire in a 15-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much on a successful one.
  • Ignite (Costs 3 Actions). The Aodh Sidhe targets one creature it can see within 30 feet. The creature must succeed on a DC 17 Dexterity saving throw or catch fire, taking 7 (2d6) fire damage at the start of each of its turns until it takes an action to extinguish the flames.

SPELLS
The Aodh Sidhe has the following spellcasting abilities. It can cast the following spells (spell save DC 17, +9 to hit with spell attacks):

  • At Will: Control Flames, Produce Flame
  • 3/Day Each: Burning Hands, Flame Strike
  • 1/Day Each: Fireball, Wall of Fire

TACTICS
The Aodh Sidhe prefers to fight from a distance, using its Flame Step to teleport around the battlefield, avoiding melee combat. It uses Illusory Blaze to disorient enemies and create openings for its Fiery Lash attacks. If surrounded, it will use Flame Wave to damage multiple foes at once. The Sidhe takes advantage of its Summon Inferno and Eruption of the Sidhe to control the battlefield, setting enemies alight and creating zones of fire that force movement. If enemies continue to press on it, the Sidhe will use Ignite to set them on fire or summon a fiery column to cause chaos in their ranks.

In combat, the Aodh Sidhe might first summon fire-based illusions or attack from a distance to gauge its enemies’ strength. If threatened directly, it will use its teleportation and flames to create dangerous traps, overwhelming its enemies with a combination of fiery area control and quick hit-and-run tactics. It is unpredictable, and will often strike without warning, luring opponents into thinking they have the upper hand before unleashing its full fury.


DESCRIPTION & FLAVOR
The Aodh Sidhe is an elemental being of fire, a creature of intense beauty and terrible power. It is often associated with ancient sacred sites or locations where the veil between the mortal realm and the Feywild is thin. Its form shimmers with heat, and its presence can scorch the earth in its wake. The Aodh Sidhe is both a guardian and a punisher—protecting ancient secrets while unleashing destruction on those foolish enough to cross its path. It delights in manipulating fire, whether as a destructive force or a tool to mesmerize and control others.

Aodh Sidhe
Create

You come upon an eerie sight of disquieting beauty. It looks like a very beautiful, human sized faerie with fine and delicate, even gaunt, features. Despite its apparent frailty, the creature’s eyes shine with the unmistakable gleam of a killer, and the ghostly rags it is dressed in reveal a muscular and agile frame beneath.

In the forest darkness, the creature’s utterly white form seems to shine by itself and in fact you are not entirely sure it does not actually emit some ghostly light. The being looks at you as if you were guilty of some horrid crime and then disappears, leaving nothing but the gloomy, lonely darkness behind you and the silent promise it will return.

Monster Encyclopaedia II: The Dark Bestiary
Author J. C. Alvarez
Series Monster Encyclopaedia
Publisher Mongoose Publishing
Publish date 2005

Spirits that can often be seen at midnight. They plague those with troubled conscience and often drive them insane with terror. The Adh Sidhe are of uncertain appearance since the people that have actually seen them have usually gone mad or do not tell of the Adh Sidhe in fear that their guilt will be seen. The few accounts describing the Adh Sidhe describe them as ranging from sharp-toothed hags to beautiful seductresses

Adh-sidhe are evil fey, whose sole purpose in life is to hunt, torture and slay other evil beings. They can alternately look as beautiful faerie youths or horridly deformed hags, depending on whether they want to lure or frighten their victims. Whatever their guise, adh-sidhe always have a superior, noble demeanour and a veil of sadistic revenge over their countenance. They dress in threadlike rags and wield ghostly versions of weapons favoured by their fey kin (such as swords and bows).

Adh-sidhe speak Common and Sylvan.


Adh-sidhe
Medium fey
Hit Dice8d6+16 (44 hp)
Initiative+3
Speed40 ft. (8 squares), fly 60 ft. (average)
AC17 (+3 Dexterity, +4 chain shirt), touch 13, flat-footed 14 (16 (+3Dex, +3 deflection), touch 16, flat-footed 13)
Base Attack/Grapple+4/+5
Attackrapier +7 melee (1d6+1/18-20) or claw +7 melee (1d4+1 plus torturing touch) or longbow +7 ranged (1d8/x3) (incorporeal touch +7 melee (1d6 plus torturing touch))
Full Attackrapier +7 melee (1d6+1/18-20) and claw +2 melee (1d4 plus torturing touch) or 2 claws +7 melee (1d4+1 plus torturing touch) or longbow +7 ranged (1d8/x3) (incorporeal touch +7 melee (1d6 plus torturing touch))
Space/Reach5 ft. /5 ft.
Special
Attacks
Fear aura, grim justice, soul rend, torturing touch

Special Qualities: Darkvision 60 ft., damage reduction 10/cold iron, incorporeal form, Low-Light Vision, Spell Resistance 19
SavesFort +4, Ref +9, Will +10
AbilitiesStrength 13 (0), Dexterity 17, Constitution 14, Intelligence 12, Wisdom 18, Charisma 17
SkillsIntimidate +14, Knowledge (Arcana) +12, Knowledge (nature) +12, Listen +15, Search +12, Spot +15, Survival +15 (+17 when following tracks or in aboveground natural environments)
FeatsAbility Focus (soul rending), Improved Initiative, Weapon Finesse
EnvironmentAny forests
OrganisationSolitary, hunting party (2-3) or coven (4-13)
Challenge Rating8
TreasureNone
AlignmentAlways lawful evil
Advancement9-16 HD (Medium)
Level
Adjustment
+4

Combat

Adh-sidhe prefer using their torturing touch and soul rend abilities to chastise their opponents instead of physical combat. For this reason, they usually attack in incorporeal form; they only become solid when there is a specific need for them to affect the physical world.

Fear aura (Su): Adh-sidhe can cause a fear effect at will, forcing any living creature gazing upon them to succeed at a Will save (DC 17, Charisma based) or become shaken or frightened (the adh-sidhe’s choice) for 3d4 rounds. If the save succeeds, the creature cannot be affected by the same adh-sidhe’s fear ability for 24 hours. An adh-sidhe can turn its fear aura on or off at will.

Grim Justice: Adh-sidhe gain a +2 bonus on all attack and damage rolls made against evil creatures. They also gain a +2 bonus on all opposed skill checks made against evil creatures. Despite its evil alignment, an adh-sidhe’s weapons and natural attacks count as good weapons for the purpose of overcoming damage reduction, since they are created specifically to hunt evil.

Soul Rend (Su): As a full-round action, an adh-sidhe may attempt a special soul rend attack against an evil creature that was successfully affected by the adh-sidhe’s fear aura or torturing touch abilities the previous round. The target must succeed at a Will save (DC 19, Charisma based); if the adh-sidhe is touching the victim at the moment (usually requiring a successful melee touch attack), the save DC is increased by 4 (to 23).

If the save fails, the victim is instantly paralysed by the adh-sidhe. For every full round the adh-sidhe spends concentrating on a creature paralysed by soul rending, the target suffers 1 point of Charisma drain. If the adh-sidhe stops concentrating, the victim is freed. Once the victim’s Charisma drops to 0, it is utterly dead at the hands of the adh-sidhe.

Torturing Touch (Su): The natural attacks of an adh-sidhe deal 1d4 points of Charisma damage against evil targets. The adh-sidhe can use this ability even while incorporeal.

Incorporeal Form (Su): An adh-sidhe can become incorporeal at will. While in incorporeal form, the adhsidhe gains the incorporeal subtype with all its associated traits and uses the statistics shown in parentheses in its statistic block.

Scroll to Top