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Adh Sidhe

Edmund Dulac, The Snow Queen on the Throne of Ice, Adh Sidhe
Edmund Dulac, The Snow Queen on the Throne of Ice

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.

Medium fey
Hit Dice8d6+16 (44 hp)
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.
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
AlignmentAlways lawful evil
Advancement9-16 HD (Medium)


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.

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