Alven Lord/Lady

You hear the sound of laughter, light and tinkling like tiny bells. A shape materializes out of the air: a humanoid figure, three or four feet tall. It resembles a tiny elf, with an inhumanly beautiful face, slender, graceful limbs and body, and exaggerated features. The ears are long and pointed, and the eyes sparkle like sapphires. The creature floats in midair, regarding you curiously.
Originally Posted by Talisman of the Book of Fey forums.
Alven are among the most powerful and whimsical of the fey. Lords of the Seelie Court, alven are benign though mischievous creatures, with a great curiosity regarding humanoids. They are eternally inventive pranksters, but their tricks are rarely dangerous or malicious. Occasionally, however, they overestimate the durability of their mortal playthings; and a creature that demonstrates rudeness, ingratitude, or cruelty incites their wrath.
A typical alven stands four feet tall and weighs nothing. Alven speak Auran, Celestial, Common, Draconic, Elven and Sylvan.
Alven Lord | |
Small fey (Incorporeal) | |
Hit Dice | 15d6+30 (72 hp) |
Initiative | +10 |
Speed | Fly 60′ (perfect) |
AC | 28 (+1 size, +6 Dexterity, +4 insight, +7 deflection), touch 28, flat-footed 22 |
Base Attack/Grapple | +7/– |
Attack | Incorporeal touch +14 melee |
Full Attack | 2 incorporeal touches +14 melee |
Damage | Incorporeal touch 0 plus touch of the dreaming |
Space/Reach | 5’/5′ |
Special Attacks | Spell-like abilities, touch of the dreaming |
Special Qualities | natural invisibility, SR 24 Awareness, DR 15/cold iron, evasion, fey fortune, immunities, |
Saves | Fort +14, Ref +22, Will +21 |
Abilities | Strength –, Dexterity 23, Constitution 15, Intelligence 18, Wisdom 17, Charisma 24 |
Skills | Bluff +25, Concentration +20, Hide +28, Knowledge (any 1) +22, Listen +21, Move Silently +24, Search +22, Sense Motive +21, Spot +21, Use Magic Device +25 |
Feats | Ability Focus (touch of the dreaming), Flyby Attack, Great Fortitude, Improved Flyby Attack, Improved Initiative, Iron Will, Quicken Spell-Like Ability (suggestion) |
Environment | Temperate and Cold forest |
Organization | Solitary, pair or troupe (2-5 alven plus 4-16 Alven) |
Challenge Rating | 13 |
Treasure | Standard |
Alignment | Usually chaotic good |
Advancement | By character class |
Level Adjustment | — |
Combat
Alven rely on their formidable defenses in combat; they are wary of melee, but do not shy from it if necessary. They prefer to use their impressive spell-like abilities, but are quick to dart in with a touch when necessary. Chaotic to the core, alven will flee if the battle seems to be going against them. If their have non-alven allies, they will often bring their allies with them in their retreat–whether said allies appreciate it or not.
Awareness (Ex): Alven apply their Intelligence modifier as an insight bonus to their AC, and their Charisma modifier as a resistance bonus on saves.
Evasion (Ex): If an alven is affected by an attack that allows a Reflex save for half damage, the alven takes no damage on a successful save.
Fey Fortune (Ex): Alven are supernaturally lucky. Three times per day, as an immediate action, an alven may choose to re-roll any d20 roll. The alven must accept the results of the second roll, even if they are worse than the original. Fey fortune may only be used once per check; the alven may not re-roll the re-roll.
Immunities: Alven are immune to cold and to mind-affecting effects.
Natural Invisibility (Su): In their natural state, alven are invisible, and remain so even when attacking (as greater invisibility). Alven can choose to be visible as a free action. Their natural invisibility can be dispelled or negated, but the alven can become invisible again as a free action on its turn.
Spell-like Abilities:
- At will–charm person, disguise self, faerie fire, glitterdust, gust of wind, major image, polymorph, suggestion, summon nature’s ally III, telekinesis, ventriloquism;
- 3/day–bestow curse, charm monster, confusion, control winds, control water, greater dispel magic, hold monster, phantasmal killer, remove curse, shadow evocation, summon nature’s ally V;
- 1/day–control weather, feeblemind, geas/quest, greater shadow evocation, polmorph any object, shapechange, solid fog, summon nature’s ally VII.
Caster level 15th; save DC 17 + spell level. The save DCs are Charisma-based.
Touch of the Dreaming (Su): The touch of an alven brings weakness to a mortal’s body or mind, as the alven chooses. Any creature struck by an alven’s touch takes 2d4 points of ability drain; a DC 26 Fortitude save (for Strength, Dexterity or Constitution) or Will save (for Intelligence, Wisdom or Charisma) reduces this to 1d4 points of ability damage. The alven selects which ability is affected, and can choose not to use this power if desired. The save DC is Charisma-based.