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Faerie Queen

Una and Lion by British painter Briton Rivière (1840-1920). Faerie Queen
Una and Lion by British painter Briton Rivière (1840-1920).

This beautiful woman has an elven appearance. Although slight of stature, she embodies regality and power with her mere presence. She is adorned in a suit of the finest chainmail, and carries a glittering rapier and shimmering bow.

Originally Posted by Shade of the En World forums.

On this Thread

The Faerie Queen rules the Seelie Court. Her unearthly beauty is legendary, as is her fairness and devotion to her subjects. she is devoted to her “children” but is fair to travelers she encounters—so long as they have not mistreated the faerie folk. The Faerie Queen is the last surviving Sie, the magical progenitor race of both the seelie faeries and elvenkind. The Faerie Queen considers herself the ultimate protector of the faeries, protecting, nurturing, and punishing them as a mother does her children. Punishment generally results in temporary or permanent banishment from the Seelie Court. Because the love for their queen is so strong, exile is the worst form of punishment imaginable to them.

The Faerie Queen stands 5 feet tall and weighs 70 pounds.

The Faerie Queen speaks Celestial, Common, Draconic, Elven, Gnome, and Sylvan.

Faerie Queen
Medium fey
Hit Dice36d6+108 (234 hp)
Speed40 ft. (8 squares), Fly 40 ft. (good)
Armor Class32 (+4 Dexterity, +9 deflection, +9 +5 greater silent moves elven chain), touch 13, flat-footed 28
Attack+4 keen dancing rapier +26 melee (1d6+4/15-20) or +3 composite longbow of distance +25 ranged (1d8+3/x3)
Full Attack+4 keen dancing rapier +26/+21/+16/+11 melee (1d6+4/15-20) or +3 composite longbow of distance +25/+20/+15/+10 ranged (1d8+3/x3)
Space/Reach5 ft./5 ft.
Seelie spell of forgetting, spell-like abilities, spells
Armored mage, damage reduction 20/cold iron and epic, immunity to illusions and mind-affecting spells and abilities, Low-Light Vision, Spell
33, wild empathy
SavesFort +24, Ref +33, Will +37
AbilitiesStrength 10, Dexterity 18, Constitution 16, Intelligence 27, Wisdom 26, Charisma 28
SkillsBalance +8, Bluff +48, Concentration +42, Diplomacy +56, Disguise +9 (+13 acting), Escape Artist +43, Handle Animal +48, Hide +43, Intimidate +13, Jump +8, Knowledge (Arcana) +47, Knowledge (nature) +47, Listen +47, Move Silently +43, Sense Motive +47, Spellcraft +51 (+55 scrolls), Spot +47, Survival +8 (+12 in aboveground natural environments), Tumble +43, Use Magic Device +48 (+52 scrolls), Rope Use+4 (+8 bindings)
FeatsAutomatic Quicken Spell, Epic Spell Focus (enchantment), Extend spell, Greater Spell Focus (enchantment), Improved Metamagic, Improved Spell Capacity (x2), Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Concentration), Spell Focus (enchantment), Weapon Finesse
EnvironmentThe Seelie Court
OrganizationSolitary or Court (the Faerie Queen plus 4-32 seelie faeries of various sizes)
Challenge Rating22
TreasureDouble standard (excludes weapons and armor listed above)
AlignmentChaotic good


The Faerie Queen rarely fights alone, for she is always accompanied by other seelie faeries, who will defend her to the death. She fights alongside her kin, blending her mastery of magic with her prowess with rapier and bow.

Armored Mage (Ex): The Faerie Queen does not have an arcane spell failure chance when wearing light armor.

Seelie Spell of Forgetting (Sp): At will, the Faerie Queen may create up to a 50-foot cube of showering pixie dust. This effect must originate within 150 feet of the Faerie Queen. All creatures within the pixie dust must succeed on a DC 25 Will save or have its memory of time spent among the faeries erased. With a successful save, a creature recalls the faerie encounter as a dream. Failure results in complete memory loss pertaining to the faerie encounter. Should the victim recall anything, the memory is hazy and seems not quite real. The character cannot recollect names, locations, directions, or any other specifics unless the Faerie Queen so desires. For example, the Faerie Queen might cast this spell on a lost traveler to make him or her forget
the faerie’s name and the location of the Seelie Court, but may allow the character to remember directions to the nearest safe haven.

If the recipient again encounters a faerie or place “forgotten” as a result of this spell, he or she experiences a sense of deja vu, but does not recall specifics.

The spell does not negate other spell effects resulting from time spent among the faeries (thus, a recipient of a geas would still be under the geas). The character does, however, forget the circumstances and the spellcaster that bound him or her with such magic.

A limited wish, miracle, or wish can restore the lost memories.

This is a mind-affecting, charm effect, and is the equivalent of a 3rd-level spell. The save DC is Charisma-based. fey are immune to this ability, while elves and druid gain a +4 bonus on their saves.

Spell-Like Abilities: Always active – detect chaos, detect evil, detect good, detect law;

at will – invisibility (self only).

Caster level 36th.

Spells: The Faerie Queen casts spells as a 20th-level sorcerer.

The Faerie Queen can also cast cleric spells and those from the Animal, Luck, Plant, and Trickery domains as arcane spells.

sorcerer Spells Known (6/9/8/8/8/8/7/7/7/7/1/1, save DC 19 + spell level, enchantment spells DC 22 + spell level):

Unearthly Grace (Su): The Faerie Queen adds her Charisma modifier as a bonus on saving throws, and as a deflection bonus to Armor Class. Included above.

Vulnerability to Salt (Ex): If the Faerie Queen is struck by salt (usually thrown as a splash weapon), she immediately becomes visible and cannot use her invisibilty spell-like ability for 1d4 minutes.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the Faerie Queen has a +10 racial bonus on the check (and a +4 synergy bonus from her Handle Animal skill ranks).

Originally appeared in Blood Spawn (2002).

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