Faerie Seelie
Originally Posted by Shade of the En World forums.
Seelie faeries live among the Seelie Court, a grand congregation of faerie folk. It is said that the Seelie Court can never be found by one who seeks it, but occasional travelers stumble into it accidentally. When this occurs, the faeries torment, test, or aid the traveler as their fancy strikes them. When the faeries are through, they lead the traveler out of the forest and cast a seelie spell of forgetting on the character, leaving the memories of the experience at best as a distant dream.
Most seelie faeries are encountered outside the court. Because all seelie faeries can determine the general nature of other creatures, they only reveal themselves to nonevil creatures.
Seelie faeries prize beauty and often covet beautiful things, offering aid or employing trickery to obtain such prizes. Seelie faeries love to talk in rhyme, riddles, and conundrums, making great use of double entendres and hidden meanings. There is always a grain of truth in anything a seelie faerie says—but often, one must search very hard to uncover it. However, the laws and codes of conduct of the Seelie Court demand literal interpretation of language, and thus oaths and promises are binding. As a result, seelie faeries can be thrown off-balance by erratic or unexpected behavior, and clever travelers can find a loophole out of an oath or promise made to a seelie faerie.
Faerie, Seelie, Diminutive | |
Diminutive fey | |
Hit Dice | 1d6 (3 hp) |
Initiative | +6 |
Speed | 40 ft. (8 squares), Fly 40 ft. (good) |
Armor Class | 20 (+4 size, +6 Dexterity), touch 20, flat-footed 14 |
Base Attack/Grapple | +0/–16 |
Attack | Dagger +0 melee (1–4/19-20) or longbow +10 ranged (1d3/x3) |
Full Attack | Dagger +0 melee (1–4/19-20) or longbow +10 ranged (1d3/x3) |
Space/Reach | 1 ft./0 ft |
Special Attacks | Seelie spell of forgetting (DC 14), spell-like abilities |
Special Qualities | Damage reduction 5/cold iron, Low-Light Vision, Spell Resistance 12, vulnerability to salt |
Saves | Fort +0, Ref +8, Will +3 |
Abilities | Strength 3, Dexterity 22, Constitution 10, Intelligence 12, Wisdom 12, Charisma 12 |
Skills | Concentration +4, Hide +22, Knowledge (nature) +5, Listen +5, Move Silently +10, Spot +5, 1 more at 4 ranks (see below) |
Feats | 1 (see below) |
Environment | Any |
Organization | Solitary, pair, or court (6-40 seelie faeries of mixed sizes) |
Challenge Rating | 1 |
Treasure | No coins; 50% goods; 50% items |
Alignment | Any nonevil |
Advancement | — |
Level Adjustment | +3 |
Faerie, Seelie, Tiny | |
Tiny fey | |
Hit Dice | 2d6+2 (9 hp) |
Initiative | +5 |
Speed | 40 ft. (8 squares), Fly 40 ft. (good) |
Armor Class | 17 (+2 size, +5 Dexterity), touch 17, flat-footed 12 |
Base Attack/Grapple | +1/–10 |
Attack | Dagger +0 melee (1d2–3/19-20) or longbow +8 ranged (1d4/x3) |
Full Attack | Dagger +0 melee (1d2–3/19-20) or longbow +8 ranged (1d4/x3) |
Space/Reach | 2-1/2 ft./0 ft. |
Special Attacks | Seelie spell of forgetting (DC 15), spell-like abilities |
Special Qualities | Damage reduction 5/cold iron, Low-Light Vision, Spell Resistance 13, vulnerability to salt |
Saves | Fort +1, Ref +8, Will +4 |
Abilities | Strength 5, Dexterity 20, Constitution 12, Intelligence 14, Wisdom 13, Charisma 14 |
Skills | Concentration +6, Hide +18, Knowledge (nature) +7, Listen +6, Move Silently +10, Spot +6, 2 more at 5 ranks each (see below) |
Feats | 1 (see below) |
Environment | Any |
Organization | Solitary, pair, or court (6-40 seelie faeries of mixed sizes) |
Challenge Rating | 2 |
Treasure | No coins; 50% goods; 50% items |
Alignment | Any nonevil |
Advancement | 3 HD (Tiny) |
Level Adjustment | +3 |
Faerie, Seelie, Small | |
Small fey | |
Hit Dice | 4d6+8 (22 hp) |
Initiative | +4 |
Speed | 40 ft. (8 squares), Fly 40 ft. (good) |
Armor Class | 15 (+1 size, +4 Dexterity), touch 15, flat-footed 11 |
Base Attack/Grapple | +2/–4 |
Attack | Dagger +1 melee (1d3–2/19-20) or longbow +7 ranged (1d6/x3) |
Full Attack | Dagger +1 melee (1d3–2/19-20) or longbow +7 ranged (1d6/x3) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Seelie spell of forgetting (DC 16), spell-like abilities |
Special Qualities | Damage reduction 5/cold iron, Low-Light Vision, Spell Resistance 14, vulnerability to salt |
Saves | Fort +3, Ref +8, Will +6 |
Abilities | Strength 7, Dexterity 18, Constitution 14, Intelligence 16, Wisdom 14, Charisma 16 |
Skills | Concentration +9, Hide +15, Knowledge (nature) +10, Listen +9, Move Silently +11, Spot +9, 3 more at 7 ranks each (see below) |
Feats | 2 (see below) |
Environment | Any |
Organization | Solitary, pair, or court (6-40 seelie faeries of mixed sizes) |
Challenge Rating | 3 |
Treasure | No coins; 50% goods; 50% items |
Alignment | Any nonevil |
Advancement | 5 HD (Small) |
Level Adjustment | +4 |
Faerie, Seelie, Medium | |
Medium fey | |
Hit Dice | 6d6+18 (39 hp) |
Initiative | +3 |
Speed | 40 ft. (8 squares), Fly 40 ft. (good) |
Armor Class | 15 (+3 Dexterity, +2 natural), touch 13, flat-footed 12 |
Base Attack/Grapple | +3/+3 |
Attack | Dagger +3 melee (1d4/19-20) or longbow +6 ranged (1d8/x3) |
Full Attack | Dagger +3 melee (1d4/19-20) or longbow +6 ranged (1d8/x3) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Seelie spell of forgetting (DC 17), spell-like abilities |
Special Qualities | Damage reduction 5/cold iron, Low-Light Vision, Spell Resistance 16, vulnerability to salt |
Saves | Fort +5, Ref +8, Will +7 |
Abilities | Strength 10, Dexterity 16, Constitution 16, Intelligence 16, Wisdom 15, Charisma 18 |
Skills | Concentration +12, Hide +12, Knowledge (nature) +12, Listen +11, Move Silently +12, Spot +11, 3 more at 9 ranks each (see below) |
Feats | 3 (see below) |
Environment | Any |
Organization | Solitary, pair, or court (6-40 seelie faeries of mixed sizes) |
Challenge Rating | 5 |
Treasure | Standard |
Alignment | Any nonevil |
Advancement | 7-9 HD (Medium) |
Level Adjustment | +4 |
Faerie, Seelie, Large | |
Large fey | |
Hit Dice | 10d6+40 (75 hp) |
Initiative | +2 |
Speed | 40 ft. (8 squares), Fly 40 ft. (good) |
Armor Class | 19 (-1 size, +2 Dexterity, +8 natural), touch 11, flat-footed 17 |
Base Attack/Grapple | +5/+13 |
Attack | Dagger +8 melee (1d6+4/19-20) or longbow +6 ranged (2d6/x3) |
Full Attack | Dagger +8 melee (1d6+4/19-20) or longbow +6 ranged (2d6/x3) |
Space/Reach | 10 ft./10 ft. |
Special Attacks | Seelie spell of forgetting (DC 18), spell-like abilities |
Special Qualities | Damage reduction 10/cold iron, Low-Light Vision, Spell Resistance 18, vulnerability to salt |
Saves | Fort +7, Ref +9, Will +10 |
Abilities | Strength 18, Dexterity 14, Constitution 18, Intelligence 16, Wisdom 16, Charisma 20 |
Skills | Concentration +17, Hide +11, Knowledge (nature) +16, Listen +16, Move Silently +15, Spot +16, 3 more at 13 ranks each (see below) |
Feats | 4 (see below) |
Environment | Any |
Organization | Solitary, pair, or court (6-40 seelie faeries of mixed sizes) |
Challenge Rating | 7 |
Treasure | Standard |
Alignment | Any nonevil |
Advancement | 11-13 HD (Large) |
Level Adjustment | +5 |
Faerie, Seelie, Huge | |
Huge fey | |
Hit Dice | 15d6+75 (127 hp) |
Initiative | +1 |
Speed | 40 ft. (8 squares), Fly 40 ft. (good) |
Armor Class | 21 (-2 size, +1 Dexterity, +12 natural), touch 9, flat-footed 20 |
Base Attack/Grapple | +7/+21 |
Attack | Dagger +11 melee (1d8+6/19-20) or longbow +6 ranged (3d6/x3) |
Full Attack | Dagger +11/+6 melee (1d8+6/19-20) or longbow +6/+1 ranged (3d6/x3) |
Space/Reach | 15 ft./15 ft. |
Special Attacks | Seelie spell of forgetting (DC 19), spell-like abilities |
Special Qualities | Damage reduction 15/cold iron, Low-Light Vision, Spell Resistance 20, vulnerability to salt |
Saves | Fort +10, Ref +10, Will +12 |
Abilities | Strength 22, Dexterity 12, Constitution 20, Intelligence 16, Wisdom 17, Charisma 23 |
Skills | Concentration +23, Hide +11, Knowledge (nature) +21, Listen +21, Move Silently +19, Spot +21, 3 more at 18 ranks each (see below) |
Feats | 6 (see below) |
Environment | Any |
Organization | Solitary, pair, or court (6-40 seelie faeries of mixed sizes) |
Challenge Rating | 9 |
Treasure | Standard |
Alignment | Any nonevil |
Advancement | 16-30 HD (Huge) |
Level Adjustment | +5 |
Appearance
Seelie faeries appear in a wide range of sizes and appearances. When you create a new seelie faerie, roll on the following tables to determine it’s appearance. Feel free to change, add, or delete choices from the following tables as you see fit.
Head
1 – Human
2 – Goblinoid
3 – Elven
4 – Deer
5 – Canine
6 – Pumpkin
Head Adornment
1 – Horns
2 – Antennae
3 – Feathers
4 – Leaves
5 – Blooms
6 – Motes of light
Hair
1 – Ivy
2 – Silken
3 – Color-changing
4 – Spikey
5 – Horse mane
6 – Bald
Legs
1 – Humanoid
2 – Insectile
3 – Goatlike
4 – Mermaid tail (faerie’s land speed is reduced to 20 ft., gains Swim speed of 40 ft.)
5 – Cluster of vines
6 – Serpent tail (faerie’s land speed is reduced to 20 ft., gains Climb speed of 20 ft.)
Feet
1 – Humanoid
2 – Humanoid, but six-toed
3 – Cloven
4 – Clubfoot
5 – Talons
6 – Feline
Tail
1 – Catlike
2 – Rabbitlike
3 – Foxlike
4-6 – None
Wings
1 – Gossamer
2 – Butterfly
3 – Bat
4 – Bird
5 – Bee
6 – None
Themes
Seelie faeries fall into one of five themes: deceiver, helper, innocent, protector, and trickster.
Deceivers, as their name implies, enjoy deception. They act not out of malice, but out of a misguided playful nature. Common activities of deceivers include giving poor directions, misleading information, and poor advice.
Helpers enjoy providing aid to travelers, often as a result of having been shown kindness themselves from previous travelers they’ve encountered. Helpers sometimes reveal themselves to their beneficiaries, but are just as like to provide aid secretly. Sample activities include replenishing travelers’ food and water while they sleep, granting protection from the elements, and setting lost wanderers back on the correct path.
Innocents are often very young faeries (although even the young are several centuries old). These faeries have an almost childlike innocence, and carry it to the extreme. They have a rigid, literal interpretation of speech and an insatiable curiosity. They often repeatedly question the actions of others, and generally tend to get their noses into other creatures’ business.
Protectors are similar to helpers, but often become long-term guardians of a specific individual or group. This action may result from being in the recipient’s debt, whether from a previous rescue or simply being outsmarted. Protectors also sometimes assume their role out of interest in seeing the recipient’s mission succeed. A protector remains with its recipient until the debt is repaid or the mission fulfilled.
Tricksters delight in puzzles, games, and battles of wit, often twisting every encounter with other creatures to their own personal amusement. Common ploys include trapping the unwary into commitments, convincing marks to take actions they’d rather not take, acting like other types of faeries, or even more menacing actions. Individuals are wise to tread cautiously with all seelie faeries, for one never knows if they are dealing with a trickster.
Special Attacks and Qualities
All seelie faeries have a number of abilities equal to half their Hit Dice (minimum of one). When determining abilities, roll d% and consult the following table. Most abilities do not stack, so if you roll a duplicate that doesn’t stack with itself simply re-roll until you get one that works.
d% | Roll Ability |
01-08 | Wild empathy |
09-20 | Musical instrument |
21-24 | Woodland stride |
25-28 | Unearthly grace |
29-35 | Special arrows* |
36-40 | Trackless step |
41-45 | Spritelike |
46-50 | Elite faerie* |
51-55 | Enhanced senses |
56-58 | Animal companion |
59-65 | Resilient* |
66-68 | Easily Forgotten |
69-72 | Mystical* |
73-76 | Quickness* |
77-80 | Terrain feature dependent |
81-88 | Multi-layered* |
89-92 | Swift flier* |
95-100 | Greater musical instrument |
*This ability may be rolled more than once. |
Animal Companion: The seelie faerie gains an animal companion as if it were a ranger of a level equal to its Hit Dice.
Easily Forgotten: The seelie faerie gains a +2 racial bonus on the save DC of its seelie spell of forgetting ability.
Elite Faerie: One of the seelie faerie’s ability scores, determined randomly, gains a +4 bonus.
Enhanced Senses: The seelie faerie gains Darkvision 60 ft. and Scent.
Greater Musical Instrument (Su): The seelie faerie possesses a magical musical instrument. When it plays, all creatures within a 60-foot spread (except fey) must succeed on a Will save or be affected by hideous laughter or irresistible dance (caster level equals faerie’s HD; the faerie chooses the tune and its effect). In the hands of other beings, this instrument has no special powers. A creature that successfully saves against any of the instrument’s effects cannot be affected by the same instrument for 24 hours. The save DC is Charisma-based.
Multi-layered: The seelie faerie isn’t easily categorized, and may select an additional theme from which to choose its spell-like abilities. (can be gained more than once)
Musical Instrument (Su): The seelie faerie possesses a magical Musical instrument. When it plays, all creatures within a 60-foot spread (except fey) must succeed on a Will save or be affected by Charm Person, sleep, or fear (caster level equals faerie’s HD; the faerie chooses the tune and its effect). In the hands of other beings, this instrument has no special powers. A creature that successfully saves against any of the instrument’s effects cannot be affected by the same instrument for 24 hours. The save DC is Charisma-based.
Mystical: The seelie faerie gains an additional spell-like ability based upon its theme.
Quickness: The seelie faerie’s land speed increases by +10 feet.
Resilient: The seelie faerie gains one of the following bonus feats, chosen randomly: Great Fortitude, Iron Will, or lightning reflexes.
Special Arrows: The seelie faerie gains proficiency with the longbow and may employ arrows that deal no damage but can perform one of the following effects.
Memory Loss: An opponent struck by this arrow must succeed on a DC 15 Will save or lose all memory. The save DC is Charisma-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration with limited wish, wish, or miracle.
Sleep: Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 15 Fortitude save or be affected as though by a sleep spell. The save DC is Charisma-based and includes a +2 racial bonus.
Spritelike: The seelie faerie gains Dodge and Weapon Finesse as bonus feats.
Swift Flier: The seelie faerie’s Fly speed increases by +10 feet.
Terrain Feature Dependent (Su): The seelie faerie is mystically bound to a single terrain feature (such as a tree, pool, hill, etc.) and must never stray more than 300 yards from it. If it does, it becomes ill and dies within 4d6 hours. The seelie faerie’s dependent terrain feature does not radiate magic.
Trackless Step: The seelie faerie gains trackless step, as the druid class feature.
Unearthly Grace (Su): The seelie faerie adds its Charisma modifier as a bonus on all its saving throws, and as a deflection bonus to its Armor Class.
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the seelie faerie has a +6 racial bonus on the check.
Woodland Stride: The seelie faerie gains trackless step, as the druid class feature.
Seelie Spell of Forgetting (Sp): At will, a seelie faerie may create up to a 50-foot cube of showering pixie dust. This effect must originate within 150 feet of the seelie faerie. All creatures within the pixie dust must succeed on a 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 seelie faerie so desires. For example, a seelie faerie 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).
A seelie faerie gains additional spell-like abilities based upon its theme (deceiver, helper, and so forth). The seelie faerie gains two spell-like abilities at Diminutive size, and two additional spell-like abilities for each size category greater. Thus, a Medium deceiver gains the abilities of Small, Tiny, and Diminutive deceivers.
Caster level for all spell-like abilities equals faerie’s Hit Dice. The save DCs are Charisma-based.
Deceivers choose from the following list:
- Diminutive: dancing lights, ghost sound, prestidigitation
- Tiny: magic aura, silent image, ventriloquism
- Small: minor image, mirror image, Misdirection, phantom trap
- Medium: hallucinatory terrain, major image, secret page
- Large: illusory wall, mirage arcana, persistent image
- Huge: maze, mislead, project image, veil
Innocents choose from the following list:
- Diminutive: light, message, prestidigitation
- Tiny: calm animals, comprehend languages, ventriloquism
- Small: detect thoughts, discern lies, enlarge person, reduce person
- Medium: clairaudience/clairvoyance, glibness, haste, slow
- Large: locate creature, modify memory, true seeing
- Huge: irresistible dance, Mass suggestion, Prying Eyes
Helpers choose from the following list:
- Diminutive: mending, message, Purify Food and Drink
- Tiny: endure elements, remove fear, unseen servant
- Small: aid, delay poison, Goodberry
- Medium: create food and water, locate object, remove disease
- Large: locate creature, Neutralize poison, repel vermin
- Huge: find the path, mass cure light wounds, restoration
Protectors choose from the following list:
- Diminutive: Detect Poison, resistance, virtue
- Tiny: alarm, protection from evil, Sanctuary
- Small: protection from arrows, Resist Energy, shield other
- Medium: helping hand, magic vestment, protection from energy
- Large: Break enchantment, greater heroism, Spell Resistance
- Huge: globe of invulnerability, heroes’ feast, mind blank
Tricksters choose from the following list:
- Diminutive: faerie fire, ghost sound, prestidigitation
- Tiny: entangle, grease, hideous laughter
- Small: daze monster, hideous laughter, Misdirection
- Medium: deep slumber, quench, warp wood
- Large: baleful polymorph, confusion
- Huge: maze, mislead, repel gravity
Vulnerability to Salt (Ex): A seelie faerie struck by salt (usually thrown as a splash weapon) immediately becomes visible and cannot use its invisibility spell-like ability for 1d4 minutes.
Skills: A seelie faerie has skills common to all of its kind, in addition to a number of skills based on its theme. The number of additional skills and associated ranks are listed in its statistics block. When crafting a seelie faerie, assign the additional skills and ranks based on the following themes:
- Deceiver: Bluff, Disguise, Forgery, Perform (comedy), Sense Motive
- Helper: Decipher Script, Diplomacy, Heal, Search, Survival
- Innocent: Disable Device, Escape Artist, Open Lock, Spellcraft, Use Magic Device
- Protector: Handle Animal, Heal, Search, Survival, Use Rope
- Trickster: Bluff, Disguise, Perform (comedy), Sense Motive, Sleight of Hand
Feats: A seelie faerie has feats common to all of its kind, in addition to a number of feats based on its theme. When crafting a seelie faerie, select feats from the common list and the list based on its theme:
Common: Alertness, Dodge, Empower Spell-Like Ability, Quicken Spell-Like Ability, Skill Focus, Weapon Finesse (Tiny, Small, and Medium only)
- Deceiver: Deceitful, Persuasive, Point Blank Shot, Stealthy
- Helper: Improved Initiative, Jack of All Trades, Self-Sufficient, Track
- Innocent: Iron Will, Magical Aptitude, Mobility, Nimble Fingers
- Protector: Animal Affinity, Point Blank Shot, Precise Shot, Track
- Trickster: Combat Expertise, Deft Hands, Improved Feint, Persuasive
Originally appeared in Blood Spawn (1992)(Birthright).