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Peri, the Scented Flame of the Feywild

Peri, the Scented Flame of the Feywild
Create

Peris are ethereal and alluring, appearing as radiant humanoids with delicate, iridescent skin that subtly shifts hues like a dawn sky. Their features are finely sculpted, often with sharp eyes that gleam like polished amber or emerald. Flowing hair seems to ripple with unseen fragrances, and faint glimmers of mist or sparkles of light swirl gently around their forms. Their garments appear woven from ephemeral scents and shifting colors rather than fabric.


Behavior:
They are creatures of refined grace and capricious moods, often expressing themselves through subtle gestures, perfumed words, and alluring dances. They are both curious and secretive, delighting in trade and social games, particularly involving emotions and desires. Though rarely violent, Peris can be fiercely protective of their secrets and territories, responding to threats with elegant cruelty or evasive trickery.


Habitat:
They primarily dwell in warm desert fey regions rich with aromatic flora—lush gardens, vibrant oases, or enchanted groves—often centered around natural portals or nexus points where their scent-magic is most potent. Notably, clusters of Peris congregate in Peristan, a stable enclave within the Feywild famed for its thriving fey cities and intricate portals.


Modus Operandi:
They wield potent scent-based magic that manipulates emotions, memory, and perception. They employ illusions scented with rare florals to enchant or disorient foes and trade in rare perfumes, magical concoctions, and secrets. Social interaction is their battlefield; they prefer to negotiate, beguile, or coerce rather than confront directly. When forced into combat, they strike with precision and grace, often exploiting confusion or temptation.


Motivation:
They seek beauty, sensation, and the refinement of desire in all forms. They are driven by a pursuit of exquisite experiences—be it through commerce, artistry, or the manipulation of emotions. Many serve as intermediaries between fey courts or brokers between the mortal and faerie realms, motivated by a blend of curiosity, whimsy, and a deep-seated need to preserve their elusive, fragrant domains.


  • Peri 5e
  • Peri, Pathfinder
Peri, the Scented Flame of the Feywild
Create

Medium fey, chaotic neutral


Armor Class: 15 (natural armor)
Hit Points: 110 (13d8 + 52)
Speed: 30 ft., fly 40 ft. (hover)

STRDEXCONINTWISCHA
10 (+0)18 (+4)18 (+4)14 (+2)16 (+3)20 (+5)

Saving Throws: Dex +8, Wis +7, Cha +9
Skills: Deception +9, Insight +7, Perception +7, Persuasion +9, Stealth +8
Damage Resistances: Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Psychic
Condition Immunities: Charmed, Frightened
Senses: Darkvision 60 ft., passive Perception 17
Languages: Common, Elvish, Sylvan
Challenge: 8 (3,900 XP)


Fey Ancestry.

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

Innate Spellcasting.

The peri’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

  • At will: Dissonant Whispers, Minor Illusion
  • 3/day each: Calm Emotions, Hold Person, Mirror Image
  • 1/day each: Confusion, Phantasmal Killer

Magic Resistance.

It has advantage on saving throws against spells and other magical effects.


Actions

Multiattack.

The peri makes two attacks with its Fragrant Dagger.

Fragrant Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target.

Hit: 10 (2d6 + 4) piercing damage plus 7 (2d6) psychic damage. The target must succeed on a DC 15 Wisdom saving throw or be charmed until the end of its next turn.

Scent of Bewitchment (Recharge 5-6).

The peri releases an intoxicating scent in a 15-foot radius. Each creature of the peri’s choice within the area must succeed on a DC 17 Wisdom saving throw or be charmed for 1 minute. While charmed this way, a creature is incapacitated and has a speed of 0. The effect ends early if the creature takes damage or another creature uses an action to shake it out of the effect.


Reactions

Mist Step.

When a creature the peri can see targets it with an attack, the peri can teleport up to 30 feet to an unoccupied space it can see and impose disadvantage on the triggering attack roll.


Legendary Actions

The peri can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The peri regains spent legendary actions at the start of its turn.

  • Fragrant Glimmer. The peri casts Minor Illusion or Dissonant Whispers.
  • Charm. The peri targets one creature it can see within 30 feet. The target must succeed on a DC 17 Wisdom saving throw or be charmed until the end of its next turn.
  • Fey Step (Costs 2 Actions). The peri teleports up to 30 feet to an unoccupied space it can see.

Origin and Lore

Peris are celestial spirits who once served as emissaries of the upper planes, radiant beings of light and beauty tasked with guiding mortals toward hope and desire. However, many were drawn into the Feywild’s tangled embrace, where the chaotic magic and primal forces reshaped their essence. Over centuries, these spirits became intertwined with the fey realm, melding their celestial grace with fey whimsy and caprice.

Now, peris exist as hybrid beings of both celestial and fey nature. They embody the dazzling allure and radiant scent of the heavens but temper it with the unpredictable moods and intricate social dance of the Feywild. This dual heritage grants them potent magic tied to emotion, desire, and perception, making them both enchanting allies and dangerous adversaries.

Peris are often found near natural portals, dream nexus, or thriving fey cities such as those in Peristan, where their fragrant presence marks places of beauty and trade. Their motivations blend a longing for exquisite experiences with a duty to maintain the balance between the mortal, fey, and celestial realms.

Peri, the Scented Flame of the Feywild
Create

This beautiful albino woman is wreathed in wings of brilliant flame.

Peri CR 14

XP 38,400
NG Medium outsider (good, native)
Init +7; Senses darkvision 60 ft., low-light vision, smoke sight; Perception +26

DEFENSE

AC 30, touch 18, flat-footed 22 (+7 Dex, +1 dodge, +12 natural)
hp 180 (19d10+76)
Fort +12, Ref +18, Will +17
DR 10/cold iron and evil; Immune electricity, fire; Resist acid 10, cold 10; SR 25

OFFENSE

Speed 30 ft., fly 90 ft. (good)
Melee +2 flaming burst scimitar +27/+22/+17/+12 (1d6+8/18-20 plus 1d6 fire), 2 wings +20 (1d6+3 plus burn)
Special Attacks burn (2d6, DC 23), whirlwind dance
Spell-Like Abilities (CL 15th; concentration +23)

Constant—fire shield (warm shield)
At will—aid, flame jump (see below), pyrotechnics (DC 20), scorching ray
3/day—fireball (DC 21), flame strike (DC 23), wall of fire

STATISTICS

Str 22, Dex 24, Con 19, Int 21, Wis 19, Cha 26
Base Atk +19; CMB +25; CMD 43
Feats Combat Expertise, Combat Reflexes, Dodge, Great Fortitude, Improved Disarm, Iron Will, Mobility, Power Attack, Spring Attack, Whirlwind Attack
Skills Acrobatics +29, Diplomacy +30, Fly +33, Heal +23, Knowledge (planes) +27, Knowledge (religion) +24, Perception +26, Perform (any one) +30, Sense Motive +26, Spellcraft +27, Stealth +29
Languages Celestial, Common, Draconic, Elven, Ignan; telepathy 100 ft.

SPECIAL ABILITIES

Flame Jump (Sp)

A peri can enter any fire equal to its size or larger and travel any distance to another fire in a single round, regardless of the distance between the two. This ability otherwise functions as greater teleport (caster level 14th), but the peri can transport only itself and up to 50 pounds of objects.

Smoke Sight (Su)

A peri can see through fire, fog, and smoke without penalty.

Whirlwind Dance (Su)

Once per day as a full-round action, they can spin in an ever-faster, whirling dance, transforming itself into a spinning vortex of flame 10 to 40 feet high for up to 9 rounds. This ability functions as the whirlwind ability (DC 26 Reflex save), but any creature that comes in contact with the whirlwind or is caught inside it takes 2d6+6 points of fire damage and is subject to the peri’s burn special attack. The save DC is Dexterity-based.

ECOLOGY

Environment any good-aligned plane
Organization solitary or pair
Treasure triple (+2 flaming burst scimitar, other treasure)

Peris are a race of celestials native to the good-aligned Outer Planes, but they are also often found in the company of mortals on the Material Plane. Believed to be the descendants of fallen angels, peris do penance for their ancestors’ sins before they can earn a place in paradise. As a result, they work tirelessly to aid and support good heroes of the mortal realms in a never-ending battle against evil. Peris hate the evil fiends known as divs, who constantly seek to ruin the good works of mortals.

Peris often work to repair damage wrought by the destructive divs. For their part, the divs take great pleasure in tormenting and persecuting peris, locking the fiery-winged celestials in cages of cold iron and endlessly torturing them.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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