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Clans of the Fey Realm




ALP-FFP02:
Role Playing Game Supplement
A Creature Supplement for use with the PATHFINDER ROLEPLAYING GAME
Written by Matthew Cicci







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Author
Matthew Cicci

Interior Illustrator
Vasilis Zikos

Cover Artists
Emily Kubisz
Vasilis Zikos





Editors
Paul Klein
Emily Kubisz
Stephanie D. Kubisz

Rules Consultant
Peter Killian

Layout & Design
Tim Adams

Special Thanks to:
Ofelia J. Kubisz
Jim Clunie



Fey Folio: Clans of the Fey Realm 2010 Matthew Cicci and Alluria Publishing. All rights reserved.
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC.
See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC
does not guarantee compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder
Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder
Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the
compatibility license.
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder RPG Core Rulebook. Copyright 2009 Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by
Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder RPG Bestiary, Copyright 2009 Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by
Jonathan Tweet, Monte Cook, and Skip Williams.
Remarkable Races: Compendium of Unusual PC Races, Pathway to Adventure Edition. Copyright 2009, 2010
Alluria Publishing; Author: J. Matthew Kubisz
The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley,
Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on
original content from TSR.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters,
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been designated as Open Game Content are not included in this declaration.)
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Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No
portion of this work other than the material designated as Open Game Content may be reproduced in any form without
written permission.


Credits
Special Thanks to:
Ofelia J. Kubisz
Jim Clunie
Team Draconis






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Clans of the Fey: Introduction & Creature Glyph Key 4
Section 1 A Gallery of Fey 5
Dullahan 5
Erlking 7
Fachen 8
Jack-in-Irons 10
Kapre 12
Nightshade Wisp 13
Rarog 14
Sidhe 15
Spriggan 17
Spring-Heel Jack 18
Sylph 19
Vodnik 20
Yallery 21
Section 2 GMs Reference 22
Section 3 Magic Items 24






CR Name Terrain Page
1/3 Spriggan any forest 17
2 Erlking cold forests & marshes 7
2 Sylph any forest 19
3 Nightshade Wisp any forest 13
3 Vodnik any swamp 20
4 Kapre any forest 12
5 Spring-Heel Jack any urban 18
6 Dark Mare any 6
6 Fachen any hills & mountains 8
6 Yallery any urban 21
7 Dullahan any 5
7 Lean Sidhe any 15
9 Dullahan Dreadknight any 6
9 Fachen Storm Sorcerer any hills & mountains 8
10 Bean Sidhe any 15
13 Rarog any 14
21 Jack-in-Irons any hills & mountains 10
Contents
Fey by Challenge Rating






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CREATURE GLYPHS

More than just stories . . .
Dragons roar, scour their enemies with elemental blasts, and crush bones beneath their
muscled, reptilian heels. The undead drain the very life from the living, either by touch, by bite,
or by arcane means. Goblins constantly harass the good folks of the world; they spring forth from
caves and dark forests, their poorly kept and rusted weapons thirsting for chaos, blood, and war.
Aberrant beings, alien in shape and thought, inspire madness with their mere presence. Giants
stalk the land in defiance of the gods and angels that look down upon it.
And yet for all the rage and horror of these monstrosities there is an equally ominous, yet
infinitely more subtle, threat to mankind the fey. Creatures of story and legend, fey monsters
are meant to terrorize children into eating their beets and going to sleep, but every village elder,
every elf, every druid, and huntsman knows the truth. These stories, tales of vicious spriggans
and alluring sidhe, spring from a well of truth.
Fey are embodiments of emotion, and wicked fey are cruelty, lust, anger, and mischief
given form. From the frightening dullahan dreadknights to the malicious vodnik bog troll, these
pages offer forth the most dangerous the Fey Realm has to offer not the mindless beasts or
wild spirits, but the cunning and cruel twisted fey races, the clans of the Fey Realm.

Creature
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* Referenced powers and spells not described here can be
found in the Pathfinder SRD or appropriate core rulebooks
of the Pathfinder Roleplaying Game.

Dullahan
This headless warrior lashes about with a barbed whip while the
leering face etched upon its dark shield cackles and growls.

DULLAHAN CR 7
XP 3,200
NE Medium fey
Init +5; Senses low-light vision; Perception +18
DEFENSE
AC 22, touch 15, flat-footed 17 (+5 Dex, +4 armor, +3 shield)
hp 66 (12d6+24)
Fort +6, Ref +13, Will +11
DR 10/cold iron Immune fear
OFFENSE
Speed 30 ft.
Melee mwk bone-barbed whip +13/+7 (1d6+2 plus grab)
Space 5 ft.; Reach 5 ft. (whip 15 ft.)
Special Attacks fear (1/day 50 ft. cone, DC 18), frenzied
lashing, nightmare lash (3d6+4)
STATISTICS
Str 15, Dex 20, Con 14, Int 13, Wis 16, Cha 14
Base Atk +6; CMB +8 (+12 grapple and trip w/ whip); CMD
23 (25 vs. trip)
Feats Combat Expertise, Dazzling Display, Improved Trip,
Shatter Defenses, Weapon Finesse, Weapon Focus (whip)
Skills Acrobatics +20, Climb +17, Intimidate +18,
Knowledge (nature) +16, Perception +18, Stealth +20,
Use Magic Device +17; Racial Modifier +4 Intimidate
Languages Aklo, Common
SQ bone-barbed whip
ECOLOGY
Environment cold or temperate forests
Organization solitary, gang (2-4) or squad (11-20, also
consisting of dullahan dreadknights and dark mares)
Treasure Standard (mwk whip, +1 heavy steel shield, mwk
hide armor, additional treasure)
SPECIAL ABILITIES
Bone-barbed Whip (Ex) Dullahans proudly wield whips
adorned with sharp, skeletal remains of their previous
foes. These whips lose the disarm weapon trait, but gain
the trip weapon trait. In addition, dullahan are adept at
using these whips to hold foes in place. They do not
suffer the -20 CMB check to use the whip to maintain or
initiate grapple checks.
Frenzied Lashing (Ex) As a standard action, a dullahan may
make a trip attack against all enemies within a 15-foot
radius spread. Enemies hit by this maneuver also take
the whip damage.

Nightmare Lash (Su) Every time the dullahan makes a
successful grapple check against an opponent grabbed
by its whip, that opponent takes damage and must make
DC 18 Will save or become shaken. If it is already
shaken, it becomes frightened; if it is frightened, it
becomes panicked. Each condition lasts for 2d4 rounds.

These bloodthirsty fey have inspired many tales
of headless horsemen and undying knights. One glimpse at
their midnight black armor and the sneering visage of their
shield, and it is easy to see why. Dark armor and cruel
weapons, a leering face etched into a thick shield, a tall,
imposing figure with no head galloping madly forward on a
mare as black as pitch this frightful combination is the
dullahan. Dullahan are fearsome knights of the Fey Realm
who, through twisted rituals have placed their souls in
armor and weapons.
Dullahan are mercenary in the extreme. They will
sell their services to the highest bidder without fail. Money is
not what they seek in recompense, however. Free reign to
slaughter and incite fear in the enemy ranks is incentive
enough. Often times different clans of Dullahan will line up
on opposite sides of any given battle.
Despite this mercenary streak, dullahan do have a
deep-seated fear . . . Jack-in-Irons. They once served the
chained king, but realized he favored the fachen and
spriggans. Refusing to take a secondary seat to anyone else,
the dullahan betrayed their master. During a raging battle
between the sylvan races and the fachen, the dullahans
turned on their allies brutally. Calling upon the cruel and
twisted rituals they use to imbue their weapons with their
souls, they warped the mighty fachen into mutated horrors.
The suffering broke the will of the fachen, which proved
key; without his dedicated soldiers, Jack-in-Irons was soon
banished.
Regardless of that ancient success, and in truth,
because of it, all dullahan fear the even the slightest
rumbling of distant thunder . . . for even that low roll may
herald the return of Jack-in-Irons.

DULLAHAN DREADKNIGHTS
Most dullahan take to the whip and shield as it poses an
intimidating figure. However, a special rank of dullahan is
trained to ride the vicious fey mount, the dark mare. These
warriors often serve as clan leaders and generals in battle.
They opt for a slicing power of a strong blade over the
versatility of a whip. Years of training have caused these
warriors, these dreadknights, to mold the dullahans
supernatural abilities to better suit their needs. There are few
more horrifying aspects than facing a dullahan dreadknight
mounted atop a dark mare.

SECTION 1 A GALLERY OF FEY







6
DULLAHAN DREADKNIGHT
CR 9
XP 6,400
Dullahan Fighter 2
NE Medium fey
Init +10; Senses low-light vision; Perception +18
DEFENSE
AC 24, touch 16, flat-footed 18 (+6 Dex, +5 armor, +3 shield)
hp 109 (12d6+2d10+56)
Fort +11, Ref +14, Will +11
Defensive Abilities bravery +1, DR 10/cold iron; Immune fear
OFFENSE
Speed 30 ft.
Melee mwk longsword +14/+9 (1d8+5/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks fear (1/day, 50 ft. cone, DC 19), gnashing
shield
STATISTICS
Str 19, Dex 22, Con 18, Int 11, Wis 16, Cha 16
Base Atk +8; CMB +12; CMD 28
Feats Combat Reflexes, Improved Initiative, Improved
Shield Bash, Mounted Combat, Ride-By Attack, Skill
Focus (Ride), Spirited Charge, Trample, Weapon Focus
(long sword)
Skills Acrobatics +21, Climb +19, Intimidate +22,
Knowledge (nature) +15, Perception +18, Ride +24,
Stealth +13; Racial Modifier +4 Intimidate
Languages Aklo, Common
SQ charge the craven
ECOLOGY
Environment any
Organization solitary,
gang (2-4) or squad
(11-20, also
consisting of
dullahan and dark
mares)
Treasure NPC Gear (+1
longsword, +1 heavy
steel shield, +1 hide
armor, additional
treasure)
SPECIAL ABILITIES
Charge the Craven
(Ex) Dullahans
dreadknights revel
in the fear they sow
amongst their foes.
A dullahan
dreadknight scores
a critical hit against
any enemy
suffering from
the shakened,
frightened, or panicked condition on a roll of 17-20
Gnashing Shield (Ex) Etched upon the dullahans shield is
its leering face. Whenever a dullahan dreadknight is
missed by a melee attack, it may, as an immediate action,
bite the attacker: bite +7 (1d4+4 bleed)
DARK MARE CR 6
XP 2,400
NE Large fey
Init +7; Senses low-light vision; Perception +14
DEFENSE
AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, -1 size)
hp 65 (10d6+30)
Fort +6, Ref +10, Will +8
DR 5/cold iron
OFFENSE
Speed 40 ft.
Melee bite + 9 (2d6+7)
Space 10 ft.; Reach 5 ft.
Special Attacks trample (1d8+7, DC 20)
Spell-Like Abilities (CL 10
th
)
3/day dimension door
STATISTICS
Str 20, Dex 17, Con 17, Int 6, Wis 12, Cha 15
Base Atk +5; CMB +11; CMD 24 (28 vs. trip)
Feats Improved Initiative, Improved Natural Attack 2
(bite & trample), Power Attack, Run
Skills Acrobatics +16, Perception +14,
Swim +18, Stealth +16
Languages Aklo
SQ twilight charger
ECOLOGY
Environment any
Organization solitary or with rider
Treasure None
SPECIAL ABILITIES
Twilight Charger (Su)
A dark mare may use
its dimension door
spell-like ability
as a part of a
charge action,
even though it
is normally a
standard action.
Any attacks as part
of this charge deal an
additional +4 damage,
and there is no
penalty to AC.
A dark mares
rider benefits
from this as
well.






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Erlking
Large black eyes, a hooked nose, and ash-grey skin lend this
spindly humanoid a shadowy, sinister aura.

ERLKING CR 2
XP 600
CE Medium fey
Init +2; Senses darkvision 60 ft., low-light vision;
Perception +8
Aura darkness (20 ft.)
DEFENSE
AC 13, touch 13 flat-footed 10 (+2 Dex, +1 dodge)
hp 18 (4d6+4)
Fort +2, Ref +6, Will +5
Defensive Abilities shrouded step; DR 5/cold iron
Weaknesses light blindness
OFFENSE
Speed 30 ft.
Melee 2 claws +4 (1d4+2)
Space 5 ft.; Reach 5 ft.
Special Attacks sneak attack +1d6
STATISTICS
Str 14, Dex 15, Con 12, Int 11, Wis 13, Cha 9
Base Atk +2; CMB +4 (+6 to grapple); CMD 16 (18 vs.
grapple)
Feats Dodge, Improved Grapple
B
, Skill Focus (Stealth)
Skills Acrobatics +9, Climb +9, Escape Artist +9, Perception
+8, Stealth +12, Swim +9
Languages Aklo, Common
SQ kidnappers clutch
ECOLOGY
Environment cold forests and marshes
Organization solitary, pair, or gang (3-6)
Treasure standard
SPECIAL ABILITIES
Darkness (Su) Erlkings cast a dimming effect everywhere
they creep. This aura operates as a permanent version of
the spell darkness.
Kidnappers Clutch (Ex) Stronger than they appear to be,
erlkings can move their full speed during a grapple and
carry their opponent as well. Additionally, an erlking
that aids another erlking engaged in a grapple grants a
+4 bonus instead of the normal +2.
Shrouded Step (Su) When in at least dim illumination, an
erlking can cause the shadows to swirl about itself. This
effect operates as the spell blur (CL 4
th
).



































Erlkings are unrepentant kidnappers. These vile
rogues prowl the night guided only by the bright malice
burning in their fey hearts. They slip like mist through the
forests on the edge of town and patiently watch for the last
candle to dim. In the darkness that follows the erlkings
strike, attempting to abscond with a bratty child they can
mold into one of their own.
Erlkings rely on mortals as a means to reproduce
their race. Once an unfortunate soul is caught, he is hauled
off through the darkness to the erlkings dim dwellings.
Here, deep enough within the marsh or wood so that the
victims screams reach no ears, the erlkings chant the dark
magics that slowly twist the mind and rend the body of their
hostage. The end result is another pale-skinned, hollow-
hearted erlking.








8
Fachen
Muscular and thick, this creature seems to be a half-being. Its legs
connect to a torso with a single strong arm jutting forward from it;
a grotesque face with beady eyes and a mouth occupy not a head,
but the upper portion of the torso. A thick mane of black raven
feathers serves as unkempt hair.

FACHEN CR 6
XP 2,400
CN Medium fey
Init +2; Senses low-light vision; Perception +12
DEFENSE
AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
hp 65 (10d6+30)
Fort +8, Ref +9, Will +6
DR 5/cold iron; Weaknesses vulnerable to flanking
OFFENSE
Speed 30 ft.
Melee mwk greataxe +11 (1d12+5), bite +5 (1d6+2) or bite
+10 (1d6+5)
Space 5 ft.; Reach 10 ft.
Special Attacks ravenous maw
STATISTICS
Str 20, Dex 14, Con 17, Int 6, Wis 8, Cha 13
Base Atk +5; CMB +10; CMD 22
Feats Cleave, Endurance, Great Cleave, Great Fortitude,
Power Attack
Skills Climb +18, Handle Animal +11, Intimidate +11,
Perception +12
Languages Aklo
SQ strong arm
ECOLOGY
Environment any hills and mountains
Organization gang (2-4), squad (11-20, plus 1 fachen storm
sorcerer), or clan (30-50 plus 1 fachen storm sorcerer per
10 fachen)
Treasure Standard (mwk greataxe, additional treasure)
SPECIAL ABILITIES
Ravenous Maw (Ex) Whenever a fachen uses a standard
action to make a bite attack, if successful, the attack also
causes the target to become sickened for 1d4 rounds.
Strong Arm (Ex) A fachens single arm is exceptionally
muscular. It may wield any two-handed weapon with
this single arm and suffer no penalties. In addition, due
to its forward facing, any weapon held gains reach out to
10 ft.
Vulnerable to Flanking (Ex) The fachens lack of a neck
makes it less guarded against flanking attacks. Instead of
a +2 flanking bonus, enemies gain a +4 flanking bonus
when flanking a fachen.



Fachen are perverse mockeries of the natural form.
Though not inherently evil, they possess a savage streak
born of their deformities; they actively seek to crush
anything more whole than they are -- a long list indeed.
Fachen once stood tall and proud, a race of strong,
handsome fey crafted by their liege, Jack-in-Irons. However,
the duplicitous actions of the dullahan left their god chained
to the center of the fey realm and forgotten. The fachens
loyalty to the fallen First Fey was repaid with dark dullahan
magic that twisted them into their aberrant form.
While these once proud fey have devolved, theyve
not given up their faith in Jack-in-Irons. Every day in a
fachens life is a series of rituals designed to pay respect to
their long-departed master. Many fachen leaders still cling to
storm magic as a means of worship. A sample fachen storm
sorcerer is listed below:

FACHEN STORM SORCERER CR 9
XP 2,400
Fachen sorcerer (elemental, air) 6
CN Medium fey
Init +4; Senses low-light vision; Perception +18
DEFENSE
AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural)
hp 120 (10d6+6d6+64)
Fort +12, Ref +13, Will +12
DR 5/cold iron; Resist electricity 10
Weaknesses vulnerable to flanking
OFFENSE
Speed 30 ft.
Melee mwk greataxe +13/+8 (1d12+4), bite +7 (1d6+2) or
bite +12 (1d6+4)
Space 5 ft.; Reach 10 ft.
Special Attacks electricity ray (30 ft., 6/day, 1d6+3),
ravenous maw
Spells Known (CL 6
th
)
3
rd
(4/day) lightning bolt (DC 16)
2
nd
(6/day) bulls strength, scorching ray*, shatter
(DC 15)
1
st
(7/day) burning hands* (DC 14), mage armor,
obscuring mist, shocking grasp, true strike
0 acid splash, dancing lights, daze (DC 13), detect
magic, detect poison, flare (DC 13), light
* These spells gain the electricity type and deal electricity
damage.






9
STATISTICS
Str 18, Dex 18, Con 19, Int 6, Wis 10, Cha 17
Base Atk +8; CMB +12; CMD 26
Feats Cleave, Combat Casting, Endurance, Great Cleave,
Great Fortitude, Power Attack, Skill Focus (Intimidate),
Skill Focus (Perception)
Skills Climb +17, Handle Animal +13, Intimidate +23,
Perception +18
Languages Aklo
SQ bloodline arcana, strong arm
ECOLOGY
Environment any hills and mountains
Organization solitary, or with gangs and squads of
fachen
Treasure NPC Gear (wand of burning
hands {4
th
level}, amulet of natural
armor +1, potion of displacement,
potion of haste,
additional treasure)







10
Jack-in-Irons
This titan seems to be weather given flesh. His eyes flash like
lightning and his muscles ripple like thunder. Each move the
towering bare-chested giant makes causes the thick iron chains
looping about him to tear at the ground.

JACK-IN-IRONS CR 21
XP 409,600
N Huge fey
Init +9; Senses low-light vision; Perception +40
Aura kings court (90 ft.)
DEFENSE
AC 37, touch 13, flat-footed 32 (-2 size, +5 Dex, +23 natural,
+1 shield bonus)
hp 402 (35d6+280)
Fort +21, Ref +24, Will +21
Defensive Abilities cold iron crown; DR 20/cold iron;
Immune electricity, mind-affecting effects; Resist cold
15, fire 15; SR 33
OFFENSE
Speed 50 ft.
Melee +2 iron-studded club +30/+25/+20/+15 (2d8+17 plus
push), +2 spiked chain +30/+25/+20 (2d6+17 plus grab) or
+2 iron-studded club +32 (2d8+17 plus push), slam +25
(1d8+15 plus push)
Space 15 ft.; Reach 15 ft.
Special Attacks push 15 ft., toss (4d6+13, 30 ft.)
Spell-like Abilities (CL 35
th
)
1/day haste
3/day meteor swarm* (DC 27)
* This spell does not deal bludgeoning damage or fire
damage. All damage, and the spell type, changes to
electricity. The damage is still split in two parts as per
the spell, however.
STATISTICS
Str 41, Dex 20, Con 27, Int 14, Wis 15, Cha 27
Base Atk +17; CMB +34 (+38 to grapple and overrun); CMD
49 (51 vs. grapple and overrun)
Feats Bleeding Critical, Cleave, Critical Focus, Critical
Mastery, Double-Slice, Greater Cleave, Greater Fortitude,
Greater Overrun, Greater Two-Weapon Fighting,
Improved Initiative, Improved Overrun, Improved Two-
Weapon Fighting, Intimidating Prowess , Power Attack,
Staggering Critical, Two-Weapon Defense, Two-Weapon
Fighting, Two-Weapon Rend
Skills Acrobatics +43, Climb +53, Handle Animal +43,
Intimidate +58, Knowledge (Nature) +40, Knowledge
(Planes) +37, Perception +40, Swim +53
Languages Aklo, Common, Sylvan
SQ chained king, cold iron crown

SPECIAL ABILITIES
Chained King (Ex) Jack-in-Irons is literally bound in thick
chains. So long have these links of iron encased his skin,
he treats them as appendages. For the purposes of
attacking, these chains are treated as light weapons in the
off-hand, yet deal damage as a Large-sized weapon.
Additionally, he has enough chains wrapped about him
that grabbing a foe with a chain does not deprive him of
his additional attacks.
Cold Iron Crown (Su) The metal crown driven into Jack-in-
Irons skull not only tortures him, but safeguards him
against any attacks that seek to influence his mind. Not
only is Jack-in-Irons immune to these assaults, but any
mind-affecting attack cast his way is immediately
reflected back upon the caster.
Kings Court (Su) The ground writhes about madly in Jack-
in-Irons otherworldly presence. All terrain within 90 feet
of the fey is considered to be difficult terrain. If in a
forested area, or area of other tall vegetation, these
difficult terrain squares may also affect flying creatures.
Toss (Ex) Once a foe has been grabbed by a chain, if Jack-in-
Irons chooses, the next successful CMB check to grapple
sends the target flying. This releases the grapple but also
pushes the target 30 ft., knocks it prone, and deals
4d6+13 damage.
ECOLOGY
Environment any hills and mountains
Organization unique
Treasure Standard (+2 iron-studded club, +2 spiked chain,
additional treasure)

Jack-in-Irons claims to be the First Fey; it was his
blood that gave rise to spriggans, dullahans, gnomes, and all
fey. The world warps around his feet like a loyal pet
awaiting his word. His eyes are as blue as weather, his skin
as sturdy as the mountain from which it was born, and his
voice is the wind that sweeps across the fey realm. Or so the
epic tales of the past paint the now fallen First Fey.
Jack-in-Irons, the Chained King, is stooped, yet still
imposing. His arms, thick as great steelwood trees, are
bound by chains of cold iron. A jagged crown embedded
into his forehead is made of similar material, and his eyes
now rage a roiling grey, like a storm waiting to be
unleashed. The ground beneath him still shakes and
trembles but not with the control, the grace, it once did.
And so Jack-in-Irons, a god amongst fey, wanders
the fey realm bound in shackles, rarely seen and rarely
thought of. But rumors persist that the chains that hold him
are weakening, that his cloudy eyes dance with flashes of
lightning, and that the old king now walks with a purpose,
his back straighter, his stride driven. . .






11
Supporting these rumors of
late are the smoking ruins found in
remote areas of the fey realm. Small
forts once occupied by dullahan have
been found crushed and smoldering
devoid of any survivors. These
findings have caused a stir in the realm
not seen since the first breaching of
the prime material.












12
Kapre
What at first appears to be a small tree is in fact a humanoid with
skin made of bark and hair of green moss.

KAPRE CR 4
XP 1,200
N Medium fey
Init +0; Senses low-light vision; Perception +13
DEFENSE
AC 16, touch 10 flat-footed 16 (+0 Dex, +6 natural)
hp 39 (6d6+18)
Fort +7, Ref +5, Will +7
DR 5/bludgeoning, cold iron, and piercing;
Immune poison, sleep
Weaknesses vulnerability to fire
OFFENSE
Speed 20 ft.
Melee 2 claws +7 (1d4+4)
Space 5 ft.; Reach 5 ft.
Special Attacks tree strike
Spell-like Abilities (CL 6
th
)
3/day tree shape, tree stride
STATISTICS
Str 18, Dex 10, Con 16, Int 11, Wis 14, Cha 13
Base Atk +3; CMB +7; CMD 17 (21 vs. bull rush,
overrun, and trip)
Feats Alertness, Great Fortitude, Skill Focus
(Knowledge [nature])
Skills Knowledge (Geography) +9, Knowledge (Local)
+9, Knowledge (Nature) +12, Perception +13, Sense
Motive +13, Stealth +9
Languages Sylvan
SQ Rooted, Tree Meld
ECOLOGY
Environment any forest
Organization solitary, pair, or grove (3-6)
Treasure standard
SPECIAL ABILITIES
Rooted (Ex) Kapre spread roots into the ground with
each step. Though this makes them slow and
ponderous, it provides a +4 bonus to CMD against
bull rushes, overruns, and trips.
Tree Meld (Su) A kapre can meld with any tree. This
functions as the spell meld into stone. The kapre can
remain melded with a tree as long as it wishes.
Tree Strike (Su) When in tree shape or tree meld form, a
kapre may strike out with its limbs as a standard
action: tree strike +7 (3d4+4).



When trekking through the woods of the fey realm,
a traveler must not only be wary of the beasts and sprites,
but the trees themselves. Kapre are malicious nature spirits
that inhabit the trees and use their oaken strength to harass
any trespassers. Since most kapre spend their time in tree
shape or tree melding many travelers are unaware theyve
entered the gruff spirits domain. Kapre quickly make
themselves known, however. Groups of kapre take great joy
in rushing from tree to tree in an effort to frighten and
bewilder mortal races.
Kapre do have a serious side though; they revere
nature, sentient plants, and the wilderness as holy. Some
explorers
report kapre
gathering at
dawn to soak in the
first rays of sun in
some form of religious
ritual.







13
Nightshade Wisp
Tall, lithe, and graceful, this elf-like warrior carries a perfectly
carved oaken spear and is adorned in armor of interwoven dark
leaves.

NIGHTSHADE WISP CR 3
XP 800
N Medium fey
Init +8; Senses low-light vision; Perception +9
Aura toxic bloom (5 ft., distraction, DC 13)












































DEFENSE
AC 17, touch 15 flat-footed 12 (+4 Dex, +2 natural, +1 dodge)
hp 22 (5d6+5)
Fort +2, Ref +10, Will +5
DR 5/cold iron; Immune poison, sleep
OFFENSE
Speed 30 ft.
Melee mwk longspear +5 (1d8+2/x3 plus poison )
Ranged javelin +6 (1d6+2 plus poison)
Space 5 ft.; Reach 5 ft.
Spell-like Abilities (CL 5
th
)
1/day blink
STATISTICS
Str 14, Dex 19, Con 13, Int 10, Wis 13, Cha 11
Base Atk +2; CMB +4; CMD 18
Feats Dodge, Improved Initiative, Lightning Reflexes
Skills Acrobatics +12, Climb +10, Escape Artist +12,
Knowledge (nature) +8, Perception +9, Stealth +12
Languages Aklo, Sylvan
ECOLOGY
Environment any forest
Organization pair or squad (4-9)
Treasure standard (mwk longspear, additional treasure)
SPECIAL ABILITIES
Poison (Ex) Weapon injury; save Fort DC 13; frequency
1/round for 4 rounds; effect 1d3 Dex damage; cure 1 save.
The save DC is Constitution-based.

The fey realm is a reflection of the natural world.
Therefore, for every city raised, every forest cleared, every
animal hunted down, there is an equal reaction in the fey
realm. Hence the nightshade wisp. Nightshades serve as
natures vengeance-seekers. These cold, efficient beings
are single-minded in their assault on those they deem
defilers. To this end, Nightshades are horribly
calculating foes. They do not surrender, nor do
they seem to comprehend the notion of
mercy. Lumberjacks, hunters, and miners often share
hushed stories of sudden, savage nightshade raids around
the campfire.
Nightshade wisps derive more than their name
from the poisonous flower, they share many plant-like
physiological traits as well. For example, Nightshades are
genderless, with all members appearing androgynous.
Additionally, they produce the poison that coats their
weapons.
Sages conjecture that these beings must operate at
the whim of some higher power, for it is not known how
they assign targets or plan attacks.







14
Rarog
Fiery winds whip about the thickly muscled and tan humanoid at
the center of this burning tornado.

RAROG CR 13
XP 25,600
CN Large outsider (fire)
Init +11; Senses darkvision 60 ft.; Perception +9
Aura Burning Breeze (20 ft., 2d8 fire plus push 10 ft., DC 24)
DEFENSE
AC 26, touch 15 flat-footed 19 (+7
Dex, +11 natural, -2 size)
hp 175 (14d10+98)
Fort +16, Ref +16, Will +10
DR 10/magic; Immune fire;
SR 24
Weakness vulnerability to cold
OFFENSE
Speed 40 ft.; fly 80 ft. (good)
Melee 2 slams +21 (1d8+7
plus burn )
Space 10 ft.; Reach 10 ft.
Special Attacks blazing dervish
(3/day, 10-40 ft. high, 1d8+7
damage, 2d8 fire damage, DC
24), burn (2d8, DC 24)
STATISTICS
Str 27, Dex 25, Con 24, Int 13, Wis 18,
Cha 18
Base Atk +14; CMB +23 (+27 to
overrun); CMD 40 (42 vs. overrun)
Feats Cleave, Greater Overrun, Hover
B
,
Improved Initiative, Improved
Natural Attack, Improved
Overrun, Iron Will, Power Attack
Skills Acrobatics +24, Fly +28,
Intimidate +21, Knowledge
(planes) +18, Perception +21,
Sense Motive +21, Use
Magic Device +21
Languages Ignan
SQ scorched earth
ECOLOGY
Environment any
Organization pair or flock (3-6)
Treasure standard
SPECIAL ABILITIES
Blazing Dervish (Su) In many ways similar to the whirlwind
power, this ability allows the rarog to spin its way across
the battlefield at its ground speed. As a standard action the
rarog may assume this fiery whirlwind form and move.
When in this form the rarog takes up a space of only 5 ft.

Any creature who occupies a space the rarog enters when in
this form must make a Reflex save or be hit by the rarogs
slam attack. A second Reflex save must be made, regardless
of the first outcome, to avoid being lifted into the inferno
and carried along. All creatures who fail this secondary
save take 2d8 fire damage and are deposited in a square,
prone, adjacent to the rarog when it finishes this move.
Throughout this move the rarog does not provoke attacks
of opportunity. At the end of this movement the rarog
returns to normal. The save DC is Constitution-based.
Burning Breeze (Su) Scorching winds roll off of the
rarog. All creatures within 20 feet of the rarog
must make a DC 24 Reflex save at the
start of the rarogs turn or take 2d8 fire
damage and be pushed 10 ft. The
save DC is Constitution-based.
Scorched Earth (Ex)
When in blazing dervish
form, any square the
rarog moves through
alights. Burning
squares deal 1d6
points of fire
damage to those who
enter them and 1
point of fire damage
to those who start their
turn adjacent. These
squares can be
extinguished with a
standard action.

From afar, a
rarog appears like a
smoldering comet
arcing its way across
the sky. Trails of
smoke and fire
plume outwards in
a brilliant
explosion of colored
heat. Up close the
rarog is no less
impressive. Its body
seems alive with
flame and its skin
shines with a
magnificent sheen.
Rarogs are elemental in nature.
However, theyve only one desire: to
feel the rush of exhilaration from constant flight and travel.
Their violent home plane was too fraught with danger to
fully indulge this joy. Millennia ago most rarogs immigrated
to the fey realm through old portals. This realization has
many fey races on end; do portals to the combustible
elemental planes still exist? Rarogs never slow down long enough
to answer these questions, and the fey are left worrying about the
possible threat.





15
Sidhe
This spellbinding woman possesses angelic features. Sharp bright
eyes, long luxurious hair and pale, nearly translucent skin paint
an alluring and vivacious portrait of femininity.

LEAN SIDHE CR 7
XP 3,200
CN Medium fey (incorporeal)
Init +8; Senses low-light vision.; Perception +13
Aura Fey Beauty
DEFENSE
AC 19, touch 19, flat-footed 14 (+4 deflection, +4 Dex, +1
dodge)
hp 52 (8d6+24)
Fort +5, Ref +10, Will +10
Defensive Abilities incorporeal; DR 10/cold iron
OFFENSE
Speed fly 40 ft. (perfect)
Melee incorporeal touch +9 (1d10 damage plus muses whim)
Space 5 ft.; Reach 5 ft.
Special Attacks luring lyrics, shrieking cacophony
Spell-Like Abilities (CL 8
th
)
3/day charm monster (DC 18), suggestion (DC 17), shatter
(DC 16)
1/day shout (DC 19)
STATISTICS
Str -, Dex 18, Con 16, Int 13, Wis 15, Cha 19
Base Atk +4; CMB +8; CMD 22
Feats Dodge, Improved Initiative, Iron Will, Weapon Focus
(incorporeal touch)
Skills Bluff +15, Diplomacy +15, Fly +23, Knowledge
(nature) +12, Perception +13, Perform +15, Sense Motive
+13
Languages Common, Sylvan
ECOLOGY
Environment any forest
Organization solitary
Treasure standard
SPECIAL ABILITIES
Fey Beauty (Ex) The grace, charm, and appeal of the lean
sidhe is so overpowering that it saps an enemys will to
fight. All creatures within 30 feet of a lean sidhe suffer a -
2 penalty to any Will saves against her attacks.
Luring Lyrics (Su) The dulcet tones of the lean sidhe are a
sweet poison. Once per round as a standard action, a
lean sidhe may sing a hypnotic song to one creature
within 30 feet.. If that creature fails a DC 18 Will save it
becomes fascinated, as the condition, by the lean sidhe
for 2d4 rounds. Each round after the initial failed save
the target suffers 1 point of Wisdom damage. For
purposes of the fascination anything the lean sidhe does,
short of actually damaging the target with another
power, is considered non-threatening. This is a sonic
mind-affecting charm effect. The save DC is Charisma-
based.
Muses Whim (Su) The touch of the beautiful lean sidhe can
sap men of their strength and creativity. Anyone touched
by the lean sidhes incorporeal touch attack must make a
DC 18 Will save or become fatigued. If the target is
already fatigued, they instead become exhausted. The
save DC is Charisma-based.
Shrieking Cacophony (Su) When a lean sidhe is brought to
or below 0 hit points it unleashes this horrible death wail
as an immediate action. All creatures within 300 feet of
the lean sidhe must make a DC 17 Fortitude save or
suffer 5d6 damage and become permanently deafened.
Creatures already deaf are immune. The save DC is
Constitution-based.

BEAN SIDHE CR 10
XP 9,600
NE Medium fey (incorporeal)
Init +10; Senses low-light vision.; Perception +18
DEFENSE
AC 21, touch 21 flat-footed 14 (+4 deflection, +6 Dex, +1
dodge)
hp 90 (12d6+48)
Fort +8, Ref +14, Will +13
Defensive Abilities incorporeal; DR 10/cold iron
OFFENSE
Speed fly 40 ft. (perfect)
Melee incorporeal touch +13 (3d6 damage plus 1d6
Charisma drain)
Space 5 ft.; Reach 5 ft.
Special Attacks grieving song, keening note
Spell-Like Abilities (CL 12
th
)
3/day crushing despair (DC 17)
STATISTICS
Str -, Dex 22, Con 18, Int 14, Wis 17, Cha 18
Base Atk +6; CMB +12; CMD 28
Feats Dodge, Improved Initiative, Iron Will, Skill Focus
(Intimidate), Skill Focus (Perform), Weapon Focus
(incorporeal touch)
Skills Fly +29, Intimidate +19, Knowledge (Nature) +17,
Knowledge (Religion) +14, Perception +18, Perform +22,
Sense Motive +18, Stealth +21
Languages Aklo, Common, Sylvan
SQ tempo of death
ECOLOGY
Environment any ruins or dungeon
Organization solitary
Treasure standard







16
SPECIAL ABILITIES
Charisma Drain (Su) A creature hit by a bean sidhes touch
attack must make a DC 20 Will save or suffer 1d6 points
of Charisma drain. On each successful attack, the bean
sidhe touch attack gets stronger. For each point of
Charisma drained, give an equal bonus to all damage
done by the bean sidhe. The save DC is Charisma-based.
Grieving Song (Su) A bean sidhe can unleash a
devastatingly sad dirge of mourning as a standard
action. Every creature within a 300-foot spread must
make a DC 20 Will save or become overwhelmed with
grief. Characters who fail their saves gain the
staggered condition for 5d4 rounds. A creature
that makes its save is immune to the effects of
the same bean sidhes song for 24 hours. This
is a sonic mind-affecting charm effect. The save
DC is Charisma-based.
Keening Note (Su) Three times per day, as a
standard action, a bean sidhe can sing a shrill
damaging note that affects all creatures within
a 300-foot spread. Creatures within the area of
effect who fail a DC 20 Fortitude save take
6d10 sonic damage. However, creatures under
the effects of the grieving song take double
damage. This is a sonic effect. The save DC is
Constitution-based.
Tempo of Death (Su) When a creature
reaches 0 hit points or lower within
sight of the bean sidhe, she may, as an
immediate action, sing her grieving
song or keening note. A use of
grieving song in this manner may
affect creatures that have already
saved against the effect; if instead the
bean sidhe sings her keening note, it
does not count against the normal
three per day limit.
Sidhe are as capricious and cruel as they are
graceful and enchanting. These predatory fey spirits drain
mortal men of their soul and energy. They embody cathartic
moments. Lean sidhe feast on creative energy, and often
serve as muses to artists and bards before driving them to
frailty and poor health. Their dark sisters, bean sidhe, are
born of intense grief and despair; their misery seeks constant
company.






17
Spriggan
This short, strong humanoid looks like a savage gnome. Greasy
strands of straggly hair cover the brutish figures face in an
unkempt mask. Its skin is cracked and rough, as if it were hewn
from the earth a millennia ago.

SPRIGGAN CR 1/3
XP 135 (Spriggan warrior 1)
CE Small fey
Init +0; Senses low-light vision; Perception -2
DEFENSE
AC 16, touch 11, flat-footed 15 (+5 armor, +1 size)
hp 6 (1d8+2)
Fort +4, Ref +0, Will -2
DR 1/cold iron
OFFENSE
Speed 20 ft.
Melee greatclub +3 (1d8+1)
Ranged javelin +2 (1d4+1)
Space 5 ft.; Reach 5 ft.
Spell-like Abilities (CL 1
st
)
1/day enlarge person
STATISTICS
Str 13, Dex 10, Con 14, Int 6, Wis 7,
Cha 11
Base Atk +1; CMB +1; CMD 11
Feats Power Attack
Skills Climb +5, Stealth +4;
Languages Aklo, Common
ECOLOGY
Environment any mountain
Organization pair, group (3-6), or hunting
party (6-17)
Treasure NPC Gear (greatclub, javelin,
scale mail, additional treasure)


Spriggans are amongst the nastiest, most
brutish of all fey. They reek of earth and grime, they
speak in a wild, slavering cadence, and they attack
most anything that is not a spriggan, including
most other fey. Truth be told, some of the
spriggans greatest enemies are fey; gnomes
and faeries chief amongst those.
Much of this savagery springs from
spriggans fervent belief that Jack-in-Irons is a deity.
They worship him, pray to him, and seek any
means by which to free him from his prison.
They firmly believe their entire race was birthed
from his blood and that the strength of giants flows through
them. Buying into such dogma, spriggans are savage foes to
all other fey, whom they see as betrayers. Even the fachen
are subject to this enmity, as each race believes themselves to
be the First Feys true children. Spriggans ability to grow in
size when enraged lends a large degree of credence to the
theory giant blood courses in their veins.
Many spriggan tribal leaders are barbarians or
sorcerers who seek to channel the strength of Jack-in-Irons in
a similar manner as the fachen.

SPRIGGAN CHARACTERS
Spriggans are defined by their class levels
they do not possess racial Hit Dice. All
spriggans have the following racial traits.
+2 Constitution, -2 Intelligence,
-2 Wisdom: Spriggans are
surprisingly stout for their small size and
fey nature, but they are primitive and
uncouth in the extreme.
Small: Spriggans are
Small creatures and gain a
+1 size bonus to their AC
and attack rolls. They also
receive a +4 bonus on Stealth
checks. However, they receive
a -1 penalty to their CMB
and CMD.










Low-light Vision:
Spriggans can see twice
as far as humans in dim
light.
Fey Defenses: As fey
creatures, spriggans
gain DR of (level-5)
/cold iron. This
damage
reduction has a
minimum of 1.
Spell-Like Abilities: A spriggan can cast enlarge
person once per day, using his total character level as his
caster level.
Languages Spriggans begin play speaking
Aklo and Common. Those with high Intelligence
can choose bonus languages from Elven, Gnome,
Goblin, or Sylvan.







18
Spring-Heel Jack
Athletic and graceful, this handsomely-dressed mans sky blue
eyes twinkle with mischief . . . and his rapier glints with danger.

SPRING-HEEL JACK CR 5
XP 1,600
CN Medium fey
Init +4; Senses low-light vision; Perception +0
DEFENSE
AC 15, touch 12 flat-footed 13 (+3 armor, +4 Dex, +1 dodge)
hp 45 (7d6+21)
Fort +5, Ref +9, Will +5
DR 5/cold iron; Immune fear effects
OFFENSE
Speed 30 ft.
Melee mwk rapier +9 (1d6+2/18-20)
Ranged mwk dagger +9 (1d4+2)
Space 5 ft.; Reach 5 ft.
Special Attacks breath of blue flame, sneak attack +1d6
Spell-like Abilities (CL 7
th
)
At will expeditious retreat, feather fall, obscuring mist
STATISTICS
Str 14, Dex 19, Con 16, Int 13, Wis 11, Cha 18
Base Atk +3; CMB +5; CMD 19
Feats Combat Expertise, Dodge, Weapon Finesse, Weapon
Focus (Rapier)
Skills Acrobatics +22; Bluff +14, Climb +12, Diplomacy +14,
Escape Artist +14, Knowledge (local) +11, Stealth +14;
Racial Modifier +8 Acrobatics
Languages Aklo, Common
SQ bounding stride
ECOLOGY
Environment any urban
Organization solitary
Treasure Standard (mwk dagger,
mwk rapier, mwk studded
leather, additional treasure)
SPECIAL ABILITIES
Bounding Stride (Ex) A
spring-heel jack can leap
about in stunning fashion.
Every jump a spring-heel
jack attempts is aided as if
they were under the effects
of a permanent jump spell
(CL 7
th
). Also, a spring-heel
jack may jump as part of a charge
action. If the charge attack is
successful, it deals an additional
2d6 damage.
Breath of Blue Flame (Su) Once per day a spring-heel jack
may breathe a blast of blue fire. All creatures within a 15-
foot cone take 4d6 fire damage and are blinded for 1
round. Creatures that make a DC 16 Reflex save take
only half damage and avoid the blindness. The save DC
is Constitution-based.

Spring-heel jacks are odd amongst the fey. They
prefer the hustle and anonymity of urban settings as
opposed to the fey realm, they care little for carousing or
emotive outbursts, and they feel no allegiance to other fey.
Truthfully, the only thing that these scoundrels seem to care
for is their preening vanity. They love to cut a roguish
figure. Spring-heel jacks prefer to wear striking outfits with a
rakish flair. They often fight with rapiers or other interesting
weapons, and they are
universally condescending.
Spring-heel jacks are also
amongst the most
charismatic of the fey;
no small feat. They are
clever, handsome,
and capable of
inspiring loyalty
within their
followers.






However, they
are clearly aware
of their charm and
are also
susceptible to
flattery, the
graces of a
beautiful
woman, gold
and fine
clothes,
alcohol,
gambling,
and so on. Some
suggest that
spring-heel jacks
are natures
embodiment of mortals
wanton appetites.





19
Sylph
Glittery, sparkling wings make it difficult to fully see the beautiful
faerie woman theyre attached to.

SYLPH CR 2
XP 600
CN Small fey
Init +3; Senses low-light vision; Perception +6
DEFENSE
AC 15, touch 15 flat-footed 11 (+3 Dex, +1 dodge, +1 size)
hp 13 (3d6+3)
Fort +2, Ref +6, Will +3
DR 5/cold iron
OFFENSE
Speed 20 ft., fly 40 ft. (perfect)
Melee short sword +5 (1d4-1 plus sleepy wounds/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks glamour, sleepy wounds,
sneak attack +1d6
Spell-like Abilities (CL 3
rd
)
3/day gust of wind
STATISTICS
Str 9, Dex 17, Con 12, Int 11,
Wis 11, Cha 17
Base Atk +1; CMB -1; CMD 12
Feats Dodge, Weapon Finesse
Skills Acrobatics +9, Bluff +9,
Fly +17, Knowledge (nature)
+6, Perception +6, Sense Motive +6
Languages Common, Sylvan
SQ glitterwings
ECOLOGY
Environment any forest
Organization pair, party (4-9)
Treasure Standard
SPECIAL ABILITIES
Glamour (Su) Once per day, a sylph can call
upon her innate fey magics to befuddle and
confound her foes. Assaulting opponents
with illusory images, sylphs can cause no
end of mischief with this power. As a
standard action, a sylph may target one
creature within 30 feet. If the target fails a
DC 14 Will save the target gains the
confused condition for 1d4 rounds.
Additionally, the sylph is invisible to this
creature for the duration. This is a mind-
affecting illusion effect. The save DC is
Charisma-based.


Glitterwings (Su) A sylphs incandescent and sparkly wings
grant it the benefit of a constant blur spell (CL 3
rd
).
Sleepy Wounds (Su) Any creature struck by the sylphs
sword attack must make a DC 14 Will save or be affected
as if by the sleep spell (CL 3
rd
).

Sylphs seek nothing more than to enjoy natures
beauty and frolic away the hours. Still, they do possess the
mischievous streak that seems inherent to all fey. Using their
charms and magic, these sprites take great pleasure in
frustrating, annoying, and teasing mortals.
Sylphs belong to a large family of fey humanoids:
pixies, sprites, leprechauns, and brownies. In truth very little
distinguishes these creatures apart. Sylphs are the most
visible, however; they are quickly enamored with handsome
mortals, and often show their interest through oft-times
dangerous tricks and pranks.






20
Vodnik
Bulbous, bloodshot eyes and sickly green skin pockmarked with
moles makes this fishy-smelling gremlin almost too ugly to look
upon.

VODNIK CR 3
XP 800
CE Small fey (aquatic)
Init +6; Senses low-light vision; Perception +1
DEFENSE
AC 15, touch 13 flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 27 (5d6+10)
Fort +3, Ref +6, Will +5
DR 5/cold iron
OFFENSE
Speed 20 ft., swim 40 ft.
Melee 2 claws +5 (1d3+2)
Space 5 ft.; Reach 5 ft.
Special Attacks drowning touch, filthy spittle, sneak attack
+1d6
STATISTICS
Str 15, Dex 14, Con 15, Int 7, Wis 12, Cha 8
Base Atk +2; CMB +3; CMD 15
Feats Ability Focus (drowning touch), Improved
Initiative, Power Attack
Skills Acrobatics +10, Climb +10, Stealth +10,
Swim +10
Languages Aklo
SQ amphibious
ECOLOGY
Environment any swamp
Organization pair, group (3-6), or band
(5-20)
Treasure half
SPECIAL ABILITIES
Amphibious (Ex) A vodnik can survive on
land indefinitely.
Drowning Touch (Su) Once per day, a
vodnik can drown a creature with a
touch. A character hit in such a manner
must make a DC 16 Fortitude save or
begin immediately drowning.
This power starts the drowning
process at the point characters
must make Constitution checks.
If a victim succeeds at two checks,
they survive and the sensation
passes. Additionally, another
creature may make a heal check (DC
15) to forcibly expel the water forming
in the creatures lungs. The save
Filthy Spittle (Ex) A vodnik may make a ranged touch
attack (+5) to spit a dirty mixture of muck, saliva, and
swamp water at its foes. Any creature struck is blinded
until they expend a standard action to clean themselves.
The range increment is 10 ft.

Vodniks, or water gremlins, are scrawny green-blue
deformed fey. Arguably they are the ugliest creatures
inhabiting the fey realm. Accordingly, vodniks do their best
to avoid direct contact with most races, only venturing forth
from their swampy homes to kidnap slaves and food.
Legend associates vodniks with any number of
curses as origin stories, the one that holds the most currency
is has it that vodniks are dark-hearted gnomes whose sins
and corruptions slowly altered their form. While this is open
to debate, its ability to shift between the mortal and the
fey realm during a full moon is not. The only question is
how? All that is known is that the water gremlins shift en
masse, seemingly capable of the movement only when they
are gathered with others of their kind at the bottom of the
swamp.

VODNIK BOG TROLL
Some vodniks actually breed with trolls; most of the times
this coupling results in the death of the newborn,
but occasionally a vodnik bog troll is
conceived.
Challenge Rating: As normal vodnik +2
Hit Die: As normal vodnik +3
Armor: A vodnik bog trolls natural
armor bonus increases by +3. The
vodnik bog troll is also medium size.
Abilities: A vodnik bog troll
gains a +4 Strength, and a -4
Intelligence and -2 Charisma
Attacks: A vodnik bog
Troll gains a bite attack.
Regeneration: A vodnik
bog troll gains regeneration 5
(acid or fire)
Weaknesses: A vodnik
bog troll gains vulnerability
to acid and fire

DC is Constitution-based.





21

Yallery
Ruddy, wrinkled orange skin and long, natty hair give this bright-
eyed small fey the appearance of a panhandler.

YALLERY CR 6
XP 2,400
CN Small fey
Init +7; Senses low-light vision; Perception +6
DEFENSE
AC 18, touch 15 flat-footed 14 (+3 armor, +3 Dex, +1 dodge,
+1 size)
hp 65 (10d6+30)
Fort +6, Ref +10, Will +7
Defensive Abilities reeking escape; DR 5/cold iron
OFFENSE
Speed 20 ft.
Melee short sword +10 (1d4/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks bloody toil +3d6
Spell-like Abilities (CL 10
th
)
3/day quickened sleep (DC 15), slow (DC 17)
1/day deep slumber (DC 17), ray of exhaustion (DC 17)
STATISTICS
Str 10, Dex 16, Con 16, Int 14, Wis 11, Cha 18
Base Atk +5; CMB +4; CMD 17
Feats Dodge, Improved Initiative, Quicken Spell-Like Ability
(sleep), Weapon Finesse, Weapon Focus (short sword)
Skills Acrobatics +16, Bluff +17, Diplomacy +17, Disguise
+17, Escape Artist +16, Knowledge (local) +15, Sleight of
Hand +16, Stealth +20
Languages Aklo, Common, Gnome
SQ beggars idle
ECOLOGY
Environment any urban
Organization solitary
Treasure Standard



















SPECIAL ABILITIES
Beggars Idle (Su) Yallery carry an aura of lethargy about
them. When a yallery strikes a target that is under the
influence of one of their spell-like abilities they may, as a
free action, increase the duration of that effect by 1d6
rounds.
Bloody Toil (Su) Yallery thrive in apathy and laziness.
Hence their attacks are stronger against those theyve
entranced. Yallery deal an extra 3d6 points of damage
against creatures under the influence of one of their
spell-like abilities.
Reeking Escape (Su) Once per day, as an immediate action,
a yallery may teleport up to 50 feet. When it does so, the
square it first exits becomes the center of a 10
th
level
stinking cloud (DC 16).

Yallerys slothful appearance fits them well; they
embody laziness and often seek to inspire lethargy in
mortals. Lecherous and drunk, yallery fancy themselves as
beggar kings. Their fey charisma and magic often ensures
this as truth.
Yallery have had to develop these roles in the
mortal world, as they were long ago exiled from the fey
realm. Their sloth and apathy was too much for any of their
cousin races. In the mortal realms they found many more
like minds. Yallery prefer urban settings where they can set
themselves up as street kings and revel in the indolence
theyve inspired.
These diminutive street urchins are terrified of
dwarves. In many ways they are mirror opposites: Dwarves
represent toil, yallery represent laziness. However, their
physical appearances are not too different. It is believed by
some scholars that yallery are yet another fey representation,
twisted and perverted, of the mortal realm.







22



KEYS TO PLAYING THE FEY:

When using fey as villains in your home game, keep these
three guidelines in mind. They should help you establish a
fun, memorable encounter.

1. Fey are mischievous. Fey mischief is not akin to an
adolescent humans mischief. Even the light-
hearted sylph takes pleasure from the pain that she
inflicts on others. This should come out in
roleplaying. Sylphs titter at the characters expense,
sidhes lure them close, and vodnik gremlins make
faces as they spit filthy swamp water into the heros
eyes. Even the more spiteful fey, like the dullahan,
have a mischievous streak it just exerts itself as
more outright cruelty.
2. Fey are clever. Traps, hazards, and infuriating
negotiations should all be part of your immediate
repertoire when controlling the fey. The fey races
have spent lifetimes enjoying their status as smarter
than the mortals; their schemes should be
appropriately clever. The same goes for their
homes. Spriggans and fachen are going to use
rudimentary traps, but the spring-heel jack who
resides in the clock tower is going to have some
devilish fun in store for unexpected visitors.
3. Despite 1 & 2, not all fey are evil. Many of the fey
listed in this supplement are a closer to a neutral
alignment than good or evil. While most of these
races have reasons (grounded or not) to despise
and assault mortals, this does not mean all of them
will. A lot of rich gaming can be mined from
interactions with the lean sidhe who cannot help
but to drain the world of its greatest artists she
can be a sympathetic villain. The rarog who only
longs for the freedom of travel may become
destructive if his way is barred perhaps there is
method other than violence to solve that problem.
And so on. If you are going to run a fey-heavy
campaign, take the time to figure out the more
diplomatic approaches some of these fey may take.
Fey NPCs can be some of the livelier and
entertaining rogues your players may encounter if
you give them the chance to be more than mere stat
blocks.






GAMEMASTER HOOKS:
In addition to injecting something a little
otherworldly into an encounter, a fey-centric campaign can
be a lot of fun as well. With a little work, many themes
(horror, high adventure, whimsy, etc.) can be shaped into
fey antagonists. Below is a loose campaign arc covering 1
st
-
20
th
level:

Low-Levels (1-7): Troublesome Rumblings
This campaign is pre-dated a few weeks by a
sudden and vicious earthquake. The tremors didnt damage
the cities and villages too badly, but theyve apparently
upset the ecosystem of the nearby forests. Lumberjacks,
fishermen, hunters, and the like have all reported nasty
encounters in the surrounding lands.
Enter your players.
The players will spend their lower levels dealing
with these travesties to make a name for themselves.
Initially, the adventures may be fairly mundane: The
earthquake has forced kobolds out of their caves and into
raiding, for example. However, many of these exploits will
have a more natural bent to them. For the first half of this
section this should be done somewhat subtly: pixies
harassing lumberjacks, rumors of erlkings kidnapping
children from a school, or a pack of satyr suddenly
carousing through the city streets. As the PCs begin to
progress, drop some hints. Perhaps the pixies are being
forced into violence by a gang of vodniks who themselves
are prodded on by a trio of spriggan; perhaps the erlkings
are offering the children up in a sacrifice to a hastily made
idol of a brutish chained figure. . .
Regardless of how you get the message across,
things should come to head. The fey should begin
organizing aggressive raids on the mortal lands. All clues
will point to these normally more reclusive creatures being
spurred on by some dark master . . . let the idol, terrified
tales of surrendered pixies, and crude erlking drawings all
point to some huge and chained giant.
This level-range should culminate with the PCs
realizing that the forest earthquake instigated some
upheaval. Upon investigating the fault line, they see a
spriggan clan guarding a rift to the fey realm.


SECTION 2 GMS REFERENCE






23
Mid-Level (7-13): Into the Wild
After defeating the spriggans, the PCs run into a
variety of friendlier fey within the rifts confines. They have
tales of misshapen fey hordes striding across their beautiful
world in the name of a being known as Jack-in-Irons. They
plead, bargain, and ultimately warn the PCs that if the First
Fey were to fully rouse, no planar boundaries could contain
his ire.
Properly motivated the PCs make their way into
the fey realm. After a few surreal experiences to get their
bearings in this fantastical world, the evidence of pending
doom should weigh heavy. Fachen clans wage war in wide
swathes, destroying gnome and faerie communities in their
wake. Capitalizing on this chaos, dullahan and spriggan
hordes are pouring forth from their homes across the realm.
They are taking over the ruined fey cities left in the
rampaging fachens' path. The mix of evil fey and fachen
should provide quite a bit of physical fodder for your PCs,
whereas the intrigue and politicking between the good races
as they attempt to quell this violence should also prove
fertile grounds for roleplay.
Research and legend eventually provides the PCs
with some clues. Three times in the past the fachen have
been frenzied, and each rampage was triggered by an
earthquake. Each tremor is thought to be the reverberations
of Jack-in-Irons breaking one of his bonds. If this is true, this
last earthquake, the fourth, would have been the last. The
PCs are forced to get aid from those who put down the First
Fey all those millennia ago. Through negotiations or force
the PCs must get the material from the three dullahan
princes necessary to cast the binding ritual again.
This process should take up the higher stages of the
this level group and should be balanced between the fact the
PCs may have to fight their way into dark fey strongholds
and possibly negotiate and cut deals with these sinister fey
to acquire the proper arcane reagents needed to chain Jack-
in-Irons again.

High Level (13+): Jack-in-the-Box
The march towards epic level play should start
with a bang. Namely some firsthand account of what the
woken Jack-in-Irons can do. Have him level a city of
dullahan (where the PCs are, of course), his most hated
enemy, in a matter of seconds. If you want, the PCs can
tangle with him for a few rounds before he brushes them
aside and bounds off into the distance ready to wreak more
havoc.
By now the PCs should have the materials to bind
Jack-in-Irons again . . . or at least most of them. These upper
levels are a great place to throw in some additional side
quests to really get the scope this quest entails. To deal with
Jack-in-Irons, the PCs must convince the rarogs to stop
travelling for a week and instead turn their great fires
towards the creation of hardened steel links. Next, the PCs
must climb the fey realms Mountain of Ice so that the steel
can be hardened against the breath of the enormous white
dragon that lives there. Lastly, shackles must be carved from
the steelwood trees that lay in the fey realms dark jungles, a
place so wild and savage, even the fey know not what
resides there.
Once the PCs are done with all the side quests, they
are ready for an epic battle against the Chained King, Jack-
in-Irons.
If you are looking for a way to emulate how the
heroes can bond Jack-in-Irons during that final battle,
consider the following example:



Make use of the Knowledge (arcana) and
Spellcraft skills at key intervals of the fight.
Perhaps for every 100 hit points Jack-in-
Irons loses, the ritual needs to be energized
in order to bind him. Dont shy away from
getting the more martially-inclined
characters in on these checks too. Climb
checks may be used to clamber up the
beastly fey and bind him with chains,
Acrobatics could be used to throw the chains
up and around him, and so forth. Think
outside of the box this battle should feel
epic.







24



The fey realm is a world steeped in magic. Aside from the
fantastic landscape and its inhabitants, this fey magic can be
used to empower a wide range of magical items. A few such
examples are below:

BOOTS OF THE BLAZING DERVISH
Aura moderate evocation; CL 10
th

Slot feet; Price 14,400 gp; Weight 1lb.
DESCRIPTION
As a free action, once per day, the wearer may command
these boots to alight in flame. For the next 200 feet of
movement the character makes, each square exited is
affected by a wall of fire spell. The wearer of these boots is
immune to all fire from this effect, but not any other sources.
CONSTRUCTION
Requirements Craft Wondrous Item, haste Cost 7,200 gp

DULLAHAN HIDE ARMOR
Aura moderate necromancy; CL 7
th

Slot armor; Price 25,925 gp; Weight 25 lbs.
DESCRIPTION
This wicked-looking hide armor, crafted from fey beasts,
grants a wearer a +2 competence bonus to Intimidate checks
and a + 2 resistance bonus to saving throws against fear.
Additionally, the wearer may cast fear twice per day on
command (Will DC 14 partial).
CONSTRUCTION
Requirements Craft Magic Arms and Armor, fear, resistance;
Cost 12,962 gp.

SIDHE LOCKET
Aura moderate abjuration; CL 10
th

Slot neck; Price 19,200 gp; Weight
DESCRIPTION
Hanging from this silver necklace is a thin strand of golden
blond hair. The locket bestows a +4 competence bonus to
Bluff and Diplomacy checks. Additionally, once per day, as
an immediate action, if the wearer comes under the effect of
an involuntary enchantment, curse, or transmutation effect
he is immediately subject to the break enchantment spell.
CONSTRUCTION
Requirements Craft Wondrous Item, break enchantment,
eagles splendor; Cost 9,600 gp






SPRIGGANBLOOD CUDGEL
Aura faint transmutation; CL 1
st

Slot none; Price 3,380; Weight 3 lbs.
DESCRIPTION
This gnarly looking +1 club is etched with a leering spriggan
face. Three times per day, you may cause the weapon to
enlarge; this grants the weapon the reach quality. The
weapon may stay in this state until commanded back or up
to one continuous minute.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, enlarge person;
Cost 1,690 gp

SYLPHS SWORD
Aura faint enchantment; CL 5
th

Slot none; Price 7,710 gp; Weight 2 lbs.
DESCRIPTION
This thin silver-hilted blade stores one of the feys favorite
spells. Once per day, upon command as a free action, a
target struck by this weapon must make DC 13 Will save or
be affected by the deep slumber spell.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, deep slumber;
Cost 3,855 gp






















SECTION 3 MAGIC ITEMS






25

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15. COPYRIGHT NOTICE
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System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder RPG Core Rulebook. Copyright 2009, 2010 Paizo Publishing, LLC; Author: Jason Bulmahn, based on
material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder RPG Bestiary, Copyright 2009, 2010 Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by
Jonathan Tweet, Monte Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley,
Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on
original content from TSR.
Remarkable Races: Compendium of Unusual PC Races, Pathway to Adventure Edition. Copyright 2009, 2010 Alluria
Publishing; Author: J. Matthew Kubisz
Fey Folio: Clans of the Fey Realm. Copyright 2010 Alluria Publishing; Author: Matthew Cicci





















More than just stories . . .

Fey are embodiments of
emotion, and wicked fey are
cruelty, lust, anger, and mischief
given form. From the frightening
dullahan dreadknights to the
malicious vodnik bog troll, these
pages offer forth the most
dangerous the Fey Realm has to
offer not the mindless beasts or
wild spirits, but the cunning and
cruel twisted fey, the members of
the Clans of the Fey Realm.

Look for more great products
from Alluria Publishing:
On our website at
www.alluriapublishing.com
Or at
www.rpgnow.com

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