Use the information on Fey to create new sidhe.
Sidhe have the following traits.
Change Self
(Sp): A sidhe can change its appearance at will, as per the
change self spell cast by a 10th-level
Mage.
Damage Reduction (Su): Sidhe have
damage reduction, as noted in the chart below. One-of-a-kind sidhe lords may have even higher
damage reduction (usually 15/+2).
Sidhe Hit Dice
|
Damage Reduction
|
8 or fewer |
5/+1
|
9-16 |
10/+1
|
17 or more |
15/+2
|
Low-Light Vision (Ex): Sidhe can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Allegiances: All sidhe have a primary
allegiance to chaos.
Automatic Languages: Sidhe can speak Sylvan (the language of fey) and a number of additional languages equal to their Intelligence bonus. Sidhe with an Intelligence of 8 or higher can also read and write these languages.
Advancement: By character class.
Fascinate
(Sp): A
dreamghast can fascinate onlookers by staring at the targets and speaking softly. The targets must be within 60 feet of the
dreamghast and must be able to see and hear the
dreamghast. The
dreamghast must also see the creatures it intends to fascinate. The distraction of a nearby
combat or other dangers prevents the ability from working. Otherwise, creatures that fail a Will save (DC 21) remain stationary and quiet, staring at and listening to the
dreamghast as long as the
dreamghast maintains the fascinate effect for up to 1 minute.
Any potential threat (such as a thrall of the
dreamghast moving behind the fascinated creature) allows an affected target a new save against the
fascinate effect. Any obvious threat, such as drawing a
weapon, automatically breaks the effect. While using the
fascinate ability, a
dreamghast must spend an
attack action each round concentrating. The
fascinate ability is a spell-like, mind-affecting charm ability.
Despair (Su): The mere sight of a
dreamghast in its true form forces the viewer to succeed at a Will save (DC 21) or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that
dreamghast's
despair ability for one day.
Detect Dreams
(Sp): A
dreamghast can observe the dreams of a sleeping creature within 60 feet. This functions like the
detect thoughts power manifested by a 10th-level
Telepath, except that it only functions on sleeping creatures.
Devour Dreams (Su): A
dreamghast can caress the forehead of a sleeping victim and consume its dreams for itself. The process requires 10 minutes of uninterrupted feeding, during which time a cloud or roiling vapor emerges from the victim's head and is sucked into the
dreamghast's gaping maw. Once the dream is devoured, the
dreamghast gains a +1 luck bonus on attacks,
ability checks,
skill checks, and saves and 4
temporary hit points per Hit Die of the victim. The luck bonus and
temporary hit points last for 24 hours. At the end of the dream-eating process, the
dreamghast chooses whether it wants to
enslave the victim or cause
memory loss (see below); either is a free action. A sleeping victim has no chance of waking during the dream-devouring process.
Enslave (Su): If the
dreamghast considers a dream-eating victim particularly interesting or useful, he may implant a series of enslavement commands in the victim's mind. The target must succeed at a Will save (DC 21) or be affected as though by a
domination power manifested by a 10th-level
Telepath. The
dreamghast commands the enslaved victim telepathically when the victim sleeps; when the victim is awake, it acts on previous orders but can't be given new ones. An enslaved creature obeys the
dreamghast's commands until freed by a
dispel magic or
remove curse spell or a
negate psionics power. The enslaved creature can also attempt a new Will save every 24 hours to break free. The control is also broken if the
dreamghast dies or travels more than 1 mile from its slave.
Memory Loss (Su): Once the
dreamghast eats someone's dreams, it may consume the subject's memories as well. The victim must succeed at a Will save (DC 21) or suffer complete
memory loss. The victim has no memory of his identity, background, family, friends, and so forth. The
memory loss has no effect on languages known, class-related talents, or other
class features. The subject temporarily loses all Knowledge
skills but retains all other
skills. The
memory loss persists until the victim receives a
break enchantment spell or undergoes 1d6 months of therapy.
Fire Resistance 10 (Ex): Dreamghasts ignore the first 10 points of fire
damage dealt by any single attack.
Dreamghast (Sidhe): CR 7; Medium fey; HD 10d6+10; hp 45; Mas 16; Init +2; Spd 30 ft.;
Defense 17, touch 12, flat-footed 15 (+2 Dex, +5 natural); BAB +5; Grap +6; Atk +6 melee (1d6+1/19-20, machete) or +6 ranged; Full Atk +4 melee (1d6+1/19-20, machete), +0 melee (1d6/19-20, 3 machetes) or +6 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ fascinate,
change self, despair,
detect dreams, dream eating,
enslave,
memory loss,
damage reduction 10/+1,
fire resistance 10,
immunities,
low-light vision; AL chaos, evil; SV Fort +4, Ref +5, Will +8; AP 0; Rep +0; Str 12, Dex 14, Con 13, Int 11, Wis 13, Cha 20.
Skills: Concentration +14, Intimidate +18, Listen +13, Spot +14.
*The Multiweapon Fighting
feat functions just like the
Two-Weapon Fighting feat, except you need more than two arms to use it. The primary attack takes a -2 penalty, and all the secondary attacks take a -6 penalty.
Possessions: Four machetes.
Advancement: By character class.
Enchanting Music (Su): Music is magical to fauns, and they can create a variety of enchanting effects on listeners with a carefully crafted song. When a
faun infuses its song with its fey power, all creatures within a 60-foot spread of the satyr (except other sidhe) must succeed at a Will save (DC 13) or be affected by
attraction, as the power manifest by a 10thlevel
Telepath. Once per day, the
faun can use his music to instead create a
lesser domination effect (Will save, DC 15, negates) or
mental blast effect (Will save, DC 15, negates) targeted at one specific listener.
Immunities (Ex): A
faun is immune to bludgeoning
damage, enabling it to survive a barfight unscathed.
Cold Resistance 10 (Ex): Fauns ignore the first 10 points of cold
damage dealt by any single attack.
Skill Bonuses: Fauns gain a +4 species bonus on Hide, Listen, Move Silently, Perform, and Spot checks.
Faun (Sidhe): CR 4; Medium fey; HD 5d6; hp 17; Mas 11; Init +2; Spd 30 ft.;
Defense 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); BAB +2; Grap +2; Atk +2 melee (1d6, gore) or +2 melee (1d6/18-20, sword cane) or +5 ranged (2d6, Colt Python); Full Atk +2 melee (1d6, gore) or +2 melee (1d6/18-20, sword cane) or +5 ranged (2d6, Colt Python); FS 5 ft. by 5 ft.; Reach 5 ft.; SA
enchanting music,
change self,
cold resistance 10,
damage reduction 5/+1,
immunities, lowlight vision
; AL chaos; SV Fort +3, Ref +3, Will +3; AP 0; Rep +0; Str 10, Dex 15, Con 11, Int 10, Wis 9, Cha 14.
Skills: Bluff +10, Disguise +12, Hide +14, Listen +3, Move Silently +12, Perform (sing) +14, Perform (any one) +14, Spot +3.
Possessions: Musical instrument, loaded Colt Python (.357 revolver), sword cane (usually disguised as an umbrella or within the musical instrument's case).
Advancement: By character class.
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