Sprites are reclusive fey. They go out of their way to fight evil and ugliness and to protect their homelands. Combat
Sprites fight their opponents with
spell-like abilities and pintsized weaponry. They prefer ambushes and other trickery over direct confrontation.
|
Tiny Fey |
Hit Dice:
|
1/2 d6+1 (2 hp) |
Initiative:
|
+4 |
Speed:
|
20 ft. (4 squares), fly 40 ft. (poor) |
Armor Class:
|
18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 16 |
Base Attack/Grapple:
|
+0/-11 |
Attack:
|
Short sword +6 melee (1d3-3/19-20) or longbow +6 ranged (1d4-3/x3) |
Full Attack:
|
Short sword +6 melee (1d3-3/19-20) or longbow +6 ranged (1d4-3/x3) |
Space/Reach:
|
2-1/2 ft./0 ft. |
Special Attacks:
|
Spell-like abilities, fiddle |
Special Qualities:
|
Damage reduction 5/cold iron, low-light vision, spell resistance 17 |
Saves:
|
Fort +1, Ref +6, Will +3 |
Abilities:
|
Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14 |
Skills:
|
Craft (any one) +4, Escape Artist +8, Hide +16, Jump +3, Listen +3, Move Silently +8*, Perform (string instruments) +6, Search +2, Spot +3 |
Feats:
|
Dodge
B, Weapon Finesse |
Environment:
|
Temperate forests |
Organization:
|
Gang (2-4), band (6-11), or tribe (20-80) |
Challenge Rating:
|
1 |
Treasure:
|
No coins; 50% goods; 50% items |
Alignment:
|
Always neutral good |
Advancement:
|
1-3 HD (Tiny) |
Level Adjustment:
|
+3 |
Grigs can leap great distances. They have
light blue skin, forest-green hair, and brown hairy legs, and usually wear tunics or brightly colored vests with buttons made from tiny gems. A
grig stands 1-1/2 feet tall and weighs about 1 pound.
Grigs speak Sylvan. Some also speak Common.
Grigs are fierce by sprite standards, attacking opponents fearlessly with bow and dagger.
Fiddle (Su): One
grig in each band carries a tiny,
grig-sized
fiddle. When the fiddler plays, any nonsprite within 30 feet of the instrument must succeed on a DC 12 Will save or be affected as though by
irresistible dance for as long as the playing continues. The save DC is Charisma-based.
Skills: Grigs have a +8 racial bonus on
Jump checks. *They also have a +5 racial bonus on
Move Silently checks in a forest setting.
|
Small Fey (Aquatic) |
Hit Dice:
|
1d6 (3 hp) |
Initiative:
|
+3 |
Speed:
|
20 ft. (4 squares), swim 30 ft. |
Armor Class:
|
14 (+1 size, +3 Dex), touch 14, flat-footed 11 |
Base Attack/Grapple:
|
+0/-6 |
Attack:
|
Short sword +4 melee (1d4-2/19-20) or light crossbow +4 ranged (1d6/19-20) |
Full Attack:
|
Short sword +4 melee (1d4-2/19-20) or light crossbow +4 ranged (1d6/19-20) |
Space/Reach:
|
5 ft./5 ft. |
Special Attacks:
|
Charm person
|
Special Qualities:
|
Amphibious, damage reduction 5/cold iron, low-light vision, spell resistance 16, water breathing, wild empathy |
Saves:
|
Fort +0, Ref +5, Will +3 |
Abilities:
|
Str 7, Dex 16, Con 11, Int 12, Wis 13, Cha 18 |
Skills:
|
Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal +8, Hide +7*, Listen +6, Perform (sing) +7, Search +3, Sense Motive +5, Spot +6, Swim +6 |
Feats:
|
Dodge
B, Weapon Finesse |
Environment:
|
Temperate aquatic |
Organization:
|
Gang (2-4), band (6-11), or tribe (20-80) |
Challenge Rating:
|
1 |
Treasure:
|
No coins; 50% goods (metal or stone only); 50% items (no scrolls) |
Alignment:
|
Always neutral |
Advancement:
|
2-3 HD (Small) |
Level Adjustment:
|
+3 |
Most nixies are slim and comely, with lightly scaled, pale green skin and dark green hair. Females often twine shells and pearl strings in their hair and dress in wraps woven from colorful seaweed. Males wear loincloths of the same materials. Nixies prefer not to leave their lakes.
A
nixie stands about 4 feet tall and weighs about 45 pounds.
Nixies speak Aquan and Sylvan. Some also speak Common.
Nixies rely on their
charm person ability to deter enemies, entering
combat only to protect themselves and their territory.
Charm Person
(Sp): A
nixie can use
charm person three times per day as the spell (
caster level 4th). Those affected must succeed on a DC 15 Will save or be
charmed for 24 hours. Most
charmed creatures are used to
perform heavy labor, guard duty, and other onerous tasks for the
nixie community. Shortly before the effect wears off, the
nixie escorts the
charmed creature away and orders it to keep walking. The save DC is Charisma-based.
Amphibious (Ex): Although nixies are aquatic, they can survive indefinitely on land.
Water Breathing
(Sp): Once per day a
nixie can use
water breathing as the spell (
caster level 12th). Nixies usually bestow this effect on those they have
charmed.
Wild Empathy (Ex): This ability works like the
druid's
wild empathy class feature, except that a
nixie has a +6 racial bonus on the check.
Skills: A
nixie has a +8 racial bonus on any
Swim check to
perform some special action or avoid a hazard. It can always choose to take 10 on a
Swim check, even if distracted or endangered. It can use the
run action while swimming, provided it swims in a straight line. *Nixies have a +5 racial bonus on
Hide checks when in the
water.
|
Small Fey |
Hit Dice:
|
1d6 (3 hp) |
Initiative:
|
+4 |
Speed:
|
20 ft. (4 squares), fly 60 ft. (good) |
Armor Class:
|
16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12 |
Base Attack/Grapple:
|
+0/-6 |
Attack:
|
Short sword +5 melee (1d4-2/19-20) or longbow +5 ranged (1d6-2/x3) |
Full Attack:
|
Short sword +5 melee (1d4-2/19-20) or longbow +5 ranged (1d6-2)/x3 |
Space/Reach:
|
5 ft./5 ft. |
Special Attacks:
|
Spell-like abilities, special arrows |
Special Qualities:
|
Damage reduction 10/cold iron, greater invisibility, low-light vision, spell resistance 15 |
Saves:
|
Fort +0, Ref +6, Will +4 |
Abilities:
|
Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16 |
Skills:
|
Bluff +7, Concentration +4, Escape Artist +8, Hide +8, Listen +8, Move Silently +8, Ride +8, Search +9, Sense Motive +6, Spot +8 |
Feats:
|
Dodge
B, Weapon Finesse |
Environment:
|
Temperate forests |
Organization:
|
Gang (2-4), band (6-11), or tribe (20-80) |
Challenge Rating:
|
4 (5 with irresistible dance) |
Treasure:
|
No coins; 50% goods; 50% items |
Alignment:
|
Always neutral good |
Advancement:
|
2-3 HD (Small) |
Level Adjustment:
|
+4 (+6 with irresistible dance) |
Pixies wear bright
clothing, often including a cap and shoes with curled and pointed toes.
A
pixie stands about 2-1/2 feet tall and weighs about 30 pounds.
Pixies speak Sylvan and Common, and may know other languages as well.
The normally carefree pixies ferociously attack evil creatures and unwanted intruders. They take full advantage of their
invisibility and other abilities to harass and drive away opponents.
Greater Invisibility (Su): A
pixie remains invisible even when it attacks. This ability is constant, but the
pixie can suppress or resume it as a
free action.
Spell-Like Abilities: 1/day-
lesser confusion (DC 14),
dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15),
dispel magic, entangle (DC 14),
permanent image (DC 19; visual and auditory elements only),
polymorph (self only).
Caster level 8th. The save DCs are Charisma-based.
Special Arrows (Ex): Pixies sometimes employ arrows that deal no
damage but can
erase memory or put a creature to
sleep.
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.
A
pixie character exchanges its 1 HD of fey for its first class level.
Pixie characters possess the following racial traits.
- -4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma.
-Small size. +1 bonus to
Armor Class, +1 bonus on
attack rolls, +4 bonus on
Hide checks, -4 penalty on
grapple checks, lifting and carrying limits 3/4 those of Medium characters.
-Racial Feats: A
pixie receives
Dodge as a bonus feat.
- +1 natural armor bonus.
-Automatic Languages: Common, Sylvan. Bonus Languages: Elven,
Gnome,
Halfling.
Find topic in: Magic |
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