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Hellcat Solitary, Large, Magical, Stealthy, Intelligent, Planar, Terrifying Sharp claws, Wicked Fangs (d10+2 damage) 16 HP 4 armor Special Qualities: Invisible in light, Devilish presence , Resist all but good Silently, from the shadows, with grace and power, a creature emerges on the path ahead. It has the shape of an enormous lion, but its form consists of blinding light and fiery sparks, as though its body were made of energy and not flesh and bone. It is a Devil-Cat. It is from Hell. Devil Cats are invisible in the light, but can be seen in the dark. Adapted from Monster Manual 3.5. Instinct: Set-up ambushes
- Wicked Pounce
- Stalk in the open light
- Telepathic threats
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Red Conjurer Group, Magical, Organized, Intelligent Monstrous Body Part (d6+2 damage) 6 HP 0 armor Close The art of red conjuration refers to the summoning and binding of devils, a practice that is outlawed in most societies. Binding a devil involves sacrificing a limb or body part and having it be replaced by that of a devil's. This body part allows them access to powerful sorcery and often a monstrous limb to defend themselves with. Instinct: To Fullfill Their Greatest Desire
- Summon Devil
- Devil's Sorcery
- Contact Cabal
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Fae Wolf Group, Magical, Terrifying Claws, Fangs (d8+2 damage 1 piercing) 6 HP 4 armor Close Special Qualities: Can melt into Shadows, Made from pure flickering Shadows that shift and change as it moves, making its true shape difficult to discern It's thought that at one time before the birth of magic, the ancestors of these creatures were just normal wolves, however over the course of multiple generations dwelling within the magically rich areas of the Bryn woods, these beasts have taken on increasingly large amounts of magic within themselves, warping their form. No longer creatures of fur and flesh, Fae wolves are instead made of intangible shadow which coats them, constantly moving and shifting to disguise their presence and form from would be predators and prey alike. Travellers are warned that when journeying through or near the Bryn to remain near well lit areas with few shadows, to lower if not eliminate the change of Fae wolves hiding within. Instinct: Stalk prey
- Hide in Shadows
- Strike from the darkness
- alter its appearance to terrify
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The Kull Solitary, Small, Stealthy, Devious, Intelligent, Planar Charme and illusion. (w[2d8] damage) 12 HP 0 armor Close, Reach, Ignores Armor, Far An old fey, once reverred as a god of dreams. It looks like a little gnome with red hair and animal-like traits, which changes every time. Instinct: To create what is feared the most.
- Haunt your dreams and use them as a weapon against you.
- Create an illusion of victory.
- Put people against one another.
- Intermittently disappear to the ethereal world.
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Malfas (Storm Crow) Solitary, Magical, Intelligent, Cautious Curved Sword (b[2d10] damage) 12 HP 2 armor Close Crow fey who serve as speakers and messengers for the Shadowfey. Instinct: Serve the Shadowfey
- Cut from the shadows
- Fire shadow bullets
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Fossergrim Solitary, Magical, Devious Longspear (d8 damage) 12 HP 2 armor Close, Reach Special Qualities: Swim and breathe underwater A handsome fey with long white hair and striking blue eyes, the Fossergrim are reclusive guardians of waterfalls. Though often neutral and willing to help visitors or the thirsty, they are merciless to those who pollute their waterway. While inside their waterfall or pool, it's nearly impossible to spot them as they shimmer and blur into glittering water. They strike from within with magical longspears and may even magically use the waterfall to crush and drown its enemies. Instinct: To defend its bound waterfall
- Assist the polite
- Become the waterfall
- Blurs into the water
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Shrieking Hag Solitary, Stealthy, Magical, Intelligent, Hoarder Shrieking storm; claws (d10 damage) 12 HP 0 armor Close, Far Evil fey, the Shrieking Hags resemble regal and powerful women, but when angered, unleash a magical shriek that levels entire areas and blasts others apart. They delight in tormenting the naive, especially the powerful, within their lairs. Instinct: To prey upon the naive
- Bring ruin
- Take a different form
- Command wind and lightning
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Sylph Solitary, Tiny, Stealthy, Magical, Intelligent Blast with wind (w[2d10-2] damage) 12 HP 0 armor Hand, Reach, Near, Far Special Qualities: Dragonfly wings A tiny fey creature with dragonfly wings, sylphs are often beautiful, carefree, and incredibly curious. They wield innate air magic that helps them fly at great speed, evade danger, and blast their enemies. They rarely settle down, but chase their curiosities about the known world. As such, sylphs bond easily with adventurers and intelluctuals. Instinct: To pursue adventure
- Charm with earnestness
- Turn invisible
- Conjur elementals; provoke thunderstorms when angry
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Archfey Solitary, Magical, Stealthy, Divine, Organized, Intelligent, Hoarder, Planar A blast of warping fey magic (d12+2 damage) 18 HP 4 armor Close, Reach, Ignores Armor, Near, Far Fey who have obtained near godlike power from slaying an Archfey forebear. Each Archfey is unique in appearance and ability, but all command the queer energies of the Feywild, regardless of which plane they find themselves. They rule their domain in the Feywild, forming a larger part of their Feywild Court. Their domain often twists and warps to their will, reflecting the Archfey, who in turn will twist and warp to become entwined with the character of their domain. Archfey are often worshipped across the planes and may even become patrons to supplicants. Ambition rules an Archfey, along with the paranoia of being slain and replaced, though they may have good, neutral or evil purposes for their drive to gather power. Instinct: Gather fey power
- Rule the Feywild with guile and trickery
- Offer a tricky fey bargain
- Warp time and reality
- Rally its fey domain
- Enact fairy lore to get what they want
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Fae Noble Solitary, Magical, Stealthy, Devious, Organized, Intelligent, Cautious, Hoarder, Planar Faen Magic (d12 damage) 16 HP 5 armor Close, Reach, Ignores Armor, Near, Far Fae Nobles are powerful figures in the Faen Court, rulers who use their intimate knowledge of the wild magics that exist where the Shade and the land of the living touch, in the deep, old wildernesses where no axe has touched the flesh of trees older than civilisation. Fae lords are often considered cruel and malicious by mortals, but it is more accurate to say they are simply alien and powerful. They know the power that lies in the shapes of stories, and how they hold the mind captive. It is this knowledge that all Fae magic is based upon, and the Fae Nobles are masters of. Instinct: To torment arrogant, 'civilised' mortals
- Judge them in the Faen Court
- Trick them into ill-advised action with misleading words
- Twist their fate to a stranger path
- Seduce them with otherworldly beauty
- Summon the Faen court
- Bind them in an ancient curse