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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
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Fae Spirit Group, Tiny, Magical, Stealthy, Devious, Intelligent, Planar, Amorphous Illusions and tricks (d10-2 damage) 3 HP 5 armor Hand, Ignores Armor, Near, Far Special Qualities: Immune to physical harm, except pure iron Fae Spirits are mischievous creatures who use illusions and tricks to confuse, trap, and frighten mortals. They usually live in places where the border between the mortal world and the eternal, capricious fey realm is thin. They may confuse, annoy, or play more malicious tricks on mortals that have trespassed or broken the strange rules of the fey court. Instinct: To cause mischief
- Grant a wish, with a twist
- Misdirect with tricks, illusions, and lies
- Tempt them with visions of beauty
- Lead them into danger
- Abandon them in the fey realm
- Grant one wish, without a twist when they catch your true name
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Horned Hag Solitary, Stealthy, Magical, Devious, Intelligent, Hoarder Tail Whip (d8 damage) 12 HP 1 armor Close, Reach, Near The Horned Hags were mortal witches who abandoned their humanity to align themselves with the Horned God and his Face. They become immortal and grow large horns on their heads and long tails. Like the fae they serve these mortals lose a lot of their empathy as well as gain an intense desire to enjoy themselves with pranks and tricks Instinct: To take enjoyment at another's expense
- Play Harmful Prank
- Tell Impossible Lie
- Change a creatures shape
- Bestow a curse
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Dragon Cat Solitary, Huge, Stealthy, Devious, Intelligent, Hoarder Claw Swipe (d8+3 damage 2 piercing) 24 HP 1 armor Reach, Near Special Qualities: Wings, Mischievous The Dragon Cat is a massive cat about the size of a tavern. It is very rare and tends to live far from civilization. It has massive fluffy wings that carry it great distances. It likes to steal and hoards interesting items as a way to keep it occupied, and from getting lonely. It does sometimes still get lonely, however, and may attempt to make friends. It often accidentally kills its new friends, especially if they don't know how to respect the Dragon Cat's need for autonomy. Instinct: to protect it's hoard.
- Collect interesting and novel items.
- Play with prey for pleasure.
- Sweet one moment, vicious the next.
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Abrasax Solitary, Stealthy, Magical, Devious, Intelligent Goat Horns (w[2d8] damage) 12 HP 1 armor Close Special Qualities: Intelligence Supressing Aura Abrasax, also known as the Black Goat, is a bizare fae. She has a goats lower body and head, connected by a beautiful woman's topless torso. By all means she should be considered disgusting to look at, but mortals are irresistibly drawn to her, their minds become foggy and thinking difficult. She's known to draw entire cities with her into the wilds, never to be seen again. Instinct: To Herd Mortals like cattle
- Draw a Crowd
- Enthrall an individual
- Open a portal to the world of Fae
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Fae wolf Group, Divine, Organized, Stealthy Bite (b[2d8] damage) 8 HP 1 armor Close The Fae wolves are one of the most common dangers of the wilds. Small packs will defend and hold large territories and if a traveler is lucky they run into only a single wolf and may be able to run or defend themselves if they are caught unaware. Stories say that if one of these beasts is found to be alone and in danger that they can summon the rest of their pack from great distances with a single howl. Instinct: To defend territory
- Stalk and Strike
- Eerie Howl