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[monster] Mottefey

This fluffy, white-haired humanoid with bulbous, black eyes, and comb-like anten
nae, flitters about on moth-like wings.
Mottefey CR 2
XP 600
NG Tiny fey
Init +3; Senses detect evil, see in darkness; Perception +10
----- Defense -----
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 14 (4d6)
Fort +1, Ref +7, Will +5
DR 5/cold iron; SR 13
Weaknesses light sensitivity, vulnerability to fire
----- Offense -----
Speed 10 ft., fly 40 ft. (good)
Melee rapier +7 (1d2-4)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 4; concentration +8)
At willghost sound (DC 13), know direction
1/daydancing lantern (APG), dust of twilight (APG) (DC 15), protective penumbra (
UM)
Constantdetect evil
----- Statistics -----
Str 3, Dex 16, Con10, Int 12, Wis 13, Cha 17
Base Atk +2; CMB -4; CMD 9
Feats Alertness, Weapon Finesse
Skills Bluff +8, Diplomacy +10, Fly +15, Knowledge (local) +8, Knowledge (nature
) +8, Perception +10, Sense Motive +10, Stealth +15, Survival +5
Languages Common, Sylvan
----- Ecology -----
Environment any temperate or warm forest, or urban
Organization solitary, gang (25), or band (611)
Treasure standard (rapier, other treasure)
----- Special Abilities -----
Light Obsession (Su) At night or indoors, the first time a mottefey comes within
20 feet of a particular artificial light (flame, alchemical, or magic) it must
succeed at a Will save or fall in love with the light and attempt to stay within
20 feet of it. The DC for this save depends on the light's strength. The light
from a spell or magical item has a DC of 10 + the spell level + the caster/creat
or's relevant ability bonus. A candle has a DC 7; a torch or lantern is DC 11, a
nd a sunrod is DC 14. If another character carries the light source, the mottefe
y receives a +2 bonus to its save. This bonus increases to +8 if that character
detects as evil. If a character later takes possession of the light, or possessi
on passes to another, the mottefey gets another save (with bonus) to end the eff
ect.
An obsessed mottefey's attitude increases by two steps for any character who car
ries its light. This inflated friendliness ends if the light goes out or the sun
comes up.
The mottefey can only be infatuated by one light at a time. If a larger, brighte
r, or a more powerful light comes within 20 feet, the mottefey must make a save
as above. Failure switches its infatuation to the new light.
In the First World, the mottefey were a preferred prey of Lurkers in the Light.
At some point, the majority of the race left the First World and came to the Mat
erial Plane to escape their tormentors. Ever watchful for their evil cousins, th
e nocturnal mottefey made their homes near humanoid settlements so they could wa
tch light sources for signs of the Lurkers. Over time, they began to develop an
obsession with the lights they watched. It is speculated that bright lights have
a mesmerizing or euphoric effect on their acute visual senses.
Sometimes referred to as "Watchers in the Night" by those who know their history
, these creatures have proven themselves useful to many adventurers. Mottefey se
e much of what happens at night in the settlements in which they live and know t
heir way around by referencing the street lanterns and other lights found there.
A benevolent person in possession of a light source, might find the ordinarily
shy mottefey, to be quite friendly.
A mottefey is 16 inches tall, and weighs about 8 pounds.

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