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Fey Folio
Clans of the Fey Realm

Role Playing Game Supplement

A Creature Supplement for use with the PATHFINDER ROLEPLAYING GAME
Written by Matthew Cicci
Author Editors
Matthew Cicci Paul Klein
Emily Kubisz
Interior Illustrator Stephanie D. Kubisz
Vasilis Zikos
Rules Consultant
Peter Killian
Cover Artists
Emily Kubisz Layout & Design
Vasilis Zikos Tim Adams
Special Thanks to:
Special Thanks to:
Ofelia J. Kubisz
Ofelia J. Kubisz
Jim Clunie
Jim Clunie
Team Draconis

Fey Folio: Clans of the Fey Realm 2010 Matthew Cicci and Alluria Publishing. All rights reserved.
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Clans of the Fey: Introduction & Creature Glyph Key 4
Section 1 A Gallery of Fey 5
Dullahan 5
Erlking 7
Fachen 8
Jack-in-Irons 10
Kapre 12
Nightshade Wisp 13
Rarog 14
Sidhe 15
Spriggan 17
Spring-Heel Jack 18
Sylph 19
Vodnik 20
Yallery 21
Section 2 GMs Reference 22
Section 3 Magic Items 24

Fey by Challenge Rating

CR Name Terrain Page
1/3 Spriggan any forest 17
2 Erlking cold forests & marshes 7
2 Sylph any forest 19
3 Nightshade Wisp any forest 13
3 Vodnik any swamp 20
4 Kapre any forest 12
5 Spring-Heel Jack any urban 18
6 Dark Mare any 6
6 Fachen any hills & mountains 8
6 Yallery any urban 21
7 Dullahan any 5
7 Lean Sidhe any 15
9 Dullahan Dreadknight any 6
9 Fachen Storm Sorcerer any hills & mountains 8
10 Bean Sidhe any 15
13 Rarog any 14
21 Jack-in-Irons any hills & mountains 10

More than just stories . . .
Dragons roar, scour their enemies with elemental blasts, and crush bones beneath their
muscled, reptilian heels. The undead drain the very life from the living, either by touch, by bite,
or by arcane means. Goblins constantly harass the good folks of the world; they spring forth from
caves and dark forests, their poorly kept and rusted weapons thirsting for chaos, blood, and war.
Aberrant beings, alien in shape and thought, inspire madness with their mere presence. Giants
stalk the land in defiance of the gods and angels that look down upon it.
And yet for all the rage and horror of these monstrosities there is an equally ominous, yet
infinitely more subtle, threat to mankind the fey. Creatures of story and legend, fey monsters
are meant to terrorize children into eating their beets and going to sleep, but every village elder,
every elf, every druid, and huntsman knows the truth. These stories, tales of vicious spriggans
and alluring sidhe, spring from a well of truth.
Fey are embodiments of emotion, and wicked fey are cruelty, lust, anger, and mischief
given form. From the frightening dullahan dreadknights to the malicious vodnik bog troll, these
pages offer forth the most dangerous the Fey Realm has to offer not the mindless beasts or
wild spirits, but the cunning and cruel twisted fey races, the clans of the Fey Realm.














Forest or




Ruins or


Swamp or



Water or





* Referenced powers and spells not described here can be Nightmare Lash (Su) Every time the dullahan makes a
found in the Pathfinder SRD or appropriate core rulebooks successful grapple check against an opponent grabbed
by its whip, that opponent takes damage and must make
of the Pathfinder Roleplaying Game.
DC 18 Will save or become shaken. If it is already
shaken, it becomes frightened; if it is frightened, it

becomes panicked. Each condition lasts for 2d4 rounds.

These bloodthirsty fey have inspired many tales

This headless warrior lashes about with a barbed whip while the of headless horsemen and undying knights. One glimpse at
leering face etched upon its dark shield cackles and growls. their midnight black armor and the sneering visage of their
shield, and it is easy to see why. Dark armor and cruel
weapons, a leering face etched into a thick shield, a tall,
imposing figure with no head galloping madly forward on a
XP 3,200
mare as black as pitch this frightful combination is the
NE Medium fey
Init +5; Senses low-light vision; Perception +18 dullahan. Dullahan are fearsome knights of the Fey Realm
who, through twisted rituals have placed their souls in
armor and weapons.
AC 22, touch 15, flat-footed 17 (+5 Dex, +4 armor, +3 shield) Dullahan are mercenary in the extreme. They will
hp 66 (12d6+24) sell their services to the highest bidder without fail. Money is
Fort +6, Ref +13, Will +11 not what they seek in recompense, however. Free reign to
DR 10/cold iron Immune fear slaughter and incite fear in the enemy ranks is incentive
OFFENSE enough. Often times different clans of Dullahan will line up
Speed 30 ft. on opposite sides of any given battle.
Melee mwk bone-barbed whip +13/+7 (1d6+2 plus grab) Despite this mercenary streak, dullahan do have a
Space 5 ft.; Reach 5 ft. (whip 15 ft.) deep-seated fear . . . Jack-in-Irons. They once served the
Special Attacks fear (1/day 50 ft. cone, DC 18), frenzied chained king, but realized he favored the fachen and
lashing, nightmare lash (3d6+4) spriggans. Refusing to take a secondary seat to anyone else,
STATISTICS the dullahan betrayed their master. During a raging battle
Str 15, Dex 20, Con 14, Int 13, Wis 16, Cha 14 between the sylvan races and the fachen, the dullahans
Base Atk +6; CMB +8 (+12 grapple and trip w/ whip); CMD turned on their allies brutally. Calling upon the cruel and
23 (25 vs. trip) twisted rituals they use to imbue their weapons with their
Feats Combat Expertise, Dazzling Display, Improved Trip, souls, they warped the mighty fachen into mutated horrors.
Shatter Defenses, Weapon Finesse, Weapon Focus (whip) The suffering broke the will of the fachen, which proved
Skills Acrobatics +20, Climb +17, Intimidate +18, key; without his dedicated soldiers, Jack-in-Irons was soon
Knowledge (nature) +16, Perception +18, Stealth +20, banished.
Use Magic Device +17; Racial Modifier +4 Intimidate Regardless of that ancient success, and in truth,
Languages Aklo, Common because of it, all dullahan fear the even the slightest
SQ bone-barbed whip rumbling of distant thunder . . . for even that low roll may
ECOLOGY herald the return of Jack-in-Irons.
Environment cold or temperate forests
Organization solitary, gang (2-4) or squad (11-20, also DULLAHAN DREADKNIGHTS
consisting of dullahan dreadknights and dark mares) Most dullahan take to the whip and shield as it poses an
Treasure Standard (mwk whip, +1 heavy steel shield, mwk intimidating figure. However, a special rank of dullahan is
hide armor, additional treasure) trained to ride the vicious fey mount, the dark mare. These
SPECIAL ABILITIES warriors often serve as clan leaders and generals in battle.
Bone-barbed Whip (Ex) Dullahans proudly wield whips They opt for a slicing power of a strong blade over the
adorned with sharp, skeletal remains of their previous versatility of a whip. Years of training have caused these
foes. These whips lose the disarm weapon trait, but gain warriors, these dreadknights, to mold the dullahans
the trip weapon trait. In addition, dullahan are adept at supernatural abilities to better suit their needs. There are few
using these whips to hold foes in place. They do not more horrifying aspects than facing a dullahan dreadknight
suffer the -20 CMB check to use the whip to maintain or mounted atop a dark mare.
initiate grapple checks.
Frenzied Lashing (Ex) As a standard action, a dullahan may
make a trip attack against all enemies within a 15-foot
radius spread. Enemies hit by this maneuver also take
the whip damage.

XP 6,400 XP 2,400
Dullahan Fighter 2 NE Large fey
NE Medium fey Init +7; Senses low-light vision; Perception +14
Init +10; Senses low-light vision; Perception +18 DEFENSE
DEFENSE AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, -1 size)
AC 24, touch 16, flat-footed 18 (+6 Dex, +5 armor, +3 shield) hp 65 (10d6+30)
hp 109 (12d6+2d10+56) Fort +6, Ref +10, Will +8
Fort +11, Ref +14, Will +11 DR 5/cold iron
Defensive Abilities bravery +1, DR 10/cold iron; Immune fear OFFENSE
OFFENSE Speed 40 ft.
Speed 30 ft. Melee bite + 9 (2d6+7)
Melee mwk longsword +14/+9 (1d8+5/19-20) Space 10 ft.; Reach 5 ft.
Space 5 ft.; Reach 5 ft. Special Attacks trample (1d8+7, DC 20)
Special Attacks fear (1/day, 50 ft. cone, DC 19), gnashing Spell-Like Abilities (CL 10th)
shield 3/day dimension door
Str 19, Dex 22, Con 18, Int 11, Wis 16, Cha 16 Str 20, Dex 17, Con 17, Int 6, Wis 12, Cha 15
Base Atk +8; CMB +12; CMD 28 Base Atk +5; CMB +11; CMD 24 (28 vs. trip)
Feats Combat Reflexes, Improved Initiative, Improved Feats Improved Initiative, Improved Natural Attack 2
Shield Bash, Mounted Combat, Ride-By Attack, Skill
(bite & trample), Power Attack, Run
Focus (Ride), Spirited Charge, Trample, Weapon Focus
Skills Acrobatics +16, Perception +14,
(long sword)
Swim +18, Stealth +16
Skills Acrobatics +21, Climb +19, Intimidate +22,
Languages Aklo
Knowledge (nature) +15, Perception +18, Ride +24,
SQ twilight charger
Stealth +13; Racial Modifier +4 Intimidate
Languages Aklo, Common ECOLOGY
SQ charge the craven Environment any
ECOLOGY Organization solitary or with rider
Treasure None
Environment any
Organization solitary, SPECIAL ABILITIES
gang (2-4) or squad Twilight Charger (Su)
(11-20, also A dark mare may use
consisting of its dimension door
dullahan and dark spell-like ability
mares) as a part of a
Treasure NPC Gear (+1 charge action,
longsword, +1 heavy even though it
steel shield, +1 hide is normally a
armor, additional standard action.
treasure) Any attacks as part
SPECIAL ABILITIES of this charge deal an
Charge the Craven additional +4 damage,
(Ex) Dullahans and there is no
dreadknights revel penalty to AC.
in the fear they sow A dark mares
amongst their foes. rider benefits
A dullahan from this as
dreadknight scores well.
a critical hit against
any enemy
suffering from
the shakened,
frightened, or panicked condition on a roll of 17-20
Gnashing Shield (Ex) Etched upon the dullahans shield is
its leering face. Whenever a dullahan dreadknight is
missed by a melee attack, it may, as an immediate action,
bite the attacker: bite +7 (1d4+4 bleed)

Large black eyes, a hooked nose, and ash-grey skin lend this
spindly humanoid a shadowy, sinister aura.

XP 600
CE Medium fey
Init +2; Senses darkvision 60 ft., low-light vision;
Perception +8
Aura darkness (20 ft.)
AC 13, touch 13 flat-footed 10 (+2 Dex, +1 dodge)
hp 18 (4d6+4)
Fort +2, Ref +6, Will +5
Defensive Abilities shrouded step; DR 5/cold iron
Weaknesses light blindness
Speed 30 ft.
Melee 2 claws +4 (1d4+2)
Space 5 ft.; Reach 5 ft.
Special Attacks sneak attack +1d6
Str 14, Dex 15, Con 12, Int 11, Wis 13, Cha 9
Base Atk +2; CMB +4 (+6 to grapple); CMD 16 (18 vs.
Feats Dodge, Improved GrappleB, Skill Focus (Stealth)
Skills Acrobatics +9, Climb +9, Escape Artist +9, Perception
+8, Stealth +12, Swim +9
Languages Aklo, Common
SQ kidnappers clutch
Erlkings are unrepentant kidnappers. These vile
rogues prowl the night guided only by the bright malice
Environment cold forests and marshes burning in their fey hearts. They slip like mist through the
Organization solitary, pair, or gang (3-6)
forests on the edge of town and patiently watch for the last
Treasure standard
candle to dim. In the darkness that follows the erlkings
strike, attempting to abscond with a bratty child they can
Darkness (Su) Erlkings cast a dimming effect everywhere
mold into one of their own.
they creep. This aura operates as a permanent version of
Erlkings rely on mortals as a means to reproduce
the spell darkness.
their race. Once an unfortunate soul is caught, he is hauled
Kidnappers Clutch (Ex) Stronger than they appear to be,
erlkings can move their full speed during a grapple and off through the darkness to the erlkings dim dwellings.
carry their opponent as well. Additionally, an erlking Here, deep enough within the marsh or wood so that the
that aids another erlking engaged in a grapple grants a victims screams reach no ears, the erlkings chant the dark
+4 bonus instead of the normal +2. magics that slowly twist the mind and rend the body of their
Shrouded Step (Su) When in at least dim illumination, an hostage. The end result is another pale-skinned, hollow-
erlking can cause the shadows to swirl about itself. This hearted erlking.
effect operates as the spell blur (CL 4th).

Muscular and thick, this creature seems to be a half-being. Its legs Fachen are perverse mockeries of the natural form.
connect to a torso with a single strong arm jutting forward from it; Though not inherently evil, they possess a savage streak
a grotesque face with beady eyes and a mouth occupy not a head, born of their deformities; they actively seek to crush
but the upper portion of the torso. A thick mane of black raven anything more whole than they are -- a long list indeed.
feathers serves as unkempt hair. Fachen once stood tall and proud, a race of strong,
handsome fey crafted by their liege, Jack-in-Irons. However,
FACHEN CR 6 the duplicitous actions of the dullahan left their god chained
XP 2,400 to the center of the fey realm and forgotten. The fachens
CN Medium fey loyalty to the fallen First Fey was repaid with dark dullahan
Init +2; Senses low-light vision; Perception +12 magic that twisted them into their aberrant form.
DEFENSE While these once proud fey have devolved, theyve
AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural) not given up their faith in Jack-in-Irons. Every day in a
hp 65 (10d6+30) fachens life is a series of rituals designed to pay respect to
Fort +8, Ref +9, Will +6 their long-departed master. Many fachen leaders still cling to
DR 5/cold iron; Weaknesses vulnerable to flanking storm magic as a means of worship. A sample fachen storm
OFFENSE sorcerer is listed below:
Speed 30 ft.
Melee mwk greataxe +11 (1d12+5), bite +5 (1d6+2) or bite FACHEN STORM SORCERER CR 9
+10 (1d6+5)
XP 2,400
Space 5 ft.; Reach 10 ft.
Fachen sorcerer (elemental, air) 6
Special Attacks ravenous maw
CN Medium fey
STATISTICS Init +4; Senses low-light vision; Perception +18
Str 20, Dex 14, Con 17, Int 6, Wis 8, Cha 13 DEFENSE
Base Atk +5; CMB +10; CMD 22
AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural)
Feats Cleave, Endurance, Great Cleave, Great Fortitude,
hp 120 (10d6+6d6+64)
Power Attack
Fort +12, Ref +13, Will +12
Skills Climb +18, Handle Animal +11, Intimidate +11,
DR 5/cold iron; Resist electricity 10
Perception +12
Weaknesses vulnerable to flanking
Languages Aklo
SQ strong arm OFFENSE

ECOLOGY Speed 30 ft.

Melee mwk greataxe +13/+8 (1d12+4), bite +7 (1d6+2) or
Environment any hills and mountains
bite +12 (1d6+4)
Organization gang (2-4), squad (11-20, plus 1 fachen storm
Space 5 ft.; Reach 10 ft.
sorcerer), or clan (30-50 plus 1 fachen storm sorcerer per
Special Attacks electricity ray (30 ft., 6/day, 1d6+3),
10 fachen)
ravenous maw
Treasure Standard (mwk greataxe, additional treasure)
Spells Known (CL 6th)
SPECIAL ABILITIES 3rd (4/day) lightning bolt (DC 16)
Ravenous Maw (Ex) Whenever a fachen uses a standard 2nd (6/day) bulls strength, scorching ray*, shatter
action to make a bite attack, if successful, the attack also (DC 15)
causes the target to become sickened for 1d4 rounds. 1st (7/day) burning hands* (DC 14), mage armor,
Strong Arm (Ex) A fachens single arm is exceptionally obscuring mist, shocking grasp, true strike
muscular. It may wield any two-handed weapon with 0 acid splash, dancing lights, daze (DC 13), detect
this single arm and suffer no penalties. In addition, due magic, detect poison, flare (DC 13), light
to its forward facing, any weapon held gains reach out to * These spells gain the electricity type and deal electricity
10 ft. damage.
Vulnerable to Flanking (Ex) The fachens lack of a neck
makes it less guarded against flanking attacks. Instead of
a +2 flanking bonus, enemies gain a +4 flanking bonus
when flanking a fachen.

STATISTICS Skills Climb +17, Handle Animal +13, Intimidate +23,
Str 18, Dex 18, Con 19, Int 6, Wis 10, Cha 17 Perception +18
Base Atk +8; CMB +12; CMD 26 Languages Aklo
Feats Cleave, Combat Casting, Endurance, Great Cleave, SQ bloodline arcana, strong arm
Great Fortitude, Power Attack, Skill Focus (Intimidate), ECOLOGY
Skill Focus (Perception) Environment any hills and mountains
Organization solitary, or with gangs and squads of
Treasure NPC Gear (wand of burning
hands {4th level}, amulet of natural
armor +1, potion of displacement,
potion of haste,
additional treasure)

Chained King (Ex) Jack-in-Irons is literally bound in thick
chains. So long have these links of iron encased his skin,
This titan seems to be weather given flesh. His eyes flash like he treats them as appendages. For the purposes of
lightning and his muscles ripple like thunder. Each move the attacking, these chains are treated as light weapons in the
towering bare-chested giant makes causes the thick iron chains off-hand, yet deal damage as a Large-sized weapon.
looping about him to tear at the ground. Additionally, he has enough chains wrapped about him
that grabbing a foe with a chain does not deprive him of
JACK-IN-IRONS CR 21 his additional attacks.
Cold Iron Crown (Su) The metal crown driven into Jack-in-
XP 409,600
Irons skull not only tortures him, but safeguards him
N Huge fey
against any attacks that seek to influence his mind. Not
Init +9; Senses low-light vision; Perception +40
only is Jack-in-Irons immune to these assaults, but any
Aura kings court (90 ft.)
mind-affecting attack cast his way is immediately
reflected back upon the caster.
AC 37, touch 13, flat-footed 32 (-2 size, +5 Dex, +23 natural, Kings Court (Su) The ground writhes about madly in Jack-
+1 shield bonus) in-Irons otherworldly presence. All terrain within 90 feet
hp 402 (35d6+280) of the fey is considered to be difficult terrain. If in a
Fort +21, Ref +24, Will +21 forested area, or area of other tall vegetation, these
Defensive Abilities cold iron crown; DR 20/cold iron; difficult terrain squares may also affect flying creatures.
Immune electricity, mind-affecting effects; Resist cold Toss (Ex) Once a foe has been grabbed by a chain, if Jack-in-
15, fire 15; SR 33 Irons chooses, the next successful CMB check to grapple
OFFENSE sends the target flying. This releases the grapple but also
Speed 50 ft. pushes the target 30 ft., knocks it prone, and deals
Melee +2 iron-studded club +30/+25/+20/+15 (2d8+17 plus 4d6+13 damage.
push), +2 spiked chain +30/+25/+20 (2d6+17 plus grab) or ECOLOGY
+2 iron-studded club +32 (2d8+17 plus push), slam +25 Environment any hills and mountains
(1d8+15 plus push) Organization unique
Space 15 ft.; Reach 15 ft. Treasure Standard (+2 iron-studded club, +2 spiked chain,
Special Attacks push 15 ft., toss (4d6+13, 30 ft.) additional treasure)
Spell-like Abilities (CL 35th)
1/day haste Jack-in-Irons claims to be the First Fey; it was his
3/day meteor swarm* (DC 27)
blood that gave rise to spriggans, dullahans, gnomes, and all
* This spell does not deal bludgeoning damage or fire
fey. The world warps around his feet like a loyal pet
damage. All damage, and the spell type, changes to
awaiting his word. His eyes are as blue as weather, his skin
electricity. The damage is still split in two parts as per
as sturdy as the mountain from which it was born, and his
the spell, however.
voice is the wind that sweeps across the fey realm. Or so the
epic tales of the past paint the now fallen First Fey.
Str 41, Dex 20, Con 27, Int 14, Wis 15, Cha 27
Jack-in-Irons, the Chained King, is stooped, yet still
Base Atk +17; CMB +34 (+38 to grapple and overrun); CMD
imposing. His arms, thick as great steelwood trees, are
49 (51 vs. grapple and overrun)
Feats Bleeding Critical, Cleave, Critical Focus, Critical bound by chains of cold iron. A jagged crown embedded
Mastery, Double-Slice, Greater Cleave, Greater Fortitude, into his forehead is made of similar material, and his eyes
Greater Overrun, Greater Two-Weapon Fighting, now rage a roiling grey, like a storm waiting to be
Improved Initiative, Improved Overrun, Improved Two- unleashed. The ground beneath him still shakes and
Weapon Fighting, Intimidating Prowess , Power Attack, trembles but not with the control, the grace, it once did.
Staggering Critical, Two-Weapon Defense, Two-Weapon And so Jack-in-Irons, a god amongst fey, wanders
Fighting, Two-Weapon Rend the fey realm bound in shackles, rarely seen and rarely
Skills Acrobatics +43, Climb +53, Handle Animal +43, thought of. But rumors persist that the chains that hold him
Intimidate +58, Knowledge (Nature) +40, Knowledge are weakening, that his cloudy eyes dance with flashes of
(Planes) +37, Perception +40, Swim +53 lightning, and that the old king now walks with a purpose,
Languages Aklo, Common, Sylvan his back straighter, his stride driven. . .
SQ chained king, cold iron crown

Supporting these rumors of
late are the smoking ruins found in
remote areas of the fey realm. Small
forts once occupied by dullahan have
been found crushed and smoldering
devoid of any survivors. These
findings have caused a stir in the realm
not seen since the first breaching of
the prime material.

Kapre When trekking through the woods of the fey realm,
a traveler must not only be wary of the beasts and sprites,
What at first appears to be a small tree is in fact a humanoid with but the trees themselves. Kapre are malicious nature spirits
skin made of bark and hair of green moss. that inhabit the trees and use their oaken strength to harass
any trespassers. Since most kapre spend their time in tree
KAPRE CR 4 shape or tree melding many travelers are unaware theyve
XP 1,200 entered the gruff spirits domain. Kapre quickly make
N Medium fey themselves known, however. Groups of kapre take great joy
Init +0; Senses low-light vision; Perception +13 in rushing from tree to tree in an effort to frighten and
DEFENSE bewilder mortal races.
AC 16, touch 10 flat-footed 16 (+0 Dex, +6 natural) Kapre do have a serious side though; they revere
hp 39 (6d6+18) nature, sentient plants, and the wilderness as holy. Some
Fort +7, Ref +5, Will +7 explorers
DR 5/bludgeoning, cold iron, and piercing; report kapre
Immune poison, sleep gathering at
Weaknesses vulnerability to fire
dawn to soak in the
OFFENSE first rays of sun in
Speed 20 ft. some form of religious
Melee 2 claws +7 (1d4+4) ritual.
Space 5 ft.; Reach 5 ft.
Special Attacks tree strike
Spell-like Abilities (CL 6th)
3/day tree shape, tree stride
Str 18, Dex 10, Con 16, Int 11, Wis 14, Cha 13
Base Atk +3; CMB +7; CMD 17 (21 vs. bull rush,
overrun, and trip)
Feats Alertness, Great Fortitude, Skill Focus
(Knowledge [nature])
Skills Knowledge (Geography) +9, Knowledge (Local)
+9, Knowledge (Nature) +12, Perception +13, Sense
Motive +13, Stealth +9
Languages Sylvan
SQ Rooted, Tree Meld
Environment any forest
Organization solitary, pair, or grove (3-6)
Treasure standard
Rooted (Ex) Kapre spread roots into the ground with
each step. Though this makes them slow and
ponderous, it provides a +4 bonus to CMD against
bull rushes, overruns, and trips.
Tree Meld (Su) A kapre can meld with any tree. This
functions as the spell meld into stone. The kapre can
remain melded with a tree as long as it wishes.
Tree Strike (Su) When in tree shape or tree meld form, a
kapre may strike out with its limbs as a standard
action: tree strike +7 (3d4+4).

Nightshade Wisp DEFENSE
AC 17, touch 15 flat-footed 12 (+4 Dex, +2 natural, +1 dodge)
Tall, lithe, and graceful, this elf-like warrior carries a perfectly hp 22 (5d6+5)
carved oaken spear and is adorned in armor of interwoven dark Fort +2, Ref +10, Will +5
leaves. DR 5/cold iron; Immune poison, sleep
XP 800 Melee mwk longspear +5 (1d8+2/x3 plus poison )
N Medium fey Ranged javelin +6 (1d6+2 plus poison)
Init +8; Senses low-light vision; Perception +9 Space 5 ft.; Reach 5 ft.
Aura toxic bloom (5 ft., distraction, DC 13) Spell-like Abilities (CL 5th)
1/day blink
Str 14, Dex 19, Con 13, Int 10, Wis 13, Cha 11
Base Atk +2; CMB +4; CMD 18
Feats Dodge, Improved Initiative, Lightning Reflexes
Skills Acrobatics +12, Climb +10, Escape Artist +12,
Knowledge (nature) +8, Perception +9, Stealth +12
Languages Aklo, Sylvan
Environment any forest
Organization pair or squad (4-9)
Treasure standard (mwk longspear, additional treasure)
Poison (Ex) Weapon injury; save Fort DC 13; frequency
1/round for 4 rounds; effect 1d3 Dex damage; cure 1 save.
The save DC is Constitution-based.

The fey realm is a reflection of the natural world.

Therefore, for every city raised, every forest cleared, every
animal hunted down, there is an equal reaction in the fey
realm. Hence the nightshade wisp. Nightshades serve as
natures vengeance-seekers. These cold, efficient beings
are single-minded in their assault on those they deem
defilers. To this end, Nightshades are horribly
calculating foes. They do not surrender, nor do
they seem to comprehend the notion of
mercy. Lumberjacks, hunters, and miners often share
hushed stories of sudden, savage nightshade raids around
the campfire.
Nightshade wisps derive more than their name
from the poisonous flower, they share many plant-like
physiological traits as well. For example, Nightshades are
genderless, with all members appearing androgynous.
Additionally, they produce the poison that coats their
Sages conjecture that these beings must operate at
the whim of some higher power, for it is not known how
they assign targets or plan attacks.

Rarog Any creature who occupies a space the rarog enters when in
this form must make a Reflex save or be hit by the rarogs
Fiery winds whip about the thickly muscled and tan humanoid at slam attack. A second Reflex save must be made, regardless
the center of this burning tornado. of the first outcome, to avoid being lifted into the inferno
and carried along. All creatures who fail this secondary
save take 2d8 fire damage and are deposited in a square,
prone, adjacent to the rarog when it finishes this move.
XP 25,600 Throughout this move the rarog does not provoke attacks
CN Large outsider (fire) of opportunity. At the end of this movement the rarog
Init +11; Senses darkvision 60 ft.; Perception +9 returns to normal. The save DC is Constitution-based.
Aura Burning Breeze (20 ft., 2d8 fire plus push 10 ft., DC 24) Burning Breeze (Su) Scorching winds roll off of the
DEFENSE rarog. All creatures within 20 feet of the rarog
AC 26, touch 15 flat-footed 19 (+7 must make a DC 24 Reflex save at the
Dex, +11 natural, -2 size) start of the rarogs turn or take 2d8 fire
hp 175 (14d10+98) damage and be pushed 10 ft. The
Fort +16, Ref +16, Will +10 save DC is Constitution-based.
DR 10/magic; Immune fire; Scorched Earth (Ex)
SR 24 When in blazing dervish
Weakness vulnerability to cold form, any square the
OFFENSE rarog moves through
Speed 40 ft.; fly 80 ft. (good) alights. Burning
Melee 2 slams +21 (1d8+7 squares deal 1d6
plus burn ) points of fire
Space 10 ft.; Reach 10 ft. damage to those who
Special Attacks blazing dervish enter them and 1
(3/day, 10-40 ft. high, 1d8+7 point of fire damage
damage, 2d8 fire damage, DC to those who start their
24), burn (2d8, DC 24) turn adjacent. These
squares can be
extinguished with a
Str 27, Dex 25, Con 24, Int 13, Wis 18,
standard action.
Cha 18
Base Atk +14; CMB +23 (+27 to
overrun); CMD 40 (42 vs. overrun) From afar, a
Feats Cleave, Greater Overrun, Hover B, rarog appears like a
Improved Initiative, Improved smoldering comet
Natural Attack, Improved arcing its way across
Overrun, Iron Will, Power Attack the sky. Trails of
Skills Acrobatics +24, Fly +28, smoke and fire
Intimidate +21, Knowledge plume outwards in
(planes) +18, Perception +21, a brilliant
Sense Motive +21, Use explosion of colored
Magic Device +21 heat. Up close the
Languages Ignan rarog is no less
SQ scorched earth impressive. Its body
ECOLOGY seems alive with
Environment any flame and its skin
shines with a
Organization pair or flock (3-6)
magnificent sheen.
Treasure standard
Rarogs are elemental in nature.
SPECIAL ABILITIES However, theyve only one desire: to
Blazing Dervish (Su) In many ways similar to the whirlwind feel the rush of exhilaration from constant flight and travel.
power, this ability allows the rarog to spin its way across Their violent home plane was too fraught with danger to
the battlefield at its ground speed. As a standard action the fully indulge this joy. Millennia ago most rarogs immigrated
rarog may assume this fiery whirlwind form and move. to the fey realm through old portals. This realization has
When in this form the rarog takes up a space of only 5 ft. many fey races on end; do portals to the combustible
elemental planes still exist? Rarogs never slow down long enough
to answer these questions, and the fey are left worrying about the
14 possible threat.
short of actually damaging the target with another
power, is considered non-threatening. This is a sonic
mind-affecting charm effect. The save DC is Charisma-
This spellbinding woman possesses angelic features. Sharp bright based.
eyes, long luxurious hair and pale, nearly translucent skin paint Muses Whim (Su) The touch of the beautiful lean sidhe can
sap men of their strength and creativity. Anyone touched
an alluring and vivacious portrait of femininity.
by the lean sidhes incorporeal touch attack must make a
DC 18 Will save or become fatigued. If the target is
already fatigued, they instead become exhausted. The
XP 3,200 save DC is Charisma-based.
CN Medium fey (incorporeal) Shrieking Cacophony (Su) When a lean sidhe is brought to
Init +8; Senses low-light vision.; Perception +13 or below 0 hit points it unleashes this horrible death wail
Aura Fey Beauty as an immediate action. All creatures within 300 feet of
DEFENSE the lean sidhe must make a DC 17 Fortitude save or
AC 19, touch 19, flat-footed 14 (+4 deflection, +4 Dex, +1 suffer 5d6 damage and become permanently deafened.
dodge) Creatures already deaf are immune. The save DC is
hp 52 (8d6+24) Constitution-based.
Fort +5, Ref +10, Will +10
Defensive Abilities incorporeal; DR 10/cold iron BEAN SIDHE CR 10
Speed fly 40 ft. (perfect) NE Medium fey (incorporeal)
Melee incorporeal touch +9 (1d10 damage plus muses whim) Init +10; Senses low-light vision.; Perception +18
Space 5 ft.; Reach 5 ft. DEFENSE
Special Attacks luring lyrics, shrieking cacophony AC 21, touch 21 flat-footed 14 (+4 deflection, +6 Dex, +1
Spell-Like Abilities (CL 8th) dodge)
3/day charm monster (DC 18), suggestion (DC 17), shatter hp 90 (12d6+48)
(DC 16) Fort +8, Ref +14, Will +13
1/day shout (DC 19) Defensive Abilities incorporeal; DR 10/cold iron
Str -, Dex 18, Con 16, Int 13, Wis 15, Cha 19 Speed fly 40 ft. (perfect)
Base Atk +4; CMB +8; CMD 22 Melee incorporeal touch +13 (3d6 damage plus 1d6
Feats Dodge, Improved Initiative, Iron Will, Weapon Focus Charisma drain)
(incorporeal touch) Space 5 ft.; Reach 5 ft.
Skills Bluff +15, Diplomacy +15, Fly +23, Knowledge Special Attacks grieving song, keening note
(nature) +12, Perception +13, Perform +15, Sense Motive Spell-Like Abilities (CL 12th)
+13 3/day crushing despair (DC 17)
Languages Common, Sylvan
Str -, Dex 22, Con 18, Int 14, Wis 17, Cha 18
Environment any forest Base Atk +6; CMB +12; CMD 28
Organization solitary Feats Dodge, Improved Initiative, Iron Will, Skill Focus
Treasure standard (Intimidate), Skill Focus (Perform), Weapon Focus
SPECIAL ABILITIES (incorporeal touch)
Fey Beauty (Ex) The grace, charm, and appeal of the lean Skills Fly +29, Intimidate +19, Knowledge (Nature) +17,
sidhe is so overpowering that it saps an enemys will to Knowledge (Religion) +14, Perception +18, Perform +22,
fight. All creatures within 30 feet of a lean sidhe suffer a - Sense Motive +18, Stealth +21
2 penalty to any Will saves against her attacks. Languages Aklo, Common, Sylvan
Luring Lyrics (Su) The dulcet tones of the lean sidhe are a SQ tempo of death
sweet poison. Once per round as a standard action, a ECOLOGY
lean sidhe may sing a hypnotic song to one creature Environment any ruins or dungeon
within 30 feet.. If that creature fails a DC 18 Will save it Organization solitary
becomes fascinated, as the condition, by the lean sidhe Treasure standard
for 2d4 rounds. Each round after the initial failed save
the target suffers 1 point of Wisdom damage. For
purposes of the fascination anything the lean sidhe does,

SPECIAL ABILITIES Sidhe are as capricious and cruel as they are
Charisma Drain (Su) A creature hit by a bean sidhes touch graceful and enchanting. These predatory fey spirits drain
attack must make a DC 20 Will save or suffer 1d6 points mortal men of their soul and energy. They embody cathartic
of Charisma drain. On each successful attack, the bean moments. Lean sidhe feast on creative energy, and often
sidhe touch attack gets stronger. For each point of serve as muses to artists and bards before driving them to
Charisma drained, give an equal bonus to all damage frailty and poor health. Their dark sisters, bean sidhe, are
done by the bean sidhe. The save DC is Charisma-based. born of intense grief and despair; their misery seeks constant
Grieving Song (Su) A bean sidhe can unleash a company.
devastatingly sad dirge of mourning as a standard
action. Every creature within a 300-foot spread must
make a DC 20 Will save or become overwhelmed with
grief. Characters who fail their saves gain the
staggered condition for 5d4 rounds. A creature
that makes its save is immune to the effects of
the same bean sidhes song for 24 hours. This
is a sonic mind-affecting charm effect. The save
DC is Charisma-based.
Keening Note (Su) Three times per day, as a
standard action, a bean sidhe can sing a shrill
damaging note that affects all creatures within
a 300-foot spread. Creatures within the area of
effect who fail a DC 20 Fortitude save take
6d10 sonic damage. However, creatures under
the effects of the grieving song take double
damage. This is a sonic effect. The save DC is
Tempo of Death (Su) When a creature
reaches 0 hit points or lower within
sight of the bean sidhe, she may, as an
immediate action, sing her grieving
song or keening note. A use of
grieving song in this manner may
affect creatures that have already
saved against the effect; if instead the
bean sidhe sings her keening note, it
does not count against the normal
three per day limit.

all other fey, whom they see as betrayers. Even the fachen
are subject to this enmity, as each race believes themselves to
be the First Feys true children. Spriggans ability to grow in
This short, strong humanoid looks like a savage gnome. Greasy size when enraged lends a large degree of credence to the
strands of straggly hair cover the brutish figures face in an theory giant blood courses in their veins.
unkempt mask. Its skin is cracked and rough, as if it were hewn Many spriggan tribal leaders are barbarians or
from the earth a millennia ago.
sorcerers who seek to channel the strength of Jack-in-Irons in
a similar manner as the fachen.
XP 135 (Spriggan warrior 1)
Init +0; Senses low-light vision; Perception -2 Spriggans are defined by their class levels
DEFENSE they do not possess racial Hit Dice. All
AC 16, touch 11, flat-footed 15 (+5 armor, +1 size) spriggans have the following racial traits.
hp 6 (1d8+2) +2 Constitution, -2 Intelligence,
Fort +4, Ref +0, Will -2 -2 Wisdom: Spriggans are
DR 1/cold iron surprisingly stout for their small size and
OFFENSE fey nature, but they are primitive and
Speed 20 ft. uncouth in the extreme.
Melee greatclub +3 (1d8+1) Small: Spriggans are
Ranged javelin +2 (1d4+1) Small creatures and gain a
Space 5 ft.; Reach 5 ft. +1 size bonus to their AC
Spell-like Abilities (CL 1st) and attack rolls. They also
1/day enlarge person receive a +4 bonus on Stealth
STATISTICS checks. However, they receive
Str 13, Dex 10, Con 14, Int 6, Wis 7, a -1 penalty to their CMB
Cha 11 and CMD.
Base Atk +1; CMB +1; CMD 11
Feats Power Attack
Skills Climb +5, Stealth +4;
Languages Aklo, Common
Environment any mountain
Organization pair, group (3-6), or hunting
party (6-17)
Treasure NPC Gear (greatclub, javelin,
scale mail, additional treasure)

Low-light Vision:
Spriggans can see twice
Spriggans are amongst the nastiest, most
as far as humans in dim
brutish of all fey. They reek of earth and grime, they
speak in a wild, slavering cadence, and they attack
Fey Defenses: As fey
most anything that is not a spriggan, including
creatures, spriggans
most other fey. Truth be told, some of the
gain DR of (level-5)
spriggans greatest enemies are fey; gnomes
/cold iron. This
and faeries chief amongst those.
Much of this savagery springs from
reduction has a
spriggans fervent belief that Jack-in-Irons is a deity.
minimum of 1.
They worship him, pray to him, and seek any
Spell-Like Abilities: A spriggan can cast enlarge
means by which to free him from his prison.
person once per day, using his total character level as his
They firmly believe their entire race was birthed
caster level.
from his blood and that the strength of giants flows through Languages Spriggans begin play speaking
them. Buying into such dogma, spriggans are savage foes to Aklo and Common. Those with high Intelligence
can choose bonus languages from Elven, Gnome,
Goblin, or Sylvan.
Spring-Heel Jack
Breath of Blue Flame (Su) Once per day a spring-heel jack
may breathe a blast of blue fire. All creatures within a 15-
foot cone take 4d6 fire damage and are blinded for 1
round. Creatures that make a DC 16 Reflex save take
Athletic and graceful, this handsomely-dressed mans sky blue only half damage and avoid the blindness. The save DC
eyes twinkle with mischief . . . and his rapier glints with danger. is Constitution-based.

Spring-heel jacks are odd amongst the fey. They

prefer the hustle and anonymity of urban settings as
XP 1,600
opposed to the fey realm, they care little for carousing or
CN Medium fey
emotive outbursts, and they feel no allegiance to other fey.
Init +4; Senses low-light vision; Perception +0
Truthfully, the only thing that these scoundrels seem to care
for is their preening vanity. They love to cut a roguish
AC 15, touch 12 flat-footed 13 (+3 armor, +4 Dex, +1 dodge)
figure. Spring-heel jacks prefer to wear striking outfits with a
hp 45 (7d6+21)
Fort +5, Ref +9, Will +5 rakish flair. They often fight with rapiers or other interesting
DR 5/cold iron; Immune fear effects weapons, and they are
OFFENSE universally condescending.
Speed 30 ft. Spring-heel jacks are also
Melee mwk rapier +9 (1d6+2/18-20) amongst the most
Ranged mwk dagger +9 (1d4+2) charismatic of the fey;
Space 5 ft.; Reach 5 ft. no small feat. They are
Special Attacks breath of blue flame, sneak attack +1d6 clever, handsome,
Spell-like Abilities (CL 7th) and capable of
At will expeditious retreat, feather fall, obscuring mist inspiring loyalty
STATISTICS within their
Str 14, Dex 19, Con 16, Int 13, Wis 11, Cha 18 followers.
Base Atk +3; CMB +5; CMD 19
Feats Combat Expertise, Dodge, Weapon Finesse, Weapon
Focus (Rapier)
Skills Acrobatics +22; Bluff +14, Climb +12, Diplomacy +14,
Escape Artist +14, Knowledge (local) +11, Stealth +14;
Racial Modifier +8 Acrobatics
Languages Aklo, Common
SQ bounding stride However, they
ECOLOGY are clearly aware
Environment any urban of their charm and
Organization solitary are also
Treasure Standard (mwk dagger, susceptible to
mwk rapier, mwk studded flattery, the
leather, additional treasure) graces of a
Bounding Stride (Ex) A woman, gold
spring-heel jack can leap and fine
about in stunning fashion. clothes,
Every jump a spring-heel alcohol,
jack attempts is aided as if gambling,
they were under the effects
and so on. Some
of a permanent jump spell
suggest that
(CL 7th). Also, a spring-heel
spring-heel jacks
jack may jump as part of a charge
action. If the charge attack is are natures
successful, it deals an additional embodiment of mortals
2d6 damage. wanton appetites.

Sylph Glitterwings (Su) A sylphs incandescent and sparkly wings
grant it the benefit of a constant blur spell (CL 3rd).
Sleepy Wounds (Su) Any creature struck by the sylphs
Glittery, sparkling wings make it difficult to fully see the beautiful sword attack must make a DC 14 Will save or be affected
faerie woman theyre attached to. as if by the sleep spell (CL 3rd).

SYLPH CR 2 Sylphs seek nothing more than to enjoy natures

beauty and frolic away the hours. Still, they do possess the
XP 600
CN Small fey mischievous streak that seems inherent to all fey. Using their
Init +3; Senses low-light vision; Perception +6 charms and magic, these sprites take great pleasure in
DEFENSE frustrating, annoying, and teasing mortals.
Sylphs belong to a large family of fey humanoids:
AC 15, touch 15 flat-footed 11 (+3 Dex, +1 dodge, +1 size)
hp 13 (3d6+3) pixies, sprites, leprechauns, and brownies. In truth very little
Fort +2, Ref +6, Will +3 distinguishes these creatures apart. Sylphs are the most
DR 5/cold iron visible, however; they are quickly enamored with handsome
OFFENSE mortals, and often show their interest through oft-times
dangerous tricks and pranks.
Speed 20 ft., fly 40 ft. (perfect)
Melee short sword +5 (1d4-1 plus sleepy wounds/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks glamour, sleepy wounds,
sneak attack +1d6
Spell-like Abilities (CL 3rd)
3/day gust of wind
Str 9, Dex 17, Con 12, Int 11,
Wis 11, Cha 17
Base Atk +1; CMB -1; CMD 12
Feats Dodge, Weapon Finesse
Skills Acrobatics +9, Bluff +9,
Fly +17, Knowledge (nature)
+6, Perception +6, Sense Motive +6
Languages Common, Sylvan
SQ glitterwings
Environment any forest
Organization pair, party (4-9)
Treasure Standard
Glamour (Su) Once per day, a sylph can call
upon her innate fey magics to befuddle and
confound her foes. Assaulting opponents
with illusory images, sylphs can cause no
end of mischief with this power. As a
standard action, a sylph may target one
creature within 30 feet. If the target fails a
DC 14 Will save the target gains the
confused condition for 1d4 rounds.
Additionally, the sylph is invisible to this
creature for the duration. This is a mind-
affecting illusion effect. The save DC is

Filthy Spittle (Ex) A vodnik may make a ranged touch
attack (+5) to spit a dirty mixture of muck, saliva, and
swamp water at its foes. Any creature struck is blinded
until they expend a standard action to clean themselves.
Bulbous, bloodshot eyes and sickly green skin pockmarked with
The range increment is 10 ft.
moles makes this fishy-smelling gremlin almost too ugly to look
upon. Vodniks, or water gremlins, are scrawny green-blue
deformed fey. Arguably they are the ugliest creatures
VODNIK CR 3 inhabiting the fey realm. Accordingly, vodniks do their best
XP 800 to avoid direct contact with most races, only venturing forth
CE Small fey (aquatic) from their swampy homes to kidnap slaves and food.
Init +6; Senses low-light vision; Perception +1 Legend associates vodniks with any number of
DEFENSE curses as origin stories, the one that holds the most currency
AC 15, touch 13 flat-footed 13 (+2 Dex, +2 natural, +1 size) is has it that vodniks are dark-hearted gnomes whose sins
hp 27 (5d6+10) and corruptions slowly altered their form. While this is open
Fort +3, Ref +6, Will +5 to debate, its ability to shift between the mortal and the
DR 5/cold iron fey realm during a full moon is not. The only question is
OFFENSE how? All that is known is that the water gremlins shift en
Speed 20 ft., swim 40 ft. masse, seemingly capable of the movement only when they
Melee 2 claws +5 (1d3+2) are gathered with others of their kind at the bottom of the
Space 5 ft.; Reach 5 ft. swamp.
Special Attacks drowning touch, filthy spittle, sneak attack
STATISTICS Some vodniks actually breed with trolls; most of the times
Str 15, Dex 14, Con 15, Int 7, Wis 12, Cha 8 this coupling results in the death of the newborn,
Base Atk +2; CMB +3; CMD 15 but occasionally a vodnik bog troll is
Feats Ability Focus (drowning touch), Improved conceived.
Initiative, Power Attack Challenge Rating: As normal vodnik +2
Skills Acrobatics +10, Climb +10, Stealth +10, Hit Die: As normal vodnik +3
Swim +10
Armor: A vodnik bog trolls natural
Languages Aklo
armor bonus increases by +3. The
SQ amphibious
vodnik bog troll is also medium size.
Abilities: A vodnik bog troll
Environment any swamp
gains a +4 Strength, and a -4
Organization pair, group (3-6), or band
Intelligence and -2 Charisma
Treasure half Attacks: A vodnik bog
Troll gains a bite attack.
Regeneration: A vodnik
Amphibious (Ex) A vodnik can survive on
land indefinitely. bog troll gains regeneration 5
Drowning Touch (Su) Once per day, a (acid or fire)
vodnik can drown a creature with a Weaknesses: A vodnik
touch. A character hit in such a manner bog troll gains vulnerability
must make a DC 16 Fortitude save or to acid and fire
begin immediately drowning.
This power starts the drowning
process at the point characters
must make Constitution checks.
If a victim succeeds at two checks,
they survive and the sensation
passes. Additionally, another
creature may make a heal check (DC
15) to forcibly expel the water forming
in the creatures lungs. The save
DC is Constitution-based.

Beggars Idle (Su) Yallery carry an aura of lethargy about
Ruddy, wrinkled orange skin and long, natty hair give this bright- them. When a yallery strikes a target that is under the
eyed small fey the appearance of a panhandler.
influence of one of their spell-like abilities they may, as a
free action, increase the duration of that effect by 1d6
YALLERY CR 6 rounds.
XP 2,400 Bloody Toil (Su) Yallery thrive in apathy and laziness.
CN Small fey Hence their attacks are stronger against those theyve
Init +7; Senses low-light vision; Perception +6 entranced. Yallery deal an extra 3d6 points of damage
DEFENSE against creatures under the influence of one of their
AC 18, touch 15 flat-footed 14 (+3 armor, +3 Dex, +1 dodge, spell-like abilities.
+1 size) Reeking Escape (Su) Once per day, as an immediate action,
hp 65 (10d6+30) a yallery may teleport up to 50 feet. When it does so, the
Fort +6, Ref +10, Will +7 square it first exits becomes the center of a 10th level
Defensive Abilities reeking escape; DR 5/cold iron stinking cloud (DC 16).
Speed 20 ft. Yallerys slothful appearance fits them well; they
Melee short sword +10 (1d4/x3) embody laziness and often seek to inspire lethargy in
Space 5 ft.; Reach 5 ft. mortals. Lecherous and drunk, yallery fancy themselves as
Special Attacks bloody toil +3d6 beggar kings. Their fey charisma and magic often ensures
Spell-like Abilities (CL 10th) this as truth.
3/day quickened sleep (DC 15), slow (DC 17) Yallery have had to develop these roles in the
1/day deep slumber (DC 17), ray of exhaustion (DC 17) mortal world, as they were long ago exiled from the fey
STATISTICS realm. Their sloth and apathy was too much for any of their
Str 10, Dex 16, Con 16, Int 14, Wis 11, Cha 18 cousin races. In the mortal realms they found many more
Base Atk +5; CMB +4; CMD 17 like minds. Yallery prefer urban settings where they can set
Feats Dodge, Improved Initiative, Quicken Spell-Like Ability themselves up as street kings and revel in the indolence
(sleep), Weapon Finesse, Weapon Focus (short sword)
theyve inspired.
Skills Acrobatics +16, Bluff +17, Diplomacy +17, Disguise
These diminutive street urchins are terrified of
+17, Escape Artist +16, Knowledge (local) +15, Sleight of
dwarves. In many ways they are mirror opposites: Dwarves
Hand +16, Stealth +20
Languages Aklo, Common, Gnome represent toil, yallery represent laziness. However, their
SQ beggars idle physical appearances are not too different. It is believed by
ECOLOGY some scholars that yallery are yet another fey representation,
Environment any urban twisted and perverted, of the mortal realm.
Organization solitary
Treasure Standard

In addition to injecting something a little
When using fey as villains in your home game, keep these
otherworldly into an encounter, a fey-centric campaign can
three guidelines in mind. They should help you establish a
be a lot of fun as well. With a little work, many themes
fun, memorable encounter.
(horror, high adventure, whimsy, etc.) can be shaped into
fey antagonists. Below is a loose campaign arc covering 1 st-
1. Fey are mischievous. Fey mischief is not akin to an
20th level:
adolescent humans mischief. Even the light-
hearted sylph takes pleasure from the pain that she Low-Levels (1-7): Troublesome Rumblings
inflicts on others. This should come out in This campaign is pre-dated a few weeks by a
roleplaying. Sylphs titter at the characters expense, sudden and vicious earthquake. The tremors didnt damage
sidhes lure them close, and vodnik gremlins make the cities and villages too badly, but theyve apparently
faces as they spit filthy swamp water into the heros upset the ecosystem of the nearby forests. Lumberjacks,
eyes. Even the more spiteful fey, like the dullahan, fishermen, hunters, and the like have all reported nasty
have a mischievous streak it just exerts itself as encounters in the surrounding lands.
more outright cruelty. Enter your players.
2. Fey are clever. Traps, hazards, and infuriating The players will spend their lower levels dealing
negotiations should all be part of your immediate with these travesties to make a name for themselves.
repertoire when controlling the fey. The fey races Initially, the adventures may be fairly mundane: The
have spent lifetimes enjoying their status as smarter earthquake has forced kobolds out of their caves and into
than the mortals; their schemes should be raiding, for example. However, many of these exploits will
appropriately clever. The same goes for their have a more natural bent to them. For the first half of this
homes. Spriggans and fachen are going to use section this should be done somewhat subtly: pixies
rudimentary traps, but the spring-heel jack who harassing lumberjacks, rumors of erlkings kidnapping
resides in the clock tower is going to have some children from a school, or a pack of satyr suddenly
devilish fun in store for unexpected visitors. carousing through the city streets. As the PCs begin to
3. Despite 1 & 2, not all fey are evil. Many of the fey progress, drop some hints. Perhaps the pixies are being
listed in this supplement are a closer to a neutral forced into violence by a gang of vodniks who themselves
alignment than good or evil. While most of these are prodded on by a trio of spriggan; perhaps the erlkings
races have reasons (grounded or not) to despise are offering the children up in a sacrifice to a hastily made
and assault mortals, this does not mean all of them idol of a brutish chained figure. . .
will. A lot of rich gaming can be mined from Regardless of how you get the message across,
interactions with the lean sidhe who cannot help things should come to head. The fey should begin
but to drain the world of its greatest artists she organizing aggressive raids on the mortal lands. All clues
can be a sympathetic villain. The rarog who only will point to these normally more reclusive creatures being
longs for the freedom of travel may become spurred on by some dark master . . . let the idol, terrified
destructive if his way is barred perhaps there is tales of surrendered pixies, and crude erlking drawings all
method other than violence to solve that problem. point to some huge and chained giant.
And so on. If you are going to run a fey-heavy This level-range should culminate with the PCs
campaign, take the time to figure out the more realizing that the forest earthquake instigated some
diplomatic approaches some of these fey may take. upheaval. Upon investigating the fault line, they see a
Fey NPCs can be some of the livelier and spriggan clan guarding a rift to the fey realm.
entertaining rogues your players may encounter if
you give them the chance to be more than mere stat

Mid-Level (7-13): Into the Wild travelling for a week and instead turn their great fires
After defeating the spriggans, the PCs run into a towards the creation of hardened steel links. Next, the PCs
variety of friendlier fey within the rifts confines. They have must climb the fey realms Mountain of Ice so that the steel
tales of misshapen fey hordes striding across their beautiful can be hardened against the breath of the enormous white
world in the name of a being known as Jack-in-Irons. They dragon that lives there. Lastly, shackles must be carved from
plead, bargain, and ultimately warn the PCs that if the First the steelwood trees that lay in the fey realms dark jungles, a
Fey were to fully rouse, no planar boundaries could contain place so wild and savage, even the fey know not what
his ire. resides there.
Properly motivated the PCs make their way into Once the PCs are done with all the side quests, they
the fey realm. After a few surreal experiences to get their are ready for an epic battle against the Chained King, Jack-
bearings in this fantastical world, the evidence of pending in-Irons.
doom should weigh heavy. Fachen clans wage war in wide If you are looking for a way to emulate how the
swathes, destroying gnome and faerie communities in their heroes can bond Jack-in-Irons during that final battle,
wake. Capitalizing on this chaos, dullahan and spriggan consider the following example:
hordes are pouring forth from their homes across the realm.
They are taking over the ruined fey cities left in the
rampaging fachens' path. The mix of evil fey and fachen Make use of the Knowledge (arcana) and
should provide quite a bit of physical fodder for your PCs, Spellcraft skills at key intervals of the fight.
whereas the intrigue and politicking between the good races Perhaps for every 100 hit points Jack-in-
as they attempt to quell this violence should also prove Irons loses, the ritual needs to be energized
fertile grounds for roleplay.
in order to bind him. Dont shy away from
Research and legend eventually provides the PCs
getting the more martially-inclined
with some clues. Three times in the past the fachen have
been frenzied, and each rampage was triggered by an
characters in on these checks too. Climb
earthquake. Each tremor is thought to be the reverberations checks may be used to clamber up the
of Jack-in-Irons breaking one of his bonds. If this is true, this beastly fey and bind him with chains,
last earthquake, the fourth, would have been the last. The Acrobatics could be used to throw the chains
PCs are forced to get aid from those who put down the First up and around him, and so forth. Think
Fey all those millennia ago. Through negotiations or force outside of the box this battle should feel
the PCs must get the material from the three dullahan epic.
princes necessary to cast the binding ritual again.
This process should take up the higher stages of the
this level group and should be balanced between the fact the
PCs may have to fight their way into dark fey strongholds
and possibly negotiate and cut deals with these sinister fey
to acquire the proper arcane reagents needed to chain Jack-
in-Irons again.

High Level (13+): Jack-in-the-Box

The march towards epic level play should start
with a bang. Namely some firsthand account of what the
woken Jack-in-Irons can do. Have him level a city of
dullahan (where the PCs are, of course), his most hated
enemy, in a matter of seconds. If you want, the PCs can
tangle with him for a few rounds before he brushes them
aside and bounds off into the distance ready to wreak more
By now the PCs should have the materials to bind
Jack-in-Irons again . . . or at least most of them. These upper
levels are a great place to throw in some additional side
quests to really get the scope this quest entails. To deal with
Jack-in-Irons, the PCs must convince the rarogs to stop

The fey realm is a world steeped in magic. Aside from the
fantastic landscape and its inhabitants, this fey magic can be
used to empower a wide range of magical items. A few such Aura faint transmutation; CL 1st
examples are below: Slot none; Price 3,380; Weight 3 lbs.
BOOTS OF THE BLAZING DERVISH This gnarly looking +1 club is etched with a leering spriggan
face. Three times per day, you may cause the weapon to
Aura moderate evocation; CL 10th
enlarge; this grants the weapon the reach quality. The
Slot feet; Price 14,400 gp; Weight 1lb.
weapon may stay in this state until commanded back or up
to one continuous minute.
As a free action, once per day, the wearer may command
these boots to alight in flame. For the next 200 feet of
movement the character makes, each square exited is Requirements Craft Magic Arms and Armor, enlarge person;
affected by a wall of fire spell. The wearer of these boots is Cost 1,690 gp
immune to all fire from this effect, but not any other sources.
Requirements Craft Wondrous Item, haste Cost 7,200 gp Aura faint enchantment; CL 5th
Slot none; Price 7,710 gp; Weight 2 lbs.


This thin silver-hilted blade stores one of the feys favorite
Aura moderate necromancy; CL 7th
spells. Once per day, upon command as a free action, a
Slot armor; Price 25,925 gp; Weight 25 lbs.
target struck by this weapon must make DC 13 Will save or
be affected by the deep slumber spell.
This wicked-looking hide armor, crafted from fey beasts,
grants a wearer a +2 competence bonus to Intimidate checks
and a + 2 resistance bonus to saving throws against fear. Requirements Craft Magic Arms and Armor, deep slumber;
Additionally, the wearer may cast fear twice per day on Cost 3,855 gp
command (Will DC 14 partial).
Requirements Craft Magic Arms and Armor, fear, resistance;
Cost 12,962 gp.

Aura moderate abjuration; CL 10th
Slot neck; Price 19,200 gp; Weight
Hanging from this silver necklace is a thin strand of golden
blond hair. The locket bestows a +4 competence bonus to
Bluff and Diplomacy checks. Additionally, once per day, as
an immediate action, if the wearer comes under the effect of
an involuntary enchantment, curse, or transmutation effect
he is immediately subject to the break enchantment spell.
Requirements Craft Wondrous Item, break enchantment,
eagles splendor; Cost 9,600 gp

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System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
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More than just stories . . .

Fey are embodiments of

emotion, and wicked fey are
cruelty, lust, anger, and mischief
given form. From the frightening
dullahan dreadknights to the
malicious vodnik bog troll, these
pages offer forth the most
dangerous the Fey Realm has to
offer not the mindless beasts or
wild spirits, but the cunning and
cruel twisted fey, the members of
the Clans of the Fey Realm.

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