Mythic Menagerie - Faeries of The Fringe
Mythic Menagerie - Faeries of The Fringe
Mythic Menagerie - Faeries of The Fringe
Foreword
Charnel-Kin
A humanoid creature darts about the headstones, its skin so
tight to its bones as to look nearly skeletal. It appears to be
dressed in clothing made from grave shrouds. Its pale eyes
gleam with gleeful madness.
Charnel-Kin CR 4
XP 1,200
CE Medium Fey
Init +4; Senses darkvision 100 ft., low-light vision;
Perception +15
Defense
AC 18 touch 18, flat-footed 16 (+2 Dex, +6
deflection)
hp 38 (7d6+14)
Fort +10, Ref +15, Will +14
DR 5/cold iron and good
Weakness undead kin
Offense
Speed 30 ft., burrow 20 ft.
Melee touch +7 (1d4 negative energy), or sickle +7 (1d6)
Spell-Like Abilities (CL 7)
At will-bleed (DC 16), deathwatch, ghost sounds, mage
hand, prestidigitation
3/day-cause fear (DC 17), chill touch (DC 17), death
knell (DC 18)
1/day-invisibility, desecrate, control undead (DC 23)
Statistics
Str 10, Dex 19, Con 14, Int 15, Wis 17, Cha 22
Base Atk +3; CMB +3; CMD 17
Feats Alertness, Skill Focus (Knowledge
(religion), Stealth), Weapon Finesse
Skills Acrobatics +12, Bluff +14, Intimidate
+12, Knowledge (religion) +10, Perception
+15, Sense Motive +11, Stealth +16, Use
Magic Device +14
Languages Aklo, Common, Sylvan
SQ deathly transport, grace of the dead, kiss,
rotting empathy
Cait Sith
Cait Sith CR 2
XP 600
CN Small Fey
Init +9; Senses low-light vision; Perception +9
Defense
AC 18 touch 16, flat-footed 13 (+5 Dex, +2 natural, +1 size)
hp 22 (4d6+8)
Fort +3, Ref +9, Will +5
DR 5/cold iron
Weakness catnip
Offense
Str 10, Dex 20, Con 15, Int 14, Wis 13, Cha 17
Base Atk +2; CMB +6; CMD 16
Feats Agile Maneuvers, Improved Initiative
Skills Acrobatics +12, Bluff +10, Climb +15, Perception +9,
Slight of Hand +10, Stealth +12, Use Magic Device +10
Languages Common, Elven, Sylvan
Ecology
Environment any land
Organization solitary, pair
Treasure standard
Special Abilities
Catnip (Su): A cait sith that is exposed to catnip must
make a DC 20 Will save or be compelled to consume it.
The catnip takes effect in 1d4 rounds. If the cait sith is
not in combat when the effect begins, it is affected by
confusion for 3d6 rounds. If the cait sith is in combat
then it is affected by rage for 2d6 rounds. No matter
which effect occurs, the cait sith is fatigued for an
hour after the effect ends. Catnip can be found in 1d6
hours in most forest environs with a DC 15 Survival the catfey. Other times they take up such causes
helping an entire nation gain its freedom from what
or Kowledge (nature) check.
Disease (Su): A cait siths claws and fangs carry a they view as oppression.
Combat with a cait sith is a short, violent affair, with
magical disease that affects both the body and the
mind, inflicting intense itching and the impression of the fey attacking fiercely for a few rounds, then streaking
off into hiding, to await the perfect chance to attack
moving, leering shadows all about the victim.
Cait sith fever-injury; save Fort DC 14; onset 1 again. They will slip into camps and homes to steal
minute; frequency 1/day; effect 1d3 Dex and 1d3 Wis; objects that their foes depend on, or items that simply
catch their eyes. Items that they cant use themselves are
cure 2 consecutive saves.
left as gifts on the doorsteps of those than can.
ait sith (or catfey) are passionate, freedom loving
The white patch on every cait siths chest changes
creatures. They enjoy playing pranks, and shape to reflect its passions. A cait sith that is in love
hedonistic pleasures, but when they take up a cause, may sport a white heart on its chest. If the object of its
they throw themselves into it with every fiber of their affection is slain and the catfey is intent on vengeance,
being. Generally these causes are short term affairs, then the patch takes the shape of a skull, dagger,
such as avenging a wrong done to beings that were noose, or other such object of destruction.
kind to the catfey, or pranking a creature that insulted
Gahonga
Gahonga CR 8
XP 4,800
N Small Fey
Init -1; Senses low-light vision, tremorsense 50 ft.;
Perception +14
Defense
AC 25 touch 10, flat-footed 25 (-1 Dex, +15 natural, +1
size)
hp 115 (10d6+80)
Fort +10, Ref +6, Will +9
DR 10/cold iron
Offense
Speed 20 ft.
Melee 2 slams +13 (1d10+9)
Ranged rock +5 (1d4+10)
Special Attacks explode rocks
Spell-Like Abilities (CL 8)
At will- magic stone, stone tell
3/day-bulls strength, stone shape
1/day-spike stones, stone call
Statistics
Str 28, Dex 9, Con 24, Int 10, Wis 13, Cha 13
Base Atk +5; CMB +15; CMD 24
Feats Greater Bull Rush, Improved Bull Rush,
Improved Sunder, Power Attack, Toughness
5 Mythic Managerie: Faeries of the Fringe
Glade Maiden
A slender woman stands in the center of the glade. Her
features are nearly elven, and her hair is the same rich
green of the grass. Butterflies surround her head like a halo.
Glade Maiden CR 2
XP 600
NG Medium Fey
Init +3; Senses low-light vision;
Perception +9
Defense
AC 16 touch 14, flat-footed 12 (+3
Dex, +1 Dodge, +2 natural)
hp 18 (4d6+4)
Fort +2, Ref +7, Will +6
DR 5/cold iron
Weaknesses glade dependent
Offense
Speed 30 ft.
Melee dagger +5 (1d4)
Special Attacks pollen spray
Spell-Like Abilities (CL 4)
Constant-speak with plants
At will-create water, entangle (DC 14), stabilize
3/day-calm animal (DC 14), goodberry, magic fang
1/day-summon natures ally II, poison (DC 16)
Statistics
Str 10, Dex 17, Con 12, Int 12, Wis 15, Cha 17
Base Atk +2; CMB +2; CMD 15
Feats Dodge, Weapon Finesse
Skills Diplomacy +10, Handle Animal +10, Knowledge
(nature) +8, Perception +9, Sense Motive +9, Stealth
+10, Survival +9
Languages Common, Sylvan; speak with plants
SQ create nectar, sanctuary
Ecology
Environment warm woodlands
Organization solitary, pair, or gathering (4-10)
Treasure standard
Special Abilities
Create Nectar (Su): Three times per day (once per day
per point of Charisma modifier) a glade maiden may
cause flowers in her woodland to produce a thick
nectar. This nectar may act as a potion created from
the druid or ranger spell lists.
7 Mythic Managerie: Faeries of the Fringe
Night Swan
The jet black swan cruises slowly in through the water, its
eyes burning pinpricks of red light.
Night Swan CR 6
XP 1,600
NE Small fey
Init +7; Senses dark vision 60 ft.; Perception +9
Defense
AC 22; touch 18, flat-footed 15 (+7 Dex, +4 natural, +1
size)
hp 46 (4d8+28)
Fort +8, Ref +8, Will +6
DR 5/silver
Weakness Undead kin
Offense
Speed 20 ft.; fly 30 ft. (average); swim 30 ft.
Melee bite+11 (1d4 plus energy drain), 2 wings +6
(1d4 plus energy drain)
Special Attacks energy drain (1 level, DC 17)
Spell-like Abilities (CL 4)
3/day-confusion (DC 19), touch of idiocy (DC 17)
2/day-animate dead, major image (DC 18), shadow
conjuration (DC 19), summon swarm
1/day-enervation (DC 19), shadow evocation (DC 20)
Statistics
Str 10, Dex 24, Con -, Int 15, Wis 15, Cha 21
Base Atk +3; CMB +10; CMD 20
Feats Agile Maneuvers, Weapon Finesse
Skills Acrobatics +11, Fly +16, Intimidate +14,
Knowledge (Religion) +9, Perception +9, Stealth +18
Languages Common, Elven, Sylvan
SQ control waterfowl, shadowform
Ecology
Environment any freshwater
Organization solitary, pair
Treasure standard
Special Abilities
Control Waterfowl (Su): Any standard waterfowl within
the night swans line of sight are treated as if under a
charm animal effect.
Undead Kin (Ex): Charnel-kin are treated as if they
were undead with respect to positive and negative
energy and effects.
Shadowform (Su): A night swan may become an
incorporeal shadow for 1 round per point of Charisma
modifier, once per day. It loses its natural armor
bonus, but gains a deflection bonus of +5 to its AC.
Alternatively, the night swan may use this ability to
shadow walk once per day as per the spell.
River Mother
This creature is a beautiful woman from the hips up, with
the body of a massive anaconda below. Her unblinking eyes
are as golden as a serpents.
River Mother CR 10
XP 9,600
NE Huge Fey
Init +4; Senses low-light vision, scent; Perception +18
Defense
AC 22, touch 8, flat-footed 22 (+14 natural, -2 size)
hp 133 (14d6+84)
Fort +12, Ref +9, Will +12
DR 15/cold iron
Offense
Speed 20 ft., climb 20 ft., swim 30 ft.
Melee spear +16 (1d6+11), slam +11 (2d6+6 plus grab)
Ranged shortbow +5 (1d6)
Special Attacks constrict (2d6+11), coils of doom, drown
Spell-Like Abilities (CL 14)
At will-dancing lights, daze (DC 15), detect magic, entangle
(DC 16), flare (DC 15), ghost sound, lullaby (DC 15)
3/day-charm person (DC 16), fog cloud, sleep (DC 16)
2/day-aqueous orb* (DC 18), hydraulic torrent* (DC
18), whispering wind
1/day-cloudkill (DC 20), control water, divination,
insect plague
*spell featured in Advanced Players Guide
Statistics
Str 32, Dex 11, Con 22, Int 15, Wis 17, Cha 21
Base Atk +7; CMB +18 (+23 grapple); CMD 26
Feats Great Fortitude, Greater Grapple, Improved
Grapple, Improved Initiative, Lunge, Power Attack,
Skill Focus (Stealth), Vital Strike
Skills Bluff +19, Climb +32, Knowledge (nature) +15,
Perception +18 , Sense Motive +18, Stealth +8 (+18 in
swamps or underwater), Swim +32, Use Magic Device
+19; racial modifiers: +10 Stealth in swamps or underwater
Languages Aquan, Common, Draconic, Sylvan
SQ coils of matrimony, hold breath, undersized weapons
Ecology
Environment tropical swamps
Organization solitary
Treasure double standard
Special Abilities
Coils of Doom (Ex): A river mother is not considered
grappled when she initiates a grapple with a creature of
her size or less. She may grapple one Huge creature, two
Large creatures, four Medium creatures, or eight Tiny or
smaller creatures at once. Though she can only initiate a
single grapple each round, she may maintain grapples
with all creatures in her coils as a move action each round.
Coils of Matrimony (Sp): A river mother may take any
male humanoid or monstrous humanoid that it kills
in its coils as its husband. This allows the fey to use a
specific set of spell-like abilities on her victim. She may
cast breath of life on her husband at will, as long as he
reaches 0 hit points due to her constriction. She may
also cast heroism, locate creature, and whispering wind
on her husband at will. Once returned to life by the
initial casting of breath of life, the victim is in the river
mothers thrall. He fears her, even hates her, but cannot
disobey her orders or betray her. This effect continues
until the victim dies or the river mother chooses another
husband. For purposes of dispelling and similar efforts
by other creatures treat this as a charm monster spell,
with a caster level equal to the river mothers HD.
Drown (Ex): In even just a foot of water, as a free action
a river mother can hold creatures trapped in her coils
under water while constricting, causing them to start
making Constitution checks per the suffocation and
drowning rules in the Pathfinder Core Rulebook. The
target must make a successful grapple check against
the river mother to reach the surface and take a breath.
The river mother may reattempt to drown her victim
with her next grapple check.
Hold Breath (Ex): A river mother can hold its breath
for 88 rounds (4 times its Constitution score) before it
risks drowning.
Undersized Weapons (Ex): Although a river mother
is Huge, its upper torso is the same size as that of a
Medium humanoid. As a result, river mothers wield
weapons as if they were two sizes smaller than their
actual size (Medium for most river mothers).
Waterbaby
Offense
Speed swim 30 ft.
Melee bite +5 (1d4)
Special Attacks maddening cry
Spell-Like Abilities (CL 6)
At will-bleed (DC 13), ray of frost
3/day-charm animal (DC 14), mirror image
1/day-bulls strength, dispel magic, transport
via plants
Statistics
Str 10, Dex 16, Con 15, Int 8, Wis 15, Cha 17
Base Atk +2; CMB +2; CMD 15
Feats Dodge, Lightning Reflexes, Weapon Finesse
Skills Acrobatics +11, Knowledge (nature) +7,
Perception +10, Sense Motive +10, Stealth +15,
Swim +16
Languages Aquan
SQ kelp control
Ecology
Environment any aquatic
Organization solitary, swarm (4-18)
Treasure standard
Special Abilities
Kelp Control (Su): Waterbabies can control kelp and
other forms of seaweed. In watery environments that
include such materials, as a standard action they can
give themselves or another creature a +5 circumstance
bonus to a Stealth check, grant themselves a +1
circumstance bonus to its AC, or cause the sea flora to
act as an entangle, with a CL of 6.
11 Mythic Managerie: Faeries of the Fringe
Construction
Requirements Craft Magic Arms and Armor, keen
edge; Cost 10 gp
Caledfwlh
Aura moderate abjuration; CL 8th
Slot none; Price 38,000 gp; Weight 2 lbs
Description
This +1 shortsword is decorated with etchings of
complex knotwork and fey runes. When used against
a target that has any spells upon them that grant them
bonuses to hit rolls or weapon damage, an armor class
bonus, or ability score bonus, it acts as a bane weapon
against that creature. In addition, three times per day
it can affect a creature it successfully hits with the
targeted function of the dispel magic spell as a swift
action. Rather than use the items caster level, the
dispel check is 1d20 + the wielders base attack bonus.
Arrow Beetles
Aura minor enchantment CL 6th
Slot none; Price 50 gp Weight -
Description
Arrow beetles are living beetles raised
and enchanted to act as living arrowheads.
They cling to the end of an arrow on
command, taking the place of a normal
arrowhead. Each beetle counts as a +1
silvered arrow. An arrow armed with an
arrow beetle is destroyed 50% of the time
when it strikes its target. If the arrow misses,
or is not destroyed, the beetle simply flies
back to its owner at a speed of 30 at the end
12 Mythic Managerie: Faeries of the Fringe
Nathair
Construction
Fey Feats
Bless Supplicants
Nathair Defense
Fey Spells
Razor Birds
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Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
Mythic Menagerie: Faeries of the Fringe. Copyright 2012, Super Genius Games, LLC; Author: Sam
Hing.