Posts Tagged ‘ Fey ’

Day 20: My Favorite Humanoid/Natural/Fey

Today’s challenge? A no-brainer for me. Without hesitation, I choose one of the most powerful monsters in 1E’s Monster Manual. Yes, that’s right. I choose the leprechaun.

Sure, a leprechaun only has 2-5 hit points. Sure, he has zero attacks that inflict nil damage. Formidable limitations for a most powerful monster, but it’s what the leprechaun can do that makes him dangerous. First off, he’s 80% magic resistant. That means he’s 100% magic resistant for magic-users 7th level and below. You can’t surprise a leprechaun; his keen ears prevent it. The leprechaun also “can become invisible at will, polymorph nonliving objects, create illusions, and use ventriloquism spells as often as they like.”

Notice that the second and third abilities on that list of magical powers don’t have exact spell equivalents. The list doesn’t say a leprechaun can use polymorph other or phantasmal force. When I used leprechauns in my 1E games, I interpreted polymorph nonliving objects to mean that a leprechaun can use polymorph any object as long as the object being polymorphed starts out as nonliving. Create illusions meant that, if it’s an Illusion/Phantasm spell, a leprechaun can bring that effect into being.

So, yes, a leprechaun could bring that bronze statue to life as a giant. A leprechaun could turn your PC’s rope into a python, or his sword into a sunflower. A leprechaun could set up a Leomund’s trap to befuddle thieves, get an adventuring party lost in a hallucinatory terrain, or trick a foe with spectral force. And he could do most to all of this while invisible.

I remember gamers with belligerent styles of play becoming obsequious when the leprechauns came out to play. The consequences for escalating the encounter with violence were just too great to risk.

August 20th, 2013  in RPG No Comments »

Beware the Quicklings!

Here’s an old classic I restatted for Pathfinder:

These small, slender, extremely fast-moving creatures are said to be a race of brownies who dabbled in magic and mysteries better left alone. Thus, legend relates, the little folk were changed into evil creatures of great maliciousness towards humans, demihumans, and other little people. They dwell in dark woodlands and wild, evil areas.

Quicklings speak several languages, although at a high pitch and too quickly to be easily understood. The quickling race is short-lived because of their accelerated rate of motion. Mature at about 1 or 2 years of age, quicklings die between 12 and 15 years of age.

Quickling
CR 2; XP 600
CE Small fey
Init +8; Senses low-light vision; Perception +1

DEFENSE
AC 15, touch 15, flat-footed 10 (+4 Dex, +1 dodge); Mobility
hp 11 (2d6+4)
Fort +2, Ref +7, Will +4; +8 racial bonus vs. spells and spell-like abilities
DR 3/cold iron

OFFENSE
Speed 80 ft.
Melee dagger +6 (1d3-1/19-20), or
Ranged dart +6 (1d3-1, 20 ft. range increment)
Special Attacks really fast
Spell-Like Abilities (CL 3rd)
At will – animal trance (DC 13), daze monster (DC 13), levitate, shatter (DC 13), soften earth and stone, ventriloquism (DC 12)

STATISTICS
Str 8, Dex 18, Con 14, Int 15, Wis 12, Cha 13
Base Atk +1; CMB -1; CMD 14
Feats Dodge (B), Improved Initiative (B), Mobility (B), Weapon Finesse
Skills Acrobatics +9 (+29 when jumping), Bluff +6, Escape Artist +9, Knowledge (nature) +7, Perception +6, Sleight of Hand +9, Stealth +13, Use Magic Device +6
Languages Aklo, Common, Sylvan
SQ magic resistance, natural invisibility, quicker than the eye

SPECIAL ABILITIES
Magic Resistance (Su): Quicklings are notoriously difficult to affect with spells and spell-like abilities. They enjoy a +8 racial bonus on saving throws against such effects.

Natural Invisibility (Su): When taking no more than a 5-foot step in natural terrain, a quickling enjoys invisibility (as the spell).

Quicker Than the Eye (Su): When moving, a quickling appears to be little more than a blur. Foes suffer a 20% miss chance to strike a quickling any round that is moves more than a 5-foot step.

Really Fast (Su): A quickling can take an extra standard or move action each round, even when surprised.

ECOLOGY
Environment any forest
Organization solitary, pair, or group (4-16 plus 1 1st-level quickling or 1 3rd-level quickling and 2 2nd-level quicklings if 11+)
Treasure standard

December 18th, 2010  in Man-Day Adventures, RPG No Comments »