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Fey Creature

CR 3.00 Fey CN Large HD 3
Little about this enormous toad is ordinary, from its graceful wings to its colorful purple and pink skin to its bright, shining eyes.

Fey creatures resemble the mundane creatures they derive from, but with brighter colors, delicate features, and elegant wings such as those of a pixie or sprite. Despite their fragile-seeming appearance, fey creatures are every bit as hardy as their non-fey relations, though they sacrifice raw might for grace and the ability to fly. They live long lives, barring death by misadventure, and rarely show outward signs of age.

Some fey creatures owe their nature to fey ancestors interbreeding with mortal beings, while others are races in their own right. Still others began life as ordinary creatures and were infused with fey essence through the magic of learned spellcasters or the influence of ancient powers of nature. As a rule, fey creatures rarely dwell in civilized lands, both by preference and because the conditions that give rise to the fey rarely occur in urban surroundings. If not already born into realms of primeval wild or areas touched by great fey powers, fey creatures soon seek them out.

Though more prone to mischief than mayhem, fey creatures run the gamut from inimical to sprightly in behavior. Those inclined toward play and jest take a dim view of interlopers lacking in good humor. Such foul-tempered intruders risk humiliation at best if they insult the fey, and much worse if they raise arms against them. More aggressive fey still possess a well-developed though sadistic sense of humor. Such wicked fey use their inborn powers to lure outsiders to their doom, rather than into mere inconvenience.

Fey creatures generally have cordial relationships with animals, allies of nature such as druids, and other fey. Exceptions exist where rival communities of fey dwell in proximity to one another. In these cases, any fey creatures in the vicinity ally with one side or the other according to their own inclinations, only rarely standing outside such conflicts. Fey creatures derived from horses and the like often serve as mounts, though only to other fey or to allies of nature who acknowledge them as at least near-equals, if not full partners.

HP
22 (3d8+9)
AC
15, touch 12, flat-footed 12 (+3 Dex, +3 natural, -1 size)
Init
+3
Speed
30 ft., fly 45 ft. (good), swim 15 ft.
Fort
+6
Ref
+8
Will
+0; +4 vs. mind-affecting effects
BAB
+2
CMB
+6 (+10 grapple)
CMD
19 (23 vs. trip)
Melee
bite +4 (1d6+4 plus grab)
Space
10 ft.
Reach
10 ft.
DR
5/cold iron
Defensive Abilities
poison skin
Racial Modifiers
+4 Acrobatics (+8 when jumping), +4 Stealth
str
17
+3
dex
17
+3
con
16
+3
int
3
-4
wis
8
-1
cha
8
-1

Weapons: Simple

swallow whole (1d4 bludgeoning damage, AC 11, 2 hp)

vanish (3 rounds/day)

Universal Monster Rules

Grab
Grab (bite) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Swallow Whole (1d4 bludgeoning damage, AC 11, 2 hp) Ex from Universal Monster Rule
If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. Being swallowed causes the target to take damage each round. The amount and type of damage varies and is given in the swallowing creature's statistics. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature's total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker's mouth, where it may be bitten or swallowed again.
Poison (skin) Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.

Special Abilities

Vanish (3 rounds/day) from text

Feats, Traits & Items

Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Skill Focus (Perception) from Feat

You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Calculated: +3 Skill Bonus

Acrobatics +11 (+15 when jumping), Fly +9, Perception +7, Stealth +8, Swim +11

spell-like abilities:
3/day—Dancing Lights, 1/day—Entangle (DC 10), 1/day—Faerie Fire, 1/day—Glitterdust (DC 11)
Details
Type
Fey
Alignment
CN
Size
Large
Environment
temperate forests, plains, or swamps
Organization
solitary, pair, or knot (3-12)
Treasure
none
Senses
low-light vision, scent; Perception +7
Languages
Sylvan
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
6 House/Core
  • Uses feat: Lightning Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Skill Focus (Feat) — core content under OGL 1.0a
  • Knows spell: Dancing Lights (Spell) — core content under OGL 1.0a
  • Knows spell: Entangle (Spell) — core content under OGL 1.0a
  • Knows spell: Faerie Fire (Spell) — core content under OGL 1.0a
  • Knows spell: Glitterdust (Spell) — core content under OGL 1.0a
View references and cross-links for Fey Creature

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