Fey Creature

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Not just anybody can do this, you know. Well, okay, they can if they have this pattern. But otherwise...

Fey Creature Pattern (+2 CR)

Type: changes to Fey
Subtype: add Outsider to subtypes


Fey Creature' is a pattern that can be added to any creature that is native to the First World, that plane of existence which came before the Prime Material. Fey creatures are strange and wild, hard to pin down and quick in their movements. Their motives are their own, and their goals are mysterious. This pattern can be used to signify the presence of eerie, otherworldly elements, ordinary creatures imbued with power and some strange...awareness...beyond mortal ken. Maybe the veil of reality is thin here, or some portal opens and things wander through? Many possibilities can be served by this odd pattern!

This creature seems dangerous and other-worldly, somehow, even though it looks...mostly normal?

General

Init: +2 CRs greater than base creature.
Ambush Chance: -2 (better at ambushes)
Senses:
Perception: +2 CRs greater than base creature.
Movement Types:

Defense

AC: +1 CRs greater than base creature.
Maneuver Defense: +1 CRs greater than base creature.
Hit Points: +1 CRs greater than base creature.
Fort: +1 CRs greater than base creature.
Refl: +1 CRs greater than base creature.
Special Defenses:
  • (Fey Creature) Combat Artifice: On any attack that allows a Reflex save for half damage, they take no damage on a successful save.
Strong Against:
Weak Against:

Offense

Space / Reach: - / -
To-Hits: +2 CRs greater than base creature.
Damage: +2 CRs greater than base creature.
Maneuver Offense: +1 CRs greater than base creature.
Save DC's: +1 CRs greater than base creature.

Statistics

Str:     Dex:     Con:     Int:     Wis:     Cha:
Feats:
Skills:
  • creature adds +2 CRs to all of its existing skills.
Languages:

Special Abilities



'Fey Creature' is a pattern that can be added to any creature that is native to the First World, that plane of existence which came before the Prime Material. Fey creatures are strange and wild, hard to pin down and quick in their movements. Their motives are their own, and their goals are mysterious. A Fey Creature uses all of the base creature's statistics and abilities except as noted below.

CR

Same as base creature +2

Size and Type

The creature's Size does not change. It's Type becomes Fey and it gains the Outsider subtype.

Initiative Modifier

The creature's initiative modifier increases by +2.

Alignment

Same as Base Creature.

Senses

All senses such as scent, tremorsense, keen hearing, etc are unchanged. Fey creatures gain Darkvision with a range of 60 feet. If the base creature already has Darkvision, its range increases by 60 feet.

Armor Class

Fey creatures gain +2 AC to all AC types as an untyped bonus.


Hit Dice

Fey creatures gain +2 hit points per hit die for their new CR.


Defensive Ability

A Fey Creature gains the following abilities, which may be added to their Bestiary entry:

Aura: - Same as Base Creature

SR: - Same as Base Creature

Special Defenses: Fey creatures gain the Combat Artifice ability: On any attack that allows a Reflex save for half damage, they take no damage on a successful save.

  • Fey Creatures gain an untyped +2 bonus on all saving throws.

Immunities: Same as the base creature.

Weaknesses: Vulnerable to Cold Iron


Out of Combat

Fey Creatures are beings of the First World, and they are highly civilized, flighty, and malevolent in equal measure. They tend to band together, since they find Prime creatures to be inexcusably boring, not to mention smelling atrocious. Or, maybe they're just kidding when they say things like that....

Speed

Fey creatures gain ten feet of movement with all of their movement types. In addition, they gain the Long Step ability.

Long Step (Su) As a move action, a Fey Creature may teleport a distance equal to it's highest movement rating (after the ten foot bonus for being Fey) with any of it's other movement types. This does not provoke attacks of opportunity, and may be used more than once per round. In all ways, Long Step is treated as a movement type, and may be used for Run maneuvers, Withdraw Maneuvers, etc, as normal. Of course, since it's Teleportation, the real winner there is the Run maneuver....

Melee Attacks

A Fey Creature retains all the base creature's attacks . The gain an untyped +2 to-hit and +2 damage on all attacks.

Damage

+2 untyped bonus to hit and damage on all attacks.

Space and Reach

No Changes.

Offensive Ability

No Changes.

Ability Scores

No changes.

Maneuver Offense and Maneuver Defense

Fey greatures gain an untyped +1 on all maneuver offense and defense rolls.

Feats

Skills

Stealth at CR+10. If the base creature already had Stealth, they gain a +4 untyped bonus to that skill value. In addition, the GM should add one other skill, for flavor.

COMBAT TACTICS

Regardless of the behavior of their base creature, Fey creatures are much less invested in a fight. If they are losing, they will leave without hesitation, feeling it is better to fight another day. They will typically use Long Step to use a Run maneuver to run away, usually in a pre-determined direction that takes them right through as much intervening terrain as possible. To the ones fighting them, they simply seem to vanish into thin air at the end of the combat, often vowing terrible revenge, or alternatively, expressing great admiration for their opponents. Or sometimes both at once. When Fey creatures withdraw this way, it is counted as a full victory for the players, and they receive full rewards, as the Fey, out of some twisted sense of fairness, will usually leave behind 'weregild' bags containing payment.

Fey are just weird.