Fey Creature
'Fey Creature' is an inherited template 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.
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
No changes.
Hit Dice
No changes.
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 Evasion, as the Rogue ability, and thus take no damage on any attacks against which they succeed a Reflex save to reduce the damage of.
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.
Speed
Same as Base Creature.
Melee Attacks
A Fey Creature retains all the base creature's attacks . The gain an untyped +1 to-hit and +1 damage on all attacks.
Damage
+1 untyped bonus to hit and damage on all attacks.
Space and Reach
No Changes.
Offensive Ability
No Changes.
Ability Scores
No changes.
Base Attack Bonus
No changes.
Maneuver Offense and Maneuver Defense
No changes.
Feats
Skills
Stealth at CR+10, for use with Stoney Form, above. If the base creaturte already had Stealth, they gain a +4 untyped bonus to that skill value. In addition, the GM may add one other skill, for flavor.