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Quickling Horde, Small, Magical, Intelligent Speedy Slash (b[2d6] damage) 3 HP 2 armor Close, Reach, Near Quicklings are fey of competition of duels. They love to challenge others to all kinds of games, an obsession that sometimes leads them to put themselves at risk just to make things interesting. Their ranged attacks does not represent an actual ranged attack, but their ability to dart in and out in the blink of an eye. If slowed, they lose that advanatge. An unhindered quickly grants a -2 penalty to anyone trying to chase them. Instinct: To compete
- Move at extreme speeds
- Can become invisible
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Ice Mephit Horde, Small, Planar Claws (d4 damage) 3 HP 0 armor Close Special Qualities: Immune to cold, Weak to fire Ice mephits are cold, perfectionistic and sometimes cruel. The fact that they are mephits and therefore not taken very seriously by most other elemental creature bugs them. Instinct: To be superior
- Breathe ice
- Shape ice
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Primal Prowler Scarcarver Solitary, Devious, Intelligent Predatory Slash (b[2d8+4] damage) 12 HP 1 armor Close, Forceful Most primal prowlers often fall when they take on prey that canfight back. But some survive these encounters and learn from them. As they grow in skill ,they start exclusively tracking such difficult prey, finding even more joy in outsmarting them, before killing them. Occasionally, they will let a very challenging opponent go so that they may fight again, though not before leaving their mark on their skin. Instinct: To hunt and torment
- Track prey
- Inflicts shakyness with its venomous claws
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Primal Prowler Solitary, Intelligent Predatory Slash (b[2d8+2] damage) 12 HP 1 armor Close, Forceful, Reach These fey embody everything savage and sadistic about nature. The cat that plays with its food. The snake that slowly crushes its prey. The lion that strangles the buffaloo. All these and more are part of the primal prowlers. They live to hunt, but make sure to take their time to make their prey's last moments absolutely agonizing. Instinct: To hunt and torment
- Track prey
- Inflicts shakyness with its venomous claws
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Nymph Solitary, Magical, Devious Wild Slap (d6 damage) 12 HP 4 armor Close Special Qualities: Communicates with animals Nymphs are fey incarnations of large beautiful area of nature. They themselves are androgynous beauties, pretty enough to literally blind people. They can be both friendly and playful, but show of a darker and more sadistic side if their home is threatened. Instinct: To protect its home
- Blind people
- Grant inspiration
- Can stun with a touch
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Pixie Horde, Small, Devious Magic Bow (w[2d4] damage 1 piercing) 3 HP 2 armor Close, Near, Far Pixies are fey incarnations of youth. They exhibit child-like curiosity and wonder, seeing the whole world as an amazing place. One should be careful, though. As much as they embody the kindness and wonder of children, they also embody their amorality. Instinct: To have fun
- Shoot enchanted arrows
- Causes people to fall asleep, be charmed or lose memory with its shots.
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Pickman Horde, Small, Devious, Intelligent Chisel (d4+2 damage 4 piercing) 3 HP 0 armor Close Pickmen are fey of insane artistry. They create art, but only in ways that are thoroughly demented, seeking to create beauty through suffering and death. Most horrifyingly, they truly do believe they are bettering the world by adding their grotesque beauty to it. Instinct: To create art
- Rework Flesh
- Can inflict weakness and shakyness
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Brownie Horde, Tiny, Stealthy, Magical Punch (w[2d6-2] damage) 3 HP 0 armor Hand Brownies are fey of the family. Living with people, they help out wherever they can, occasionally taking some food or cloth as payment. Friendly but shy, they are rarely seen and tend to be offended when their family brags about them like they were common house help. At such points, they show of their mischiveous side. Instinct: To protect its family
- Help out around the house
- Become invisible
- Repair broken things with a touch
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Mogbuhl Solitary, Huge Tree Club (d10+7 damage) 20 HP 1 armor Reach, Forceful, Ignores Armor, Near Mogbhul has occupied itself hunting others afflicted by the Azurine for a few decades now. Whenever he stomps on another Azurine however, the Cerulean order comes to stop Magbhul from obtaining the second gem. Instinct: to collect all the azure gems
- Bash others afflicted by the Azurine
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Tentacles the Fish Group, Small, Magical, Planar, Construct, Terrifying Strangle and pin with tentacles (b[2d8+2] damage) 6 HP 4 armor Close, Reach Special Qualities: Separate and grow another, To infect and destroy, Oily and wrong Instinct: To take and infect
- Strangle and separate
- Animate as a puppet
- Grow from a scrap