SYSTEM REFERENCE DOCUMENT 3.5 |
Sprites are reclusive fey. They go out of their way to fight evil and ugliness and to protect their homelands. Combat
Sprites fight their opponents with spell-like abilities and pintsized weaponry. They prefer ambushes and other trickery over direct confrontation.
Skills: All sprites have a +2 racial bonus on Search, Spot, and Listen checks.
|
Tiny Fey |
Hit Dice: |
1/2 d6+1 (2 hp) |
Initiative: |
+4 |
Speed: |
20 ft. (4 squares), fly 40 ft. (poor) |
Armor Class: |
18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 16 |
Base Attack/Grapple: |
+0/–11 |
Attack: |
Short sword +6 melee (1d3–3/19–20) or longbow +6 ranged (1d4–3/x3) |
Full Attack: |
Short sword +6 melee (1d3–3/19–20) or longbow +6 ranged (1d4–3/x3) |
Space/Reach: |
2-1/2 ft./0 ft. |
Special Attacks: |
Spell-like abilities, fiddle |
Special Qualities: |
Damage reduction 5/cold iron, low-light vision, spell resistance 17 |
Saves: |
Fort +1, Ref +6, Will +3 |
Abilities: |
Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14 |
Skills: |
Craft (any one) +4, Escape Artist +8, Hide +16, Jump +3, Listen +3, Move Silently +8*, Perform (string instruments) +6, Search +2, Spot +3 |
Feats: |
|
Environment: |
Temperate forests |
Organization: |
Gang (2–4), band (6–11), or tribe (20–80) |
Challenge Rating: |
1 |
Treasure: |
No coins; 50% goods; 50% items |
Alignment: |
Always neutral good |
Advancement: |
1–3 HD (Tiny) |
Level Adjustment: |
+3 |
Grigs can leap great distances. They have light blue skin, forest-green hair, and brown hairy legs, and usually wear tunics or brightly colored vests with buttons made from tiny gems. A grig stands 1-1/2 feet tall and weighs about 1 pound.
Grigs speak Sylvan. Some also speak Common.
Combat
Grigs are fierce by sprite standards, attacking opponents fearlessly with bow and dagger.
Spell-Like Abilities: 3/day—disguise self, entangle (DC 13), invisibility (self only), pyrotechnics (DC 14), ventriloquism (DC 13). Caster level 9th. The save DCs are Charisma-based.
Fiddle (Su): One grig in each band carries a tiny, grig-sized fiddle. When the fiddler plays, any nonsprite within 30 feet of the instrument must succeed on a DC 12 Will save or be affected as though by irresistible dance for as long as the playing continues. The save DC is Charisma-based.
Skills: Grigs have a +8 racial bonus on Jump checks. *They also have a +5 racial bonus on Move Silently checks in a forest setting.
|
Small Fey (Aquatic) |
Hit Dice: |
1d6 (3 hp) |
Initiative: |
+3 |
Speed: |
20 ft. (4 squares), swim 30 ft. |
Armor Class: |
14 (+1 size, +3 Dex), touch 14, flat-footed 11 |
Base Attack/Grapple: |
+0/–6 |
Attack: |
Short sword +4 melee (1d4–2/19–20) or light crossbow +4 ranged (1d6/19–20) |
Full Attack: |
Short sword +4 melee (1d4–2/19–20) or light crossbow +4 ranged (1d6/19–20) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Charm person |
Special Qualities: |
Amphibious, damage reduction 5/cold iron, low-light vision, spell resistance 16, water breathing, wild empathy |
Saves: |
Fort +0, Ref +5, Will +3 |
Abilities: |
Str 7, Dex 16, Con 11, Int 12, Wis 13, Cha 18 |
Skills: |
Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal +8, Hide +7*, Listen +6, Perform (sing) +7, Search +3, Sense Motive +5, Spot +6, Swim +6 |
Feats: |
|
Environment: |
Temperate aquatic |
Organization: |
Gang (2–4), band (6–11), or tribe (20–80) |
Challenge Rating: |
1 |
Treasure: |
No coins; 50% goods (metal or stone only); 50% items (no scrolls) |
Alignment: |
Always neutral |
Advancement: |
2–3 HD (Small) |
Level Adjustment: |
+3 |
Most nixies are slim and comely, with lightly scaled, pale green skin and dark green hair. Females often twine shells and pearl strings in their hair and dress in wraps woven from colorful seaweed. Males wear loincloths of the same materials. Nixies prefer not to leave their lakes.
A nixie stands about 4 feet tall and weighs about 45 pounds.
Nixies speak Aquan and Sylvan. Some also speak Common.
Combat
Nixies rely on their charm person ability to deter enemies, entering combat only to protect themselves and their territory.
Charm Person (Sp): A nixie can use charm person three times per day as the spell (caster level 4th). Those affected must succeed on a DC 15 Will save or be charmed for 24 hours. Most charmed creatures are used to perform heavy labor, guard duty, and other onerous tasks for the nixie community. Shortly before the effect wears off, the nixie escorts the charmed creature away and orders it to keep walking. The save DC is Charisma-based.
Amphibious (Ex): Although nixies are aquatic, they can survive indefinitely on land.
Water Breathing (Sp): Once per day a nixie can use water breathing as the spell (caster level 12th). Nixies usually bestow this effect on those they have charmed.
Wild Empathy (Ex): This ability works like the druid’s wild empathy class feature, except that a nixie has a +6 racial bonus on the check.
Skills: A nixie has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *Nixies have a +5 racial bonus on Hide checks when in the water.
|
Small Fey |
Hit Dice: |
1d6 (3 hp) |
Initiative: |
+4 |
Speed: |
20 ft. (4 squares), fly 60 ft. (good) |
Armor Class: |
16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12 |
Base Attack/Grapple: |
+0/–6 |
Attack: |
Short sword +5 melee (1d4–2/19–20) or longbow +5 ranged (1d6–2/x3) |
Full Attack: |
Short sword +5 melee (1d4–2/19–20) or longbow +5 ranged (1d6–2)/x3 |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Spell-like abilities, special arrows |
Special Qualities: |
Damage reduction 10/cold iron, greater invisibility, low-light vision, spell resistance 15 |
Saves: |
Fort +0, Ref +6, Will +4 |
Abilities: |
Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16 |
Skills: |
Bluff +7, Concentration +4, Escape Artist +8, Hide +8, Listen +8, Move Silently +8, Ride +8, Search +9, Sense Motive +6, Spot +8 |
Feats: |
|
Environment: |
Temperate forests |
Organization: |
Gang (2–4), band (6–11), or tribe (20–80) |
Challenge Rating: |
4 (5 with irresistible dance) |
Treasure: |
No coins; 50% goods; 50% items |
Alignment: |
Always neutral good |
Advancement: |
2–3 HD (Small) |
Level Adjustment: |
+4 (+6 with irresistible dance) |
Pixies wear bright clothing, often including a cap and shoes with curled and pointed toes.
A pixie stands about 2-1/2 feet tall and weighs about 30 pounds.
Pixies speak Sylvan and Common, and may know other languages as well.
Combat
The normally carefree pixies ferociously attack evil creatures and unwanted intruders. They take full advantage of their invisibility and other abilities to harass and drive away opponents.
Greater Invisibility (Su): A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.
Spell-Like Abilities: 1/day—lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only), polymorph (self only). Caster level 8th. The save DCs are Charisma-based.
One pixie in ten can use irresistible dance (caster level 8th) once per day.
Special Arrows (Ex): Pixies sometimes employ arrows that deal no damage but can erase memory or put a creature to sleep.
Memory Loss: An opponent struck by this arrow must succeed on a DC 15 Will save or lose all memory. The save DC is Charisma-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration with limited wish, wish, or miracle.
Sleep: Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 15 Fortitude save or be affected as though by a sleep spell. The save DC is Charisma-based and includes a +2 racial bonus.
A pixie character exchanges its 1 HD of fey for its first class level.
Pixie characters possess the following racial traits.