View Full Version : the aes sí (3.5 epic fae subtype)

2009-05-21, 05:27 PM
Aes Sí

The aes sí ("ess shee") are a race of semi-divine fey that originally inhabited the world of Abal (known nowadays as Avalon), which is generally believed to be a separate area of either the Ethereal Plane or the Plane of Shadows. The aes sí are powerful creatures imbued with terrible magic, sometimes seen as the capricious spirits of nature itself.

Many of the gods, goddesses, and heroes of the faerie are in fact half-blooded descendants of the aes sí, if they are not fully blooded. The aes sí are a vary diverse people, and some of their tribes have earned great fame or infamy; in fact, many tribes of the aes sí have become so well known that they are seen as entirely separate races of fey all together.

Two of the most famous of the tribes of the aes sí are the Fomóiri and the Tuatha Dé Danann.

Aes Sí Traits

–Outsiders (native)
–Immortality (Ex): Though not immortal in the strictest sense of the word, the aes sí are ageless, and if left in peace, will never die of old age.
–Immunity to disease and poison.
–Telepathic communication with any intelligent creature within one mile.
–If using Divine Rank rules presented in Deities and Demigods, all aes sí are considered quasi-deities and have a divine rank of 0, though the leaders of the various tribes are usually at least demigods or lesser gods.


The Fomóiri are one of the oldest tribes of the aes sí, and are by far the most powerful. They are also the most reclusive and the rarest, having been all but annihilated by mortal and immortal foes alike. Their worst enemies are in fact their cousins, the Tuatha Dé Danann. The Fomóiri are generally unpleasant to look upon to most humanoid races, descended as they are from the primal elements; they are large (some as large as mountains), crude and rough-looking, with the features of wild beasts.

Though usually unfriendly and even malicious, Fomóiri are highly intelligent, and many of them have adopted personable demeanors with the intention of bolstering the number of allies that they have in the war against the Tuatha Dé Danann.

The Fomóiri are incredible craftsmen, and have created monuments, ships, castles, instruments, and works of art of such incredible beauty as to be completely incongruent with their brutish and ugly forms. Further, the Fomóiri have few peers when it comes to their skill with arcane magic–they are some of the greatest sorcerers and sorceresses ever known.

Ever more aloof and bitter as their numbers shrink and their sanctuaries disappear, the Fomóiri cling to their shadowy corners of the world with incredible tenacity, howling with indignation at the puny hordes of Tuatha Dé that have dared to challenge them for their own lands and legacies.

Fomóiri Traits

–Huge size (at least; the older they get, the larger they seem to grow)
–Immunity to acid and fire, and sleep, paralysis, stunning, ability damage, ability drain, energy drain, fatigue, exhaustion, and death effects of a caster level less than their own.
–Resistance to cold 20, electricity 20, and sonic 20.
–Spell resistance equal to its hit dice +15.
–See in Darkness (Ex): A Fomóiri can see in any darkness except that which is created by epic magic with a caster level higher than its own.
–Master Artisan (Ex): A Fomor can take 20 on any Craft checks or Knowledge (architecture & engineering) checks, and gains a +16 competence bonus on such checks. Further, a Fomor can create any kind of magic item so long as it meets the caster level, spell, experience, and gold piece requirements, without needing a specific item creation feat.
–Arcane casting ability of a Sorcerer of equal level to its hit dice.

Tuatha Dé Danann

The Tuatha Dé Danann are a beautiful people, long of limb, symmetrical in feature, clear of eye, and lofty of brow. The children of Danu are always specimens of physical perfection, the incarnation of divine beauty.

The Tuatha Dé Danann are one of the youngest tribes of the aes sí, and have been the largest for the past 4,000 years. In fact, the Tuatha Dé Danann are numerous enough that they are understood by many to be their own race of fey, completely separate from the aes sí. This division is further widened by their warlike culture; the Tuatha Dé Danann have made enemies of nearly all of their neighbors, both mortal and immortal alike.

It is not that they are particularly evil as a race–in fact, benevolence is one of their greatest values–but their fierce pride and confidence in their own position as the shining beacon of all of the races has led them to believe that they have the right to rule anything and everything within their reach. This includes even other gods and goddesses–the Tuatha Dé Danann recognize only their mother goddess, Danu, and their father god, the Dagda, as superior to themselves. Strangely enough, they seem not to care in the least that their father god was half-Fomóiri...

Though haughtily self-absorbed and ignorant to the greatness of other races, the Tuatha Dé Danann are without a doubt an impressive tribe. Their short history (long still by mortal standards) has been as an exploding star, full of light and fire and energy.

Tuatha Dé Danann Traits

–Medium size (usually; certain individuals have been known to be larger or smaller).
–Immunity to electricity and sonic, and enchantment or illusion effects of a caster level less than their own hit dice.
–Resistance to acid 15, cold 15, and fire 15.
–Spell Resistance equal to its hit dice +15.
–Extraordinary Presence (Ex): A Tuatha Dé Danann gains a +16 competence bonus to all Diplomacy, Knowledge (history), Knowledge (local), Knowledge (nobility & royalty), and Performance checks.
–Arcane casting of a sorcerer of equal level to its hit dice, or martial initiating equal to a swordsage or warblade of equal level to its hit dice.

2009-05-21, 09:31 PM
Example Aes Sí

The Morrígna

Visual references here (http://fc04.deviantart.com/fs14/f/2007/002/e/5/Raven_by_baranyai.jpg) and here (http://i589.photobucket.com/albums/ss339/HarleyHippie/Morrigan2.jpg).

Medium Outsider (Chaotic, Native, Tuatha Dé Danann)
HD: 50d8+750 (1,000 hit points+20 temporary hit points)
Initiative: +11
Speed: 60 feet
Armor Class: 62 (+11 dex, +20 natural, +12 armor, +7 shield, +2 insight), Touch: 23, Flat-footed: 51 (can't be caught flat-footed
Base Attack/Grapple: +54/+74
Attack: Spear +82 melee (1d8+28/19-20x3), or bastard sword +80 melee (1d10+26/18-20), or composite longbow +65 ranged (1d8+27/x3; shocking and thundering), or shield bash +79 melee (1d8+25)
Full Attack: Spear +82/+78/+73/+68 melee (1d8+28/19-20x3), or bastard sword +80/+75/+70/+65/+80 melee (1d10+26/18-20), plus off hand shield bash +79/+74/+69/+64 melee (1d8+25), or composite longbow +65/+60/+55/+50/+65 ranged (1d8+27/x3; shocking and thundering)
Space/Reach: 5 feet/5 feet
Special Attacks: epic spells, martial maneuvers, raven's crown, song of the bean sí, spells
Special Qualities: Aspects of the morrígna, call the charger, heart of the triune, immortality, immunities, magic of the tuatha dé, peerless warrior, primal rage, queen of the wild, resistance acid 15, cold 15, and fire 15, soul of the changeling, SR 65, stalker of the mounds, storm crow, weaponsmaster
Saves: Fort +46 (+27 base), Ref +42 (+27 base), Will +38 (+27 base)
Abilities: Str 50, Dex 32, Con 41, Int 28, Wis 25, Cha 31
Skills:Balance +36, Bluff +39, Climb +29, Concentrate +72, Craft (armorsmithing) +39, Craft (stonemasonry) +54, Craft (weaponsmithing) +49, Diplomacy +35, Handle Animal +55, Heal +16, Hide +40, Intimidate +70, Jump +64, Knowledge (arcana) +66, Knowledge (history) +33, Knowledge (local) +30, Knowledge (nature) +44, Knowledge (nobility & royalty) +30, Listen +39, Move Silently +35, Performance +35, Ride +51, Search +61, Sense Motive +29, Spellcraft +66, Spot +33, Survival +24, Swim +26
Feats: (B) Track, (B) Power Attack, Cleave, Combat Expertise, Combat Reflexes, Improved Shield Bash, Lockdown, Quick Draw, Improved Trip, Defensive Sweep, Epic Spellcasting, Two-weapon Fighting, Improved Two-weapon Fighting, Greater Two-weapon Fighting, Two-weapon Rend, Perfect Two-weapon Fighting, Iron Heart Aura, Stormguard Warrior, Improved Disarm
Environment: Any
Organization: Solitary, pair, or all three sisters together
Challenge Rating: 30
Treasure: See below, and standard (magical items only)
Alignment: Chaotic neutral
Advancement: by character class
Level Adjustment: –

A beautifully featured woman of regal countenance approaches on horseback. Her mere presence causes a mixture of panic and awed reverence, like the coming of a surging tempest. Long, glossy ribbons of hair as black as pitch frame a fair-skinned face of perfect proportions. Though youthful in limb and feature, her eyes have an air of antiquity, and shimmer silver and black with the reflection of experience and divine insight. She wears black armor made of the finest leather, a large gray shield and an unstrung bow at her back, and carries a bronze-headed spear in her left hand. A sword hangs at her right hip, and in her right hand she holds the bridles to a magnificent warhorse of immense size and the deepest charcoal color. The horse prances and stamps, flaring its nostrils and tossing its mane, never holding still. Its fierce demeanor and restless anticipation seem to be a mirror to the soul of the otherwise calm woman. Somewhere in the distance, a crow caws...

The Morrígna is a trio of war spirits of the fey. The Morrígan, Macha, and Badhbh are sisters, triplet daughters of Ernmas, royalty of the Tuatha Dé Danann. They are of the first generation of Danu's people, and have the majesty and might of true gods, though they do not consider themselves to be divinity.

The sisters are so alike in both appearance and personality that they have often been thought to be the same fey spirit. Only when all three sisters are together is it clear that the Morrígna is a group of three.

With great power over war and death, the Morrígna has been rightfully awarded a place of respect–even worship–among the haughty Tuatha Dé Danann and other fey.

The Morrígna is not solely confined to the spheres of warfare and combat, however.

Each sister has a specialty with which she is concerned; Anann is the Morrígan, the Great Queen, the Mistress of Prophecy, Sovereignty, and Phantasm, and she manipulates fate, rules nations, and sees the death of any creature that she looks upon; Badhbh is the Battle Crow, the bean-sidhe, and personifies the frenzied havoc and violence of battle; and Macha is the Rider, the Lady of the Fortress and the High Places, and a master of horses, wolves, and ravens.

Though they each have their particular realm of focus to which they have devoted their service, all three sisters share the same power over those forces. Macha is as much of a queen as Anann, and as much of a feral killer as Badhbh. They are three separate, but identical entities, and together, they stand as the single greatest reason for the success of the Tuatha Dé Danann. In fact, it was the craftiness of the Morrígna that kept the Tuatha Dé from being completely obliterated by their enemies in their latest defeat, some three thousand years ago now.

The Morrígna speaks any language, and can communicate telepathically with any intelligent creature up to a mile away. They can also communicate telepathically amongst themselves at any distance, on any plane.

In fact, communication would be the wrong term to use between them, since they are of the same mind; once one of the sisters is aware of something, they all are. They all share the same insights at the same time, no matter how far or how specific the situation.


The Morrígna is a terrifying foe. Terrible magic flies effortlessly from her fingertips even as she wields her sword, spear, and bow with a mastery that rivals that of the gods.

Because they are identical, the stats of the Morrígna presented here apply to Anann, Macha, and Badhbh equally.

The Morrígna wields powerful magical items of epic quality. Its spear is of cold iron and never reflects light even on the brightest of days. It is called black badhbh's spear, and it is treated as a +8 keen, returning spear of distance that can be wielded one-handed without penalty. The Morrígna wears supple leather armor with adamantine studs called danu's embrace, functioning as +10 magic-eating leather armor, that continually enchants her with foresight, freedom of movement, and greater heroism, and does not hinder her in any way (no max Dex, armor check penalty, etc). The Morrígna's bastard sword, fury of the stars, is a mithril +6 keen bastard sword of speed that counts as any material and any alignment in order to overcome damage reduction, and casts heal upon its wielder every time it threatens a critical hit. The large wooden shield of the Morrígna is called castle on the mound, and is a +5 bashing shield of arrow deflection that does not hinder her in any way (no max Dex, armor check penalty, etc), and is enchanted as a weapon. Lastly, her +7 shocking burst, thundering composite longbow of speed is made of elk horn and sinew, and is made for a creature with a 50 strength, creates the arrows as it puts her fingers to the bowstring, and is known as squall crow.

Aspects of the Morrígna: The Morrígna shares a powerful bond that allows the sisters to share in each others' expertise. All three sisters enjoy the following abilities.

Aspect of Anann: A diviner, a master of destiny, and a queen of shadow, the Morrigan commands the ancient magic of the planes, spinning enchantments and curses as a spider spins a web, foretelling the future of individuals and nations alike. She is the Phantom Queen, and she bends the multiverse to her whims.

–Raven's Crown (Su): With a standard act, the Morrígna can use mass charm monster and hold monster as supernatural effects at will.

–Magic of the Tuatha Dé (Su): The Morrígna casts any sorcerer spell from the enchantment and illusion schools as if they were supernatural effects and at a +2 bonus to both caster level and DC. Further, the Morrígna can add spells from the druid spell list and the Darkness and Domination domains to her known sorcerer spells.

–Storm Crow (Ex): The Morrígna gains a +16 competence bonus to Intimidate checks, and gains the frightful presence special ability as detailed in the Monstrous Manual. This ability affects any sentient creature, even those immune to fear effects, unless they would otherwise be immune to epic fear effects.

Aspect of Macha: Strategy and martial skill are the hallmark of Macha, the defender of the hills and mounds, and the Morrígna is therefore without equal where combat, fortification, and riding are concerned.

–Call the Charger (Su): The Morrígna can summon and dismiss a great warhorse with a standard action. These soot-black steeds are treated as cauchemar nightmares; each cauchemar is chaotic neutral, and tied to the Plane of Shadow rather than Hades. Even if her mount is killed or banished back to its home plane, with a standard action, the Morrígna can call it back to her.

–Peerless Warrior (Ex): The Morrígna gains a +16 insight bonus to any Craft skill, Handle Animal, and Ride check.

–Weaponsmaster (Ex): The Morrígna can receive the benefits of two martial stances at the same time. Further, the first martial boost or counter used in a round does not count toward the limit of one immediate or swift action per round. Thus, the Morrígna could also cast a quickened spell on the same round as initiating a boost or counter, or could initiate both a boost and a counter in the same round, or two of each.

Aspect of Badhbh: Wild energy pulses in the veins of the Morrígna, owing to Badhbh's ties to the natural world. The instincts of a predator and the otherworldly fury of the fey is her legacy.

–Queen of the Wild (Ex): The Morrígna can command and rebuke any animal or magical beast as a cleric whose level is equal to its hit dice, except that this is an extraordinary ability. Further, the Morrígna gains a +16 insight bonus to Knowledge (nature).

–Primal Rage (Ex): The Morrígna can rage once per encounter. The rage lasts for as long as wanted, gives a +8 bonus to Strength and Constitution, a +4 bonus to Will saves, and -2 penalty to Armor Class. The Morrígna does not become fatigued after a rage, and has no limitation as to what kinds of actions, spells, or items are usable during a rage.

–Song of the Bean Sí (Su): The Morrígna can utilize the wail of the banshee as a swift action once per round.

–Soul of the Changeling (Su): The Morrígna can wild shape at will into the forms of any animal, elemental, fey, or magical beast, of 50 hit dice or less, of any size. The forms of wild horses, wolves, and crows tend to be favorites, though the Morrígna has been known to take the shape of old hags, sylphs, and pillars of fire.

–Stalker of the Mounds (Ex): The Morrígna leaves no trail and cannot be tracked. It may choose to leave a trail if so desired. Further, the Morrígna can move through any kind of terrain at its normal movement speed without suffering damage or any other impairment, magical or otherwise; no terrain is treated as difficult terrain for the Morrígna to traverse.

Epic Spells: The Morrígna can develop and cast epic spells as an arcane caster of 50th level, capable of casting 5 epic spells every day. The Morrígna currently knows a large number of epic spells, as all three sisters have been creating and finding them in their multiple millennia of existence.

Martial Maneuvers: The Morrígna initiates martial maneuvers as a 50th level warblade. This means that the Morrígna has the maneuvers and stances known of a 20th level warblade, but initiates as a 50th level warblade. The Morrígna can learn Shadow Hand maneuvers along with the rest of the disciplines available to a warblade. The Morrígna recovers maneuvers every time a foe fails its Will save against its frightful presence (storm crow) ability.

The Morrígna's martial maneuvers list has been known to change from time to time, and somehow seems to fit whatever situation the sisters are dancing wildly into.

Spells: The Morrígna casts spells as a sorceress of 50th level. It can choose spells from the sorcerer list, the druid list, and the Darkness and Domination domains to her spells known. The saving throw DC of any of her spells is 20 +spell level, unless they are of the enchantment and illusion schools, in which case they are DC 22 +spell level, and count as supernatural effects, not spells.

The Morrígna's spell list has been known to change from time to time, and, like Morrígna's martial maneuvers, somehow seems to be just what was needed in any given situation–almost as if Anann was reading the stars in order to determine the Morrígna's needs.

Convocation of Sisters (Su): As a swift act, the one of the Morrígna can summon any or both of the other two sisters to an adjacent square or pair of squares, crossing planar boundaries when necessary. Any summoned sister acts on the same initiative as the first, and takes her turn immediately after arriving. There is never any conflict of interest in summonings; if one sister thought it important enough to bring one or both of the others, then all three of them thought it important enough. Because of this, it is possible for one of the sisters to in effect, summon herself to the side of one of her other sisters.

Heart of the Triune (Ex): The Morrígna shares the same life force, and one of deific power. Any beneficial effect (enchantments, healing, etc) that targets one of them affects all three of them, even across planar boundaries. In order for the Morrígna to be destroyed, all three must be killed on the same plane. If even one of them survives, the slain sister or sisters will return, fully regenerated, within 1d4 hours.

Immortality (Ex): Though not immortal in the strictest sense of the word, the Morrígna is ageless, and if left in peace, will never die of natural causes.

Immunities (Ex): The Morrígna is immune to any electricity, sonic, fear, disease, or poison effect, and all enchantment or illusion effects of a caster level lower than her own.

Mind of the Triple Goddess (Su): The Morrígna acts in perfect unison; all three of the sisters

Skills: The Morrígna gains a +8 racial bonus to Listen, Search, Sense Motive, and Spot checks.

Special: If the divine ranks in Deities and Demigods are in use, treat the Morrígna as a rank 5 demigoddess.

Treasure: black badhbh's spear, castle on the mounds, danu's embrace, fury of the stars, and squall crow; further, the Morrígna carries a shifting array of other magical items that changes with the current state of affairs.


The Morrígna is a well known spirit of the fey, and many mortals are even aware of the name, though what they knows is usually suspect. Characters with ranks in Knowledge (history), Knowledge (nature), Knowledge (local), or Knowledge (religion) can roll to see if they know of the Morrígna. The DCs are 5 higher for any Knowledge other than Knowledge (nature).

DC 20 The Morrígna is a fierce goddess of the fey, with power over warfare and death. The Morrígna has been known by many names at different times, such as Anann, Badhbh, and Macha.

DC 35 The Morrígna is actually a name of reference given to three sister goddesses, Anann, Badhbh, and Macha, who have been instrumental in saving the Tuatha Dé Danann–their race of fey creatures–from destruction throughout the millenia.

DC 50 The three sisters share a special bond; they work in perfect harmony, share the same thoughts and inspirations at the same time, and can communicate over long distances with hardly a thought.

DC 65 The magic that binds the Morrígna together also makes them incredibly hard to destroy. In order to kill one of the sisters, all three of them need to be destroyed on the same plane–if even one of them survives, the others will return.

The Tygre
2009-05-22, 12:36 AM
Looks good so far. I'm always interested in more info. on the origins of the Fae, and seeing some of the more mythical ones covered.

2009-05-22, 01:14 AM
Just a quick note, in Irish myths there was no "father god" of the tuatha de dannan, there were several kings including the Dagda, Nuada, Bres and Findias.

On the whole looks good! :)

2009-05-22, 03:17 PM
Just a quick note, in Irish myths there was no "father god" of the tuatha de dannan, there were several kings including the Dagda, Nuada, Bres and Findias.

On the whole looks good! :)

i know, but i felt the need to come up with a patron. so i took danu's sugar daddy and extrapolated that he coulda-shoulda-woulda been the cofounder.

there were a number of issues building this that i deviated from the legends. most of that had to do with too many conflicting versions of the story. so i tweaked things here and there in order to make them fit better.

2009-06-07, 11:47 PM
check second post. morrigan is up. as i said earlier, i'm working on balor, and maybe a few others, but my time is sparse. i will update when i can (often determined by need in game...).

2009-06-08, 02:07 AM
Very interesting. Thanks Stycotl!

2009-06-08, 03:32 PM
no problem. i need to mention, the morrigan is by far my favorite of the irish god(desse)s. for that reason, i started with her. i'll probably post the divinely ranked version of her in a little while.