View Full Version : D&D 3.x Other Nightcourt fey [PEACH]

2014-07-09, 10:37 PM
Nightcourt Fey

Size/Type: Small Fey (psionic)
Hit Dice: 4d6 (14 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 15 (+4 Dex, +1 size), touch 15, flat-footed 15
Base Attack/Grapple: +2/-2
Attack: Unarmed strike +7 melee (1d3-1) (+2d6 w/ Psionic Fist) plus stun (Fort neg DC 14)
Full Attack: Unarmed strike +7 melee (1d3-1) (+2d6 w/ Psionic Fist) plus stun (Fort neg DC 14)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, psionics, stunning strike, fascinating song
Special Qualities: Uncanny dodge, low-light vision
Saves: Fort +3, Ref +8, Will +6
Abilities: Str 8, Dex 19, Con 11, Int 12, Wis 15, Cha 18
Skills: Concentration +7, Handle Animal +11, Hide +15, Knowledge (nature) +12, Listen +9, Move Silently +11, Perform (song) +11
Feats: Improved Unarmed Strike, Weapon Finesse, Psionic Fist[B], Psionic Meditation[B]
Environment: Any land
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic good or chaotic neutral
Advancement: By character class
Level Adjustment: +3

A nightcourt fey looks much like a small, thin, attractive young human female. They often dress in colorful costumes or all in black. They are more active at night. Many people look on them with suspicion, suspecting them of evil.

They can mate with humans; the offspring of these relationships are night court fey if female, human if male. However, such relationships seem to be under a curse; they rarely work out long term, either due to irreconcilable differences or the untimely death of the human partner.

Nightcourt fey believe that there exists somewhere a large and powerful Night Court where their queen rules, but no one has been able to find it or confirm this. Magical inquiries on the subject fail.

Nightcourt fey speak Common, Sylvan, and Druidic.


Nightcourt fey avoid physical combat if possible, though they will fight to defend themselves or their friends and family.

Spell-Like Abilities (Caster level 4, as HD; DCs are Cha-based):
At will — bless, whispering wind, water walk (self only);
1/day — charm person (Will DC 15), fly, poison (Fort DC 17), polymorph (self only; no fey or humanoid forms), summon monster III

Psionics: The nightcourt fey can manifest psionic powers as a 4th level wilder, including the Wild Surge and Psychic Enervation class features. In addition, she can learn Seer (Clairsentience) discipline powers as if they were wilder powers. She has 25 pp. Typical powers known:
1st level: attraction, empathy, stomp
2nd level: energy stun

Stunning Strike (Ex): Once per round, the fey can attempt to stun an opponent for 1 round using her unarmed strike (Fort neg DC 14, Wis-based).

Uncanny Dodge (Ex): The fey can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Fascinating Song (Sp): Once per day, the fey can use her high-pitched singing to cause creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear the fey, and able to pay attention to her. The fey must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working.

To use the ability, the fey makes a Perform (song) check. Her check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the fey cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the fey continues to sing and concentrate (up to a maximum of 10 min.) While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the fey to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. It is an enchantment (compulsion), mind-affecting ability.

2014-07-10, 12:28 AM
This should have the Psionic subtype.

The Psionic Subtype
Any creature with psionic powers has the psionic subtype. A psionic creature can be born with the subtype or can gain the subtype during its life.

A creature meeting any one of the following criteria has the psionic subtype:

Creatures with a power point reserve, including characters who have levels in a character class that grants them a power point reserve or creatures who have the Wild Talent feat.
Creatures with psi-like abilities, including characters who have racial psi-like abilities.
Creatures that have spell-like abilities described as “psionics.”

Attack lines should be free of explanation though noting where the bonus comes from is useful.

Attack: Unarmed strike +7 melee (1d3-1 plus 2d6stunning fist featplus stunning strike)
Full Attack: Unarmed strike +7 melee (1d3-1 plus 2d6 plus stunning strike)

LA is probably closer to +4 than +3 see doppelganger for example..

DC for stunning fist should be 14 not 16. 10 + 1/2 HD (2) + Wis mod. (2) = 14.


2014-07-10, 10:46 AM
Thanks. I fixed the DC.

The LAs for published WotC material tend to be too high. That makes it difficult to design monsters, since either you fall in line with existing WotC material (thus putting in unreasonable numbers and so producing shoddy work) or put in reasonable numbers (thus conflicting with existing standards and thereby producing shoddy work). Of course, Pathfinder with its no-LA policy is even worse on that point.

Can anyone guess what the inspiration for this was?