Kruomaead
The Kruomaead are the fae of ice and snow, cold and harsh tundras, great blizzards and icebergs. They are icy, cold, and aloof.
Kruopedihiad
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Kruopedihiad
Medium Fey
HD 4d6+8 HD (22 HP)
Speed 30 ft. (6 squares)
Init: +3
AC 15; touch 13; flat-footed 12 (+3 Dex, +2 Nat)
BAB +2; Grp +3
Attack Dagger +5 melee (1d4+1) or Shuriken +5 ranged (1d2+1)
Full-Attack Dagger +5 melee (1d4+1) or Shuriken +5 ranged (1d2+1)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities, Tundra-Stride
Special Qualities Damage /Cold Iron, Wild Empathy, Tundra-Bound
Saves Fort +6 Ref +7 Will +7
Abilities Str 12, Dex 16, Con 14, Int 15, Wis 16, Cha 15
Skills Hide +10, Move Silently +10, Tumble +10, Survival +10, Spot +10, Listen +10, Diplomacy +9, Bluff +9.
Feats Weapon Finesse, Great Fortitude
Environment Tundras
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always true neutral
Kruopedihiad are the Fae of tundra, and frozen plains. Their hair is long and flowing, their skin a pale white. Their eyes are blue, or grey.
Kruopedihiad speak Common and Sylvan.
Combat
Kruopedihiad are proficient with Daggers and Shuriken.
Spell-like abilities: At will— Lesser Orb of Cold*, Obscuring Mist, Endure Elements, ; 3/day— *Chill Metal, Resist Energy, ; 1/day— Wall of Ice, Sleet Storm. Caster level 6th. The save DCs are wisdom based.
Wild Empathy (Ex) This power works like the druid’s wild empathy class feature, except that the Kruomaed has a +6 racial bonus on the check.
Tundra-Bound (Ex): The Kruopedihiad is magically bound to a tundra. They may never stray more than 100 feet from it. Any Kruopedihiad who does, becomes ill and dies within 4d6 hours. A Kruopedihiad’s tundra does not radiate magic.
Tundra-Stride (Ex): As a standard action, the Kruopedihiad may enter a state of moving meditation. During the meditation, the Kruopedihiad gains a +10 bonus to their base land speed, a +2 bonus to all attack and damage rolls, and a +3 bonus to all Tumble checks. This effect lasts for 3 rounds. After the duration is over, the Kruopedihiad must wait 1d4 rounds before using this ability again.
Phegualiad
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Pheguliad
Large Fey
HD 4d6+8 HD (22 HP)
Speed 30 ft. (6 squares)
Init: +2
AC 15; touch 11; flat-footed 13 (+2 Dex, +4 Nat, -1)
BAB +2; Grp +8
Attack Greatclub +4 melee (2d8+3) or Javelin +3 ranged (1d8+2)
Full-Attack Greatclub +4 melee (2d8+3) or Javelin +3 ranged (1d8+2)
Space 10 ft.; Reach 10 ft.
Special Attacks Spell-like abilities, Cold Sweep
Special Qualities Damage 3/Cold Iron, Wild Empathy, Iceberg-Bound
Saves Fort +6 Ref +6 Will +7
Abilities Str 14, Dex 14, Con 14, Int 18, Wis 16, Cha 12
Skills Jump +9, Hide +5, Move Silently +9, Tumble +9, Knowledge (Geography) +11, Knowledge (Nature) +11, Survival +10, Spot +10, Listen +10, Heal +10.
Feats Great Fortitude, Weapon Focus (Greatclub)
Environment Icebergs
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always true neutral
Pheguliad are the Fae of icebergs. Their hair is wispy and pale, almost fluorescent when the moonlight hits it. Their skin is also pale, and their eyes are deep, dark blue.
Pheguliad speak Common and Sylvan.
Combat
Pheguliad are proficient with greatclubs and javelins.
Spell-like abilities: At will— Lesser Orb of Cold*, Obscuring Mist, Endure Elements, ; 3/day— *Chill Metal, Resist Energy, ; 1/day— Wall of Ice, Sleet Storm. Caster level 6th. The save DCs are wisdom based.
Wild Empathy (Ex) This power works like the druid’s wild empathy class feature, except that the Kruomaed has a +6 racial bonus on the check.
Iceberg-Bound (Ex): The Pheguliad is magically bound to an iceberg. They may never stray more than 1000 feet from it. Any Pheguliad who does, becomes ill and dies within 4d6 hours. A Pheguliad’s Iceberg does not radiate magic. The Pheguliad may control the direction and travel of their iceberg. Usually it is stopped, not moving in any direction. The iceberg's movement is still incredibly slow.
Cold Sweep (Su): As a standard action, the Pheguliad may make a touch attack against a target within melee range. If they hit, that target takes 2d6 Cold damage. The Pheguliad must wait 1d4+1 rounds before using this ability again.
Emyulimnade
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Emyulimnade
Medium Fey
HD 4d6+8 HD (22 HP)
Speed 30 ft. (6 squares); Swim 30 ft.
Init: +5
AC 15; touch 11; flat-footed 14 (+1 Dex, +4 Nat )
BAB +2; Grp +5
Attack Morningstar +5 melee (1d8+4) or Dart +3 ranged (1d4+3)
Full-Attack Morningstar +5 melee (1d8+4) or Dart +3 ranged (1d4+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities, Frozen Breath
Special Qualities Damage 5/Cold Iron, Wild Empathy, Lake-Bound
Saves Fort +6 Ref +5 Will +7
Abilities Str 16, Dex 12, Con 14, Int 12, Wis 16, Cha 18
Skills Jump +10, Swim +10, Diplomacy +11, Bluff +11, Knowledge (Geography) +8, Hide +8, Move Silently +8.
Feats Great Fortitude, Improved Initiative
Environment Frozen lakes or ponds
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always true neutral
Emyulimnade are the Fae of frozen lakes and ponds. Their skin is granite gray, and their hair is a slightly lighter. Their eyes are light or dark blue.
Emyulimnade speak Common and Sylvan.
Combat
Emyulimnade are proficient with Morningstars and Darts.
Spell-like abilities: At will— Lesser Orb of Cold*, Obscuring Mist, Endure Elements, ; 3/day— *Chill Metal, Resist Energy, ; 1/day— Wall of Ice, Sleet Storm. Caster level 6th. The save DCs are wisdom based.
Wild Empathy (Ex) This power works like the druid’s wild empathy class feature, except that the Kruomaed has a +6 racial bonus on the check.
Lake-Bound: The Emyulimnade is magically bound to a frozen lake. They may never stray more than 1000 feet from it. Any Emyulimnade who does, becomes ill and dies within 4d6 hours. An Emyulimnade’s lake does not radiate magic.
Frozen Breath (Su): As a standard action, the Emyulimnade may create a cone of ice and bitter wind. All creatures in a thirty foot cone take 2d6 cold damage. If they would take damage in this way, the creatures may make a reflex save (DC 15) for half damage. The saving throw for this effect is Wisdom based.
Aponeid
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Aponeid
Medium Fey
HD 4d6+4 HD (18 HP)
Speed 30 ft. (6 squares)
Init: +4
AC 15; touch 14; flat-footed 11 (+4 Dex, +1 Nat)
BAB +2; Grp +3
Attack Dagger +6 melee (1d4+1) or Shortbow +6 ranged (1d6/x3)
Full-Attack Dagger +6 melee (1d4+1) or Shortbow +6 ranged (1d6/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities, Snowstorm
Special Qualities Damage 3/Cold Iron, Wild Empathy
Saves Fort +5 Ref +8 Will +5
Abilities Str 12, Dex 18, Con 12, Int 18, Wis 12, Cha 16
Skills Hide +11, Move Silently +11, Knowledge (Nature) +11, Knowledge (Geography) +11, Diplomacy +10, Bluff +10, Tumble +11, Spot +8, Listen +8.
Feats Weapon Finesse, Great Fortitude
Environment Cold climates
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always true neutral
Aponeids are the Fae of snow. Unlike many nymphs, they are not tied to a single location, and roam snowy tundras, great icy swathes of land, dancing the dance of snow, bringing the gift of snow to the land. Their skin is light blue, their hair is shining white, littered with ice crystals and snow. Their eyes are deep blue.
Aponeids speak Common and Sylvan.
Combat
Aponeids are proficient with Daggers and Shortbows
Spell-like abilities: At will— Lesser Orb of Cold*, Obscuring Mist, Endure Elements, ; 3/day— *Chill Metal, Resist Energy, ; 1/day— Wall of Ice, Sleet Storm. Caster level 6th. The save DCs are wisdom based.
Wild Empathy (Ex) This power works like the druid’s wild empathy class feature, except that the Kruomaed has a +6 racial bonus on the check.
Snowstorm (Su): As a standard action, the Aponeid may summon a snowstorm. The storm lasts for three rounds, and during that time, the Aponeid may not take any actions. During the storm, all creatures treat their attacks as if the target had concealment. All creatures within 30 feet of the Aponeid take 1d6 Cold damage per round. After the storm is over, the Aponeid must wait 1d4+2 rounds before being able to use it ability.
Emyupotameid
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Medium Fey
HD 4d6 HD (14 HP)
Speed 30 ft. (6 squares); Swim 30 ft.
Init: +3
AC 15; touch 13; flat-footed 12 (+3 Dex, +2 Nat)
BAB +2; Grp +5
Attack Shortspear +5 melee (1d6+4) or Sling +6 ranged (1d4+3)
Full-Attack Shortspear +5 melee (1d6+4) or Sling +6 ranged (1d4+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities
Special Qualities Damage 4/Cold Iron, Wild Empathy, River-Bound, Riverkin
Saves Fort +4 Ref +7 Will +8
Abilities Str 16, Dex 16, Con 10, Int 14, Wis 18, Cha 14
Skills Jump +10, Hide +10, Move Silently +10, Survival +11, Spot +11, Listen +11, Diplomacy +9, Bluff +9.
Feats Great Fortitude, Weapon Focus (Sling)
Environment Frozen rivers
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always true neutral
Emyupotameid are the Fae of frozen rivers and streams. Their lips are blue, as if they had drowned, or had hypothermia. Their eye lids are of a similar color, and their eyes are white, or light blue. Their hair ranges from green to blue, and is filled with twigs and mud and ice.
Emyupotameid speak Common and Sylvan.
Combat
Emyupotameid are proficient with Shortspears and slings.
Spell-like abilities: At will— Lesser Orb of Cold*, Obscuring Mist, Endure Elements, ; 3/day— *Chill Metal, Resist Energy, ; 1/day— Wall of Ice, Sleet Storm. Caster level 6th. The save DCs are wisdom based.
Wild Empathy (Ex) This power works like the druid’s wild empathy class feature, except that the Kruomaed has a +6 racial bonus on the check.
: The Emyupotameid are magically bound to a frozen river or creek. They may never stray more than 100 feet from it. Any Emyupotameid who do become ill and die within 4d6 hours. An Emyupotameid’s river does not radiate magic. A frozen river is considered a river that is frozen for more than half of the year.
Riverkin (Ex): The Emyupotameid deals an extra 1d6 damage on all attacks made when the Emyupotameid is in their river. They gain a bonus to all Hide and Move Silently checks while in their river equal to their Wisdom modifier.
Ahmaead
Sneachtiad
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Sneachtiad
Medium Fey
HD 13d6+39 (85 HP)
Speed 40 ft. (8 squares); Fly 40 feet
Init: +7
AC 25; touch 17; flat-footed 22 (+3 Dex, +8 Nat, +4 Def)
BAB +6; Grp +9
Attack +4 Rapier +14 melee (1d6+7, 18-20/x2)
Full-Attack +4 Rapier +14/+9 melee (1d6+7, 18-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities, Chill Wind, Snowburst, Snowflake Footfall
Special Qualities Damage Reduction 12/Cold Iron, Magic and Chaos or Law; Wild Awe, Perpetual Winter, Snowform
Saves Fort +10 Ref +11 Will +12
Abilities Str 16, Dex 16, Con 16, Int 18, Wis 18, Cha 16
Skills Hide +19, Move Silently +19, Diplomacy +19, Spot +20, Listen +20, Knowledge (History) +20,
Feats Power Attack, Improved Initiative, Weapon Focus (Rapier), Great Fortitude
Environment Anywhere
Organization Solitary, Fae Cruinniú (2-4 Ahmaead)
Challenge Rating 12
Treasure Standard
Alignment Always True Neutral
The Sneachtiad are the greater Fae of Blizzards and snowstorms. The Sneachtiad are pale, pale creatures. Their eyes are red rimmed, as if they have been weeping. They wear elaborate dresses, long and white, with red embroidery. They are surrounded by the caress of blizzards, and chilling winds that freeze to the bone.
Sneachtiad speak Sylvan.
Combat
Sneachtiad are proficient with Rapiers.
Spell-like abilities: At will— Chill Metal, Lesser Orb of Cold, Obscuring Mist, Fog Cloud, Endure Elements, Resist Energy; 3/day— *Cone of Cold, Freezing Sphere, Wall of Ice, Sleet Storm; 1/day— Polar Ray. Caster level 15th. The save DCs are *based.
Wild Awe (Ex): The Ahmaead has an aura of Awe that affects all animals within 30 feet depending on their Hit Dice.
Spoiler{table=head]Hit Dice|Effect
1-3|Ignores the Ahmaead
4-7|Panicked
8-11|Frightened
12-15|Shaken
16+|Nothing [/table]
Creatures affected by this ability are allowed a Will save (DC 20) to ignore the effects.
Chill Wind (Su): As a standard action, the Sneachtiad may breathe a cone of bone chilling winds. All creatures in a 60 foot cone take 5d6 cold damage. Any creature that would take damage in this way may make a Reflex save (DC 20) for half damage. The save for this effect is Intelligence based. After using this ability, the Sneachtiad must wait 1d4 rounds before using it again.
Snowburst (Su): As a full round action, the Sneachtiad may burst into snow. All creatures within 10 feet of the Sneachtiad take 3d6 cold damage, and the Sneachtiad becomes incorporeal for 3 rounds. For those rounds, the Sneachtiad may not attack, use spell like abilities, or supernatural abilities. After the incorporeality has ended, the Sneachtiad must wait 1d4+3 rounds before using it again.
Snowflake Footfall (Su): As a standard action, the Sneachtiad may teleport anywhere within 100 feet. If she ends adjacent to a creature, she may make a single attack against that creature, at her highest attack bonus minues two. After using this ability, the Sneachtiad must wait 1d4+1 rounds before using it agai.
Perpetual Winter (Su): The Sneachtiad is constantly surrounded by a blizzard. All creatures within 15 feet of the Sneachtiad take 2d6 cold damage every round that they remain within 15 feet of the Sneachtiad.
Snowform (Su): The Sneachtiad is literally made of hardened ice and snow. She adds her Intelligence modifier as a deflection bonus to her armor class.