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  1. - Top - End - #1
    Ogre in the Playground
     
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    Default (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]

    ”The Dryadi have been called, from the forests of old.

    The Naiadi have been summoned, from the gurgling depths.

    The Traiadi have been woken, from their ancient sleep.

    The Nereidi have been sung to, from the salty waters.

    The Pegaei have been dreamed, from the skies of heaven.

    The Oreadi have been roused, from the mountains of deepest song.

    The Afaistaeadi have been bidded, from the flickering wick of the flame.

    The Kruomaeadi have been ordered, from the light that dances in the ice.

    The Ahmaead have been screamed, from the storms of destruction.

    The Fae are calling the ancient ones. They are calling the oldest sisters, and the Nymphs of long ago are coming. The Fae are calling the sisters of old, and Winter will move into Spring. Eternal Spring.

    Spring is coming.”


    The Nymphs as they appear in mythology are really not very well represented in D&D. They appear as completely beautiful women, but do nothing more than that. I was reading up on some more nymphs, and I got kind of inspired.

    In this project:

    • Expanded Dryad variants.
    • Naiads.
    • Traiads (land nymphs).
    • Nereids.
    • Pegaeads (air nymphs).
    • Oread.
    • Afaistaeads (fire nymphs).
    • Kruomaeads (ice nymphs).


    In addition, there are Ahmaeads for each caste. The Ahmaeads are the Fae of natural disasters, greater Fae, and of higher orders of the elements. The Ahmaeads are very, very, very rare, and incredibly hard to find. It would be very hard to see one, let alone a group of them. The only time the Ahmaead come together is when they have a Fae Cruinniú, or a gather. At a Fae Cruinniú, a group of two to four Ahmaead gather together and fight or compete against each other, similarly to how animals preen and dance, in order to prove superiority. This is a fairly rare occurrence, but when it happens, it is incredibly dangerous for non-Fae. The Ahmaead are literal embodiments of natural disasters, and a Fae Cruinniú is a group of Ahmaead coming together. Earthquakes, intense storms, hurricanes, blizzards, lightning strikes, tornadoes and volcanic activity.

    Note:

    The word Fae is used several times in the fluff of most every creature. In that case, the word Fae is the same as "Fey" in meaning.

    In addition, Nymph is the female term for one of these creatures. A male Dryad, Naiad, Traiad, Nereid, Pegaead, Oread, Afaistaead, or Kruomaead is called an Arnobos (Arnobos being part of the Greek word for "Shepherd")
    Last edited by unosarta; 2011-03-12 at 05:45 PM.
    Current Project: Campaign Setting

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  2. - Top - End - #2
    Ogre in the Playground
     
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    Default Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]

    Dryadi

    The Dryadi are the nymphs of trees. They are connected to trees, and also to the land.

    Elmborn Dryad

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    Elmborn Dryad
    Medium Fey
    HD 4d6 HD (14 HP)
    Speed 30 ft. (6 squares)
    Init: +4
    AC 17; touch 14; flat-footed 13 (10+4[Dex]+3[Nat])
    BAB +2; Grp +2
    Attack Dagger +6 melee (1d6, 19-20/x2) or masterwork longbow +7 ranged (1d8/×3)
    Full-Attack Dagger +6 melee (1d6, 19-20/x2) or masterwork longbow +7 ranged (1d8/×3)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities
    Special Qualities Damage Reduction 5/Cold Iron, Tree Dependency, Wild Empathy, Strength of the Roots
    Saves Fort +3 Ref +8 Will +6
    Abilities Str 10, Dex 19, Con 11, Int 14, Wis 15, Cha 18
    Skills Escape Artist +11, Handle Animal +11, Hide +11, Knowledge (nature) +11,
    Listen +9, Move Silently +11, Ride +6, Spot +9, Survival +9, Use Rope +4
    Feats Great Fortitude, Weapon Finesse
    Environment Temperate Forests
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always True Neutral

    Elmborn Dryads appear as wondrous woodland Fae. Their delicate features are those of an elf, their flesh like a bark, or fine wood, and their hair is like a canopy of leaves, that changes color with the seasons.

    Dryads speak Common and Sylvan.

    Combat
    The Elmborn Dryad is proficient with Daggers and Longbows.

    Spell-like abilities: At will— Entangle (DC 13), Speak With Plants, Tree Shape; 3/day— *Charm Person (DC 13), Deep Slumber (DC 15), Tree Stride; 1/day— Suggestion (DC 15). Caster level 6th. The save DCs are wisdom based.

    Tree Dependency (Su): Each Elmborn Dryad is mystically bound to a single, enormous Elm tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s Elm does not radiate magic.

    Wild Empathy (Ex) This power works like the druid’s wild empathy class feature, except that the dryad has a +6 racial bonus on the check.

    Strength of the Roots (Ex): While the Elmborn Dryad is on solid ground, they gain a bonus to all opposed Strength or Dexterity checks for Trip, Grapple, Bull rush, or Disarm equal to twice their Charisma modifier, and gain a bonus to balance checks equal to twice their Charisma modifier. While within 5 feet of their tree, the Elmborn Dryad is immune to Trip, Grapple, Bull rush, or Disarm attempts.


    Birchborn Dryad

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    Birchborn Dryad
    Medium Fey
    HD 4d6+12 (26 hp)
    Speed 30 ft. (6 squares)
    Init: +8
    AC 16; touch 12; flat-footed 14 (10+2[Dex]+4[Nat])
    BAB +2; Grp +3
    Attack Handaxe +4 melee (1d6+1, x3) or masterwork longbow +5 ranged (1d8/×3)
    Full-Attack Handaxe +4 melee (1d6+1, x3) or masterwork longbow +5 ranged (1d8/×3)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities
    Special Qualities Damage Reduction 5/Cold Iron, Tree Dependency, Wild Empathy, Birchburn
    Saves Fort +3 Ref +6 Will +5
    Abilities Str 12, Dex 15, Con 17, Int 14, Wis 13, Cha 15
    Skills Escape Artist +9, Handle Animal +9, Bluff +9, Knowledge (nature) +11,
    Listen +8, Concentrate +10, Ride +4, Spot +8, Survival +8, Use Rope +4
    Feats Improved Initiative, Weapon Finesse
    Environment Temperate Forests
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always True Neutral

    Birchborn Dryads look almost exactly like Elmborn Dryads, except that their skin is a bright, pure white, and flaking. Their eyes are usually black or brown.

    Birchborn Dryads speak Common and Sylvan.

    Combat
    The Birchborn Dryad is proficient with Handaxes and Longbows

    Spell-like abilities: At will— Entangle (DC 13), Speak With Plants, Tree Shape, Light, Burning Hands (DC 13); 3/day— *Charm Person (DC 13), Deep Slumber (DC 15), Tree Stride; 1/day— Suggestion (DC 15), Searing Light. Caster level 6th. The save DCs are wisdom based.

    Tree Dependency (Su): Each Birchborn Dryad is mystically bound to a single, enormous Birch tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s Birch does not radiate magic.

    Wild Empathy (Ex) This power works like the druid’s wild empathy class feature, except that the dryad has a +6 racial bonus on the check.

    Birchburn (Su): The Birchborn Dryad deals 50% more damage with any fire spells or spell-like abilities they use, but also take 50% more fire damage from all sources.


    Ashborn Bryad

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    Ashborn Dryad
    Medium Fey
    HD 4d6+4 (18 hp)
    Speed 30 ft. (6 squares)
    Init: +3
    AC 15; touch 13; flat-footed 12 (10+3[Dex]+2[Nat])
    BAB +2; Grp +2
    Attack Rapier +5 melee (1d6, 18-20/x2) or masterwork longbow +6 ranged (1d8/×3)
    Full-Attack Rapier +5 melee (1d6, 18-20/x2) or masterwork longbow +6 ranged (1d8/×3)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities
    Special Qualities Damage Reduction 5/Cold Iron, Tree Dependency, Wild Empathy, Born of Ash, Darkvision 10 feet
    Saves Fort +4 Ref +7 Will +6
    Abilities Str 10, Dex 17, Con 13, Int 18, Wis 15, Cha 14
    Skills Escape Artist +9, Handle Animal +9, Hide +10, Knowledge (nature) +13,
    Listen +9, Move Silently +10, Ride +6, Spot +9, Survival +9, Use Rope +4, Bluff +9, Diplomacy +9, Tumble +10, Balance +10.
    Feats Great Fortitude, Weapon Finesse
    Environment Temperate Forests
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always True Neutral

    Ashborn Dryads look exactly like Elmborn Dryads, but their limbs are knobbly and crooked, and their skin is more of a light brown. Their eyes tend to be more brown or gray.

    Ashborn Dryads speak Common and Sylvan.

    Combat
    The Ashborn Dryad is proficient with Rapiers and Longbows.

    Spell-like abilities: At will— Entangle (DC 13), Speak With Plants, Tree Shape, Darkness; 3/day— *Charm Person (DC 13), Deep Slumber (DC 15), Tree Stride; 1/day— Suggestion (DC 15), Deeper Darkness. Caster level 6th. The save DCs are wisdom based.

    Tree Dependency (Su): Each Ashborn Dryad is mystically bound to a single, enormous Ash tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s Ash does not radiate magic.

    Wild Empathy (Ex) This power works like the druid’s wild empathy class feature, except that the dryad has a +6 racial bonus on the check.

    Born of Ash (Su): The Ashborn Dryad gains a bonus to attack and damage rolls when in magical or nonmagical darkness equal to their Intelligence modifier. The Ashborn Dryad can see in magical darkness.


    Oakborn Dryad

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    Oakborn Dryad
    Medium Fey
    HD 4d6+12 (26 hp)
    Speed 30 ft. (6 squares)
    Init: +1
    AC 16; touch 11; flat-footed 15 (10+1[Dex]+5[Nat])
    BAB +2; Grp +6
    Attack Greatclub +6 melee (1d10+6, x2) or Sling +2 (1d4+4, x2)
    Full-Attack Greatclub +6 melee (1d10+6, x2) or Sling +2 (1d4+4, x2)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities
    Special Qualities Damage Reduction 7/Cold Iron, Tree Dependency, Wild Empathy
    Saves Fort +2 Ref +5 Will +8
    Abilities Str 18, Dex 13, Con 15, Int 10, Wis 18, Cha 14
    Skills Escape Artist +8, Hide +8, Jump +11, Knowledge (nature) +9,
    Listen +11, Move Silently +11 Spot +11, Survival +11
    Feats Improved Initiative, Improved Toughness
    Environment Temperate Forests
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always True Neutral

    Oakborn Dryads look like Elmborn Dryads, but their skin is usually a dark brown, and the leaves that function as hair are shaped like those of an oak tree. Their eyes are usually blue or green.

    Oakborn Dryads speak Common and Sylvan.

    Combat
    The Oakborn Dryad is proficient with Greatclubs and Slings.

    Spell-like abilities: At will— Cure Light Wounds, Goodberry, Entangle (DC 13), Speak With Plants, Tree Shape; 3/day— *Charm Person (DC 13), Deep Slumber (DC 15), Tree Stride, Barkskin; 1/day— Suggestion (DC 15). Caster level 6th. The save DCs are wisdom based.

    Tree Dependency (Su): Each Oakborn Dryad is mystically bound to a single, enormous Oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s Oak does not radiate magic.

    Wild Empathy (Ex) This power works like the druid’s wild empathy class feature, except that the dryad has a +6 racial bonus on the check.

    Oaken Kindness: Whenever the Oakborn Dryad heals another target with a spell or spell-like ability, he may heal himself for an amount of damage equal to his Wisdom modifier.


    Pineborn Dryad

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    Pineborn Dryad
    Medium Fey
    HD 4d6 (16 hp)
    Speed 30 ft. (6 squares)
    Init: +4
    AC 17; touch 14; flat-footed 13 (10+4[Dex]+3[Nat])
    BAB +2; Grp +4
    Attack Longspear +4 (1d8+3, x3) or masterwork shortbow +7 ranged (1d6/×3)
    Full-Attack Longspear +4 (1d8+3, x3) or masterwork shortbow +7 ranged (1d6/×3)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities
    Special Qualities Damage Reduction 5/Cold Iron, Tree Dependency, Wild Empathy, Needles
    Saves Fort +0 Ref +8 Will +8
    Abilities Str 14, Dex 19, Con 11, Int 14, Wis 19, Cha 10
    Skills Escape Artist +11, Handle Animal +7, Hide +11, Knowledge (nature) +11,
    Listen +11, Move Silently +11, Ride +6, Spot +11, Survival +11, Use Rope +4
    Feats Point Blank Shot, Run
    Environment Temperate Forests
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always True Neutral

    Pineborn Dryads look like Elmborn Dryads, but their skin is dotted with little tufts of needles, like those of the pine tree. Their skin is usually a bit more craggy than other kinds of dryads, and they periodically grow pinecones.

    Pineborn Dryads speak Common and Sylvan.

    Combat
    The Pineborn Dryad is proficient with Longspears and Shortbows.

    Spell-like abilities: At will— Entangle (DC 13), Speak With Plants, Tree Shape; 3/day— *Charm Person (DC 13), Deep Slumber (DC 15), Tree Stride; 1/day— Suggestion (DC 15). Caster level 6th. The save DCs are wisdom based.

    Tree Dependency (Su): Each Pineborn Dryad is mystically bound to a single, enormous Pine tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s Pine does not radiate magic.

    Wild Empathy (Ex) This power works like the druid’s wild empathy class feature, except that the dryad has a +6 racial bonus on the check.

    Needles (Ex): Pineborns constantly have needles sticking out of their skin, and falling out. Each is incredibly sharp, and when used as arrows, she gains a +2 bonus to attack rolls with the needle, and each attack made by a ranged weapon with a needle deals an additional +1d6 damage.


    Willowborn Dryad

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    Willowborn Dryad
    Medium Fey
    HD 4d6 (16 hp)
    Speed 30 ft. (6 squares)
    Init: +3
    AC 14; touch 12; flat-footed 12 (10+2[Dex]+2[Nat])
    BAB +2; Grp +5
    Attack Quarterstaff +5 (1d6+3/1d6+3) or masterwork longbow +5 ranged (1d8/×3)
    Full-Attack Quarterstaff +5 (1d6+3/1d6+3) or masterwork longbow +5 ranged (1d8/×3)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities
    Special Qualities Damage Reduction 3/Cold Iron, Tree Dependency, Wild Empathy, Grandmother Willow
    Saves Fort +3 Ref +6 Will +7
    Abilities Str 16, Dex 14, Con 10, Int 18, Wis 17, Cha 16
    Skills Escape Artist +9, Handle Animal +10, Hide +10, Knowledge (nature) +13,
    Listen +10, Move Silently +10, Ride +6, Spot +10, Survival +10, Use Rope +4, Bluff +10, Diplomacy +10, Tumble +10, Balance +10.
    Feats Great Fortitude,
    Environment Temperate Forests
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always True Neutral

    Willowborn Dryads look exactly like Elmborn Dryads, but they tend to be thinner and lither, and the leaves that form their hair are long, like the thin branches of a willow tree. They are also exceptionally beautiful.

    Willowborn Dryads speak Sylvan and Common.

    Combat
    The Willowborn Dryad is proficient with Quarterstaffs and Longbows.

    Spell-like abilities: At will— Entangle (DC 13), Speak With Plants, Tree Shape, Calm Animals, Speak With Animals, ; 3/day— *Animal Messenger, Charm Person (DC 13), Deep Slumber (DC 15), Tree Stride; 1/day— Suggestion (DC 15), Deeper Darkness. Caster level 6th. The save DCs are wisdom based.

    Tree Dependency (Su): Each Ashborn Dryad is mystically bound to a single, enormous Ash tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s Ash does not radiate magic.

    Wild Empathy (Ex) This power works like the druid’s wild empathy class feature, except that the dryad has a +6 racial bonus on the check.

    Grandmother Willow (Ex): Any animal that the Willowborn dryad uses their Wild Empathy ability on and becomes Helpful gains a +4 bonus to all ability scores while fighting against enemies of the Dryad, and that animal’s size increases by one size category. The Willow Dryad may not use this ability on creatures that have more HD than the Willow Dryad, and the Willow Dryad may not affect more than 3 creatures in this way.


    Ahmaead

    Cranniad

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    A Cranniad in the Form of Ten Thousand Branches.

    Cranniad
    Large Fey
    HD 13d6+52 (98 HP)
    Speed 30 ft. (6 squares)
    Init: +3
    AC 24; touch 8; flat-footed 25 (-1 Dex, +16 Nat, -1)
    BAB +6; Grp +15
    Attack Shillelagh Greatclub +12 melee (4d8+8)
    Full-Attack Shillelagh Greatclub +12/+6 melee (4d8+8)
    Space 10 ft.; Reach 10 ft.
    Special Attacks Spell-like abilities, Leaf Swirl, Awaken the Brethren, Step Through the Trees
    Special Qualities Damage Reduction 13/Cold Iron and Chaos or Law; Wild Awe, Form of Ten Thousand Branches, Sprouting Step
    Saves Fort +11 Ref +10 Will +13
    Abilities Str 20, Dex 8, Con 18, Int 14, Wis 20, Cha 14
    Skills Survival +21, Spot +21, Listen +21, Concentration +20, Knowledge (Geography) +18, Knowledge (Nature) +18, Hide +14, Move Silently +14.
    Feats Improved Initiative, Weapon Focus, Great Fortitude, Lightning Reflexes, Power Attack
    Environment Forests
    Organization Solitary, Fae Cruinniú (2-4 Ahmaead)
    Challenge Rating 12
    Treasure Standard
    Alignment Always True Neutral

    Cranniads are the greater Fae of trees, the elder brothers to the Dryads. They appear as nine foot tall humanoids, with green hair, brownish skin, and forest green eyes. Their ears are pointed, and their teeth are sharpened, so that they look like needles. The Cranniad usually hide from any who try to find them. They actually take pleasure in the idea of being chased, although any endeavor usually ends unfortunately for the one chasing the Cranniad. The Cranniad spend most of their time asleep in the forests where they live, letting the lesser Dryads protect the trees. Only when an especially powerful foe appears will the Cranniad protect the forest.

    Cranniads speak Sylvan.

    Combat

    Cranniads are proficient with Greatclubs.

    Spell-like abilities: At will— Shillelagh, Know Direction, Tree Shape, Warp Wood, Wood Shape, Neutralize Posion, Resist Energy, Speak with Plants; 3/day— *Tree Stride, Wall of Thorns, Poison; 1/day— Ironwood, Transmute Metal to Wood. Caster level 15th. The save DCs are Wisdom based.

    Wild Awe (Ex): The Ahmaead has an aura of Awe that affects all animals within 30 feet depending on their Hit Dice.

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    {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 21) to ignore the effects. This save is Wisdom based

    Leaf Swirl (Su): As a standard action, the Cranniad may shoot a blast of leaves and branches at a target, hardened and sharpened into weaponlike projectiles. He may make a ranged touch attack against a target within 30 feet. If he hits, he deals 6d6 damage to the target. After using this ability, he must wait 1d4 rounds before using it again.

    Awaken the Brethren (Su): As a full round action, the Cranniad may awaken a tree within 30 feet of himself. This functions as the Treant ability Awaken Trees. A Cranniad may only control one treant at a time.

    Step Through the Trees (Su): As a standard action, the Cranniad may step into a tree within 5 feet of himself. If he does, he may teleport to any tree within 300 feet. After using this ability, the Cranniad must wait 1d4+2 rounds before using it again. He may activate the ability as a swift action, but the wait time increases by two rounds.

    Form of Ten Thousand Branches (Ex): As a swift action, the Cranniad may enter the form of Ten Thousand Branches. He grows three torsos, complete with heads, arms and features, his skin hardens and becomes bark. His movement speed is reduced to 0. He gains an additional number of Attacks of Opportunity per round equal to his Wisdom modifier. He gains a bonus to his natural armor equal to his Wisdom modifier. He gains Fast Healing equal to twice his Wisdom modifier. For the duration, the Cranniad takes 50% more fire damage. This effect lasts until he cancels it, as a free action.

    Sprouting Step (Su): Whenever the Cranniad moves 10 feet (not necessarily in one straight line), a tree sprouts up in the last place the Cranniad stepped. If he moves ten feet and continues moving, a new tree sprouts up in the square that the Cranniad steps in next after ten feet after continuing their movement. For instance, a Cranniad moves 30 feet in one straight line. He plants a tree in the first ten feet, another in the next ten, and a third in the square before he finishes his movement. It does not take a move to make these trees grow. The Cranniad may choose not to have this ability take effect. The trees created by this effect are around four feet tall, and grow incredibly quickly, taking but moments to grow those feet. They occupy the area they reside in. The Cranniad may ignore any trees when moving or attacking.
    Last edited by unosarta; 2011-03-12 at 02:38 PM.
    Current Project: Campaign Setting

    My deviantArt.

    Extra fabulous avatar by Serpentine.

    My Homebrew

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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

  3. - Top - End - #3
    Ogre in the Playground
     
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    Join Date
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    Default Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]

    Naiadi

    The Naiad are the river, lake, and freshwater Fae, the creatures that inhabit the waters of the world. They are usually exceptionally beautiful, if a little naïve and quick to trust. They are unaligned with the Fae courts, being purely nature spirits.

    Crinaeae

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    Crinaeae
    Medium Fey
    HD 4d6+12 HD (26 HP)
    Speed 20 ft. (4 squares); Swim 40 feet
    Init: +3
    AC 15; touch 13; flat-footed 12 (+3 Dex, +2 Nat)
    BAB +2; Grp +2
    Attack Kama +2 melee (1d6) or Masterwork Shortbow +7 ranged (1d6/x3)
    Full-Attack Kama +2 melee (1d6) or Masterwork Shortbow +7 ranged (1d6/x3)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities, Draw Strength
    Special Qualities Damage Reduction 3/Cold Iron, Wild Empathy, Well-Bound
    Saves Fort +7 Ref +7 Will +6
    Abilities Str 10, Dex 16, Con 16, Int 16, Wis 15, Cha 14
    Skills Spot +9, Bluff +9, Sense Motive +9, Intimidate +9, Knowledge (Local) +10, Knowledge (Geography) +10, Hide +10, Move Silently +10, Listen +10, Knowledge (Nature) +10
    Feats Weapon Finesse, Great Fortitude
    Environment Wells or Fountains
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always True Neutral

    The Fae of fountains and wells, Crinaeae look like pale blue elves, with hair of spouting water. Their eyes are deep, deep cerulean.

    Crinaeae speak common, sylvan, and aquan.

    Combat

    Crinaeae are proficient with Kama and Shortbows.

    Spell-like abilities: At will— Obscuring Mist, Water Walking, Endure Elements, Create Water; 3/day— *Fog Cloud, Control Water, Chill Metal, Quench; 1/day— 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 Naiad has a +6 racial bonus on the check.

    Well-Bound (Ex): The Crinaeae is magically bound to a well or fountain. They may never stray more than 100 feet from it. Any Crinaeae who do become ill and die within 4d6 hours. A Crinaeae’s well does not radiate magic.

    Draw Strength (Ex): Whenever the Crinaeae is within 20 feet of their Well or Fountain, they may draw strength from it as a standard action. They gain a +4 bonus to all ability scores for three rounds. They may only use this ability once per encounter.


    Limnades

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    Limnades
    Medium Fey
    HD 4d6+8 HD (22 HP)
    Speed 20 ft. (4 squares); Swim 40 feet
    Init: +3
    AC 14; touch 13; flat-footed 11 (+3 Dex, +1 Nat)
    BAB +2; Grp +3
    Attack Kukri +6 melee (1d4+1, 18-20/x2) or Sling +5 ranged (1d4+1)
    Full-Attack Kukri +6 melee (1d4+1, 18-20/x2) or Sling +5 ranged (1d4+1)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities
    Special Qualities Damage Reduction 4/Cold Iron, Wild Empathy, Lake-Bound, Underwater Fighting
    Saves Fort +3 Ref +7 Will +5
    Abilities Str 12, Dex 16, Con 14, Int 16, Wis 13, Cha 16
    Skills Tumble +10, Hide +10, Move Silently +10, Bluff +10, Diplomacy +10, Knowledge (Geography), Intimidate +10, Spot +8, Listen +8
    Feats Weapon Finesse, Weapon Focus (Kukri)
    Environment Freshwater lake
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always True Neutral

    The Limnade is the Fae of freshwater lakes, protecting their lake from pollutants and those who would seek to harm it. They are beautiful humanoid looking creatures, whose hair ranges from brown to sapphire blue. Their eyes are a mischievous blue.

    Limnades can speak Common, Sylvan, and Aquan.

    Combat

    Limnades are proficient with kukri and slings.

    Spell-like abilities: At will— Obscuring Mist, Water Walking, Endure Elements, Create Water; 3/day— *Fog Cloud, Control Water, Chill Metal, Quench; 1/day— 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 Naiad has a +6 racial bonus on the check.

    Lake-Bound (Ex): The Limnade is magically bound to a freshwater lake. They may never stray more than 100 feet from the shore of the lake. Any Limnade who does, becomes ill and dies within 4d6 hours. A Limnade’s lake does not radiate magic.

    Underwater Fighting (Ex): The Limnade gains a bonus to all attack and damage rolls made, and to Armor Class, while the Limnade is completely submersed in the waters of it’s lake equal to it’s Charisma modifier.


    Pegaeae

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    Pegaeae
    Medium Fey
    HD 4d6+8 HD (22 HP)
    Speed 20 ft. (4 squares); Swim 40 feet
    Init: +6
    AC 13; touch 12; flat-footed 11 (+2 Dex, +1 Nat)
    BAB +2; Grp +4
    Attack Halberd +4 melee (1d10+3/x3) or Masterwork Longbow +6 ranged (1d8/x3)
    Full-Attack Halberd +4 melee (1d10+3/x3) or Masterwork Longbow +6 ranged (1d8/x3)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities, Spout
    Special Qualities Damage Reduction 3/Cold Iron, Wild Empathy, Spring-Bound
    Saves Fort +6 Ref +6 Will +6
    Abilities Str 14, Dex 14, Con 14, Int 16, Wis 14, Cha 15
    Skills Knowledge (Arcana) +10, Knowledge (Geography) +10, Knowledge (Nature) +10, Knowledge (History) +10, Listen +9, Spot +9, Heal +9, Diplomacy +9, Sense Motive +9
    Feats Improved Initiative, Great Fortitude
    Environment Springs and Aquafers
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always True Neutral

    Pegaeae are the Fae of springs, and aquafers. They bask and play in the extremely hot waters, and find comfort in the warmth. They have long, flowing hair, and their skin is usually either orange or pink.

    Pegaeae speak Common, Sylvan, and Aquan.

    Combat

    Pegaeae are proficient with Halberds and Longbows.

    Spell-like abilities: At will— Obscuring Mist, Water Walking, Endure Elements, Create Water; 3/day— *Fog Cloud, Control Water, Chill Metal, Quench; 1/day— 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 Naiad has a +6 racial bonus on the check.

    Spring-Bound (Ex): The Pegaeae are magically bound to a spring or aquafer. They may never stray more than 100 feet from it. Any Pegaeae who do become ill and die within 4d6 hours. A Pegaeae’s spring does not radiate magic.

    Spout (Su): As a full round action, the Pegaeae may shoot a spout of boiling water at one target within 30 feet. The Pegaeae must make a ranged touch attack against that target, and if they hit, the target takes 4d6 damage. The Pegaeae must wait 1d4 rounds after using this ability before using it again.


    Potameides

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    Potameides
    Medium Fey
    HD 4d6+4 HD (18 HP)
    Speed 20 ft. (4 squares); Swim 40 feet
    Init: +2
    AC 13; touch 12; flat-footed 11 (+2 Dex, +1 Nat)
    BAB +2; Grp +5
    Attack Falchion +6 melee (2d4+4, 18-20/x2) or Masterwork Shortbow +6 ranged (1d6/x3)
    Full-Attack Falchion +6 melee (2d4+4, 18-20/x2) or Masterwork Shortbow +6 ranged (1d6/x3)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities
    Special Qualities Damage Reduction 5/Cold Iron, Wild Empathy, River-Bound, Riverkin
    Saves Fort +5 Ref +6 Will +8
    Abilities Str 16, Dex 14, Con 12, Int 12, Wis 18, Cha 15
    Skills Hide +9, Move Silently +9, Tumble +9, Escape Artist +9, Jump +10, Spot +12, Listen +12.
    Feats Great Fortitude, Weapon Focus (Falchion)
    Environment Rivers
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always True Neutral

    Potameides are the Fae of the rivers, wild and strong. They protect the animals that live there, and fight off intruders who try to defile the river. Potameides look like wild Naiads, their hair full of sticks and leaves and mud, which shines in the water, and their skin grey and cold. Their eyes shine with a strange fire.

    Potameides speak Sylvan and Aquan.

    Combat

    Potameides are proficient with Falchions and Shortbows.

    Spell-like abilities: At will— Obscuring Mist, Water Walking, Endure Elements, Create Water; 3/day— *Fog Cloud, Control Water, Chill Metal, Quench; 1/day— 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 Naiad has a +6 racial bonus on the check.

    River-Bound: The Potameides are magically bound to a river or creek. They may never stray more than 100 feet from it. Any Potameides who do become ill and die within 4d6 hours. A Potameide’s river does not radiate magic.

    Riverkin (Ex): The Potameides deals an extra 1d6 damage on all attacks made when the Potameide is in their river. They gain a bonus to all Hide and Move Silently checks while in their river equal to their Wisdom modifier.


    Eleionomae

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    Eleionomae
    Medium Fey
    HD 4d6+8 HD (22 HP)
    Speed 20 ft. (4 squares); Swim 40 feet
    Init: +4
    AC 16; touch 14; flat-footed 12 (+4 Dex, +2 Nat)
    BAB +2; Grp +2
    Attack Light Hammer +6 melee (1d4) or Sling +6 ranged (1d4)
    Full-Attack Light Hammer +6 melee (1d4) or Sling +6 ranged (1d4)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities, Mud Slip
    Special Qualities Damage Reduction 3/Cold Iron, Wild Empathy, Marsh-Bound
    Saves Fort +6 Ref +8 Will +6
    Abilities Str 10, Dex 18, Con 14, Int 18, Wis 15, Cha 10
    Skills Knowledge (Geography) +11, Knowledge (Nature) +11, Diplomacy +7, Escape Artist +11, Hide +11, Move Silently +11, Heal +9, Spot +9, Listen +9, Sleight of Hand +11.
    Feats Weapon Finesse, Great Fortitude
    Environment Marshes and Swamps
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always True Neutral

    Eleionomae are the Fae of the marshes and swamps. They protect the animals that live there, and guide unknowing travelers through safely, fending off Will-o-the-Wisps and boggarts. They have green skin that matches the color of their swamp, and their hair is a dirty brown. Their eyes are a pure, clean blue.

    Eleionomae speak Sylvan and Aquan.

    Combat

    Eleionomae are proficient with Light Hammers and Slings.

    Spell-like abilities: At will— Obscuring Mist, Water Walking, Endure Elements, Create Water; 3/day— *Fog Cloud, Control Water, Chill Metal, Quench; 1/day— 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 Naiad has a +6 racial bonus on the check.

    Marsh-Bound (Ex): The Eleionomae are magically bound to a marsh or swamp. They may never stray more than 100 feet from it. Any Eleionomae who do become ill and die within 4d6 hours. An Eleionomae’s marsh does not radiate magic.

    Mud slip (Su): The Eleionomae may, as a standard action, spread mud over a 20 foot area, creating the effects of a Grease spell. After using this ability, the Eleionomae must wait 1d4+1 rounds before using it again.


    Ahmaead


    Fíoruisciad

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    Fíoruisciad
    Medium Fey (Water)
    HD 13d6+26 (72 HP)
    Speed 30 *ft. (6 squares); Fly 60 ft. (Perfect)
    Init: +7
    AC 22; touch 17; flat-footed 19 (+3 Dex, +5 Nat, +4 Def)
    BAB +6; Grp +9
    Attack +4 Masterwork Trident +14 melee (1d8+7)
    Full-Attack +4 Masterwork Trident +14/+9 melee (1d8+7)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities, Pitter-Patter, Stormblow
    Special Qualities Damage Reduction 10/Cold Iron and Chaos or Law; Wild Awe, Unending Storm, Shield of Storms
    Saves Fort +9 Ref +11 Will +10
    Abilities Str 16, Dex 16, Con 14, Int 18, Wis 14, Cha 16
    Skills Knowledge (Geography) +20, Hide +19, Move Silently +19, Knowledge (Nature) +20, Diplomacy +19, Bluff +19, Survival +18, Listen +18, Listen +18, Knowledge (History) +20.
    Feats Weapon Focus (Trident), Improved Initiative, Great Fortitude, Power Attack, Flyby Attack
    Environment Anywhere
    Organization Solitary, Fae Cruinniú (2-4 Ahmaead)
    Challenge Rating 10
    Treasure Standard
    Alignment Always True Neutral

    Fíoruisciad are the greater Fae of storms and violence. They appear to be entirely made out of dark, stormy clouds. Their hair also appears to be made out of clouds, and their eyes are pale and white. Fíoruisciad fly far, far up above the ground, away from prying eyes. They dislike being noticed, and usually simply travel around as or in storms. If they are attacked, they will defend themselves.

    Fíoruisciad speak Sylvan and Auran.

    Combat

    Fíoruisciad are proficient with Tridents.

    Spell-like abilities: At will— Entropic Shield, Gust Wind, Call Lightning (DC 17), Sleet Storm, Obscuring Mist, Fog Cloud, Resist Energy; 3/day— *Ice Storm, Air Walk, Control Winds, Call Lightning Storm (DC 19); 1/day— Control Weather. Caster level 15th. The save DCs are Intelligence based.

    Wild Awe (Ex): The Ahmaead has an aura of Awe that affects all animals within 30 feet depending on their Hit Dice.

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    {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.

    Pitter-Patter (Su): Pitter-patter is the sound of the Fíoruisciad’s steps across the heavens, as her unending tears fall onto the welcoming soil. Pitter-patter is the drip drop of rain drops on her eyes, from her eyes, and all around her eyes. As a standard action, the Fíoruisciad may teleport to any location within 100 yards. If the Fíoruisciad ends up in solid matter, she instead teleports to the closest open space no occupied by solid matter. She does not provoke attacks of opportunity for this ability. The Fíoruisciad must wait 1d4+1 rounds before using this ability again.

    Stormblow (Su): As a standard action, the Fíoruisciad may make a single melee attack against a target within 30 feet. If the Fíoruisciad hits the target, they take damage equal to the Fíoruisciad’s weapon damage plus 4d6 electricity damage. The Fíoruisciad adds her Intelligence modifier to the attack roll for this attack.

    Unending Storm (Su): All around the Fíoruisciad, a constant storm is brewing. Winds whirl and twist around her, and lightning and hail batter the ground. All targets within 15 feet of the Fíoruisciad take 2d6 electricity damage every round that they remain within 15 feet of her.

    Shield of Storms (Su): The Fíoruisciad protects herself with intense winds and debris. She gains a deflection bonus to armor class equal to her Intelligence modifier.
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    Default Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]

    Traiadi

    The Traiad are the spirits of the glens, the glades, the valleys and the prairies, the Fae of the land itself. They are usually very hard to find, hiding away from mechanical progress and "progress".

    Auloniad

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    Auloniad
    Medium Fey
    HD 4d6+12 HD (26 HP)
    Speed 30 ft. (6 squares)
    Init: +2
    AC 15; touch 12; flat-footed 13 (+2 Dex, +3 Nat)
    BAB +2; Grp +4
    Attack Shillelagh Cudgel +5 melee (2d6+2) or Sling +4 ranged (1d4+1)
    Full-Attack Shillelagh Cudgel +5 melee (2d6+2) or Sling +4 ranged (1d4+1)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities, Engrain
    Special Qualities Damage Reduction 5/Cold Iron, Wild Empathy, Vale-Bound
    Saves Fort +7 Ref +6 Will +8
    Abilities Str 12, Dex 14, Con 16, Int 14, Wis 18, Cha 13
    Skills Diplomacy +8, Bluff +8, Sense Motive +11, Concentration +10, Hide +9, Listen +11, Spot +11, Move Silently +9.
    Feats Great Fortitude, Weapon Finesse
    Environment Vales or Pastures
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always True Neutral

    Auloniads are the Fae of pastures and vales. Their hair is light flax brown, and their skin is creamy golden. Their eyes are usually brown or golden.

    Auloniads speak Common and Sylvan.

    Combat

    Auloniads are proficient with Cudgels and Slings.

    Spell-like abilities: At will— Know Direction, Hide From Animals, Faerie Fire, Shillelagh, Pass Without Trace; 3/day— *Goodberry, Barkskin, Lesser Restoration, Treeshape; 1/day— Speak With Plants, Plant Growth. 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 Traiad has a +6 racial bonus on the check.

    Vale-Bound (Ex): The Auloniad is magically bound to a vale or pasture. They may never stray more than 100 feet from it. Any Auloniad who do become ill and die within 4d6 hours. An Auloniad’s vale does not radiate magic.

    Engrain (Ex): By reducing their movement speed to zero as a standard action, the Auloniad gains fast healing equal to their Wisdom modifier. They may bring their movement speed back up to full as a free action, but loose the fast healing. If they are ever moved from the location on which they initiated the Fast Healing, they immediately lose the fast healing as their roost are pulled up.


    Alseid

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    Alseid
    Medium Fey
    HD 4d6+8 HD (22 HP)
    Speed 30 ft. (6 squares)
    Init: +1
    AC 15; touch 11; flat-footed 14 (+1 Dex, +4 Nat)
    BAB +2; Grp +5
    Attack Shillelagh Quarterstaff +6 melee (2d6+5/2d6+5) or Sling +3 ranged (1d4+3)
    Full-Attack Shillelagh Quarterstaff +6 melee (2d6+5/2d6+5) or Sling +3 ranged (1d4+3)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities, Awaken
    Special Qualities Damage Reduction 5/Cold Iron, Wild Empathy, Grove-Bound
    Saves Fort +6 Ref +8 Will +8
    Abilities Str 15, Dex 12, Con 15, Int 15, Wis 18, Cha 12
    Skills Hide +8, Move Silently +8, Listen +11, Spot +11, Jump +9, Knowledge (Geography) +9, Heal +11, Diplomacy +8.
    Feats Lightning Reflexes, Great Fortitude
    Environment Glens and Groves
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always True Neutral

    The Alseid are nymphs of glens and groves. They appear as strange, bark covered individuals. Their exact features are hard to see, but most confirm that they are tall, and slightly pale when outside of trees. Their hair is slightly green.

    Alseid speak Common and Sylvan.

    Combat

    Alseid are proficient with Quarterstaffs and Slings.

    Spell-like abilities: At will— Know Direction, Hide From Animals, Faerie Fire, Shillelagh, Pass Without Trace; 3/day— *Goodberry, Barkskin, Lesser Restoration, Treeshape; 1/day— Speak With Plants, Plant Growth. 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 Traiad has a +6 racial bonus on the check.

    Grove-Bound (Ex): The Alseid is magically bound to a grove or glen. They may never stray more than 100 feet from it. Any Alseid who do become ill and die within 4d6 hours. An Alseid’s glen does not radiate magic.

    Awaken (Su): As a full round action, the Alseid may awaken a tree within his grove. That tree gains the ability scores, and skill modifiers of the Alseid, but cannot move. It may attack any creature within 10 feet of it with a slam attack, which uses the Alseid’s base attack bonus, and gains a bonus equal to the Alseid’s Wisdom modifier to the attack roll. The slam itself deals 1d8 damage, plus the Alseid’s Strength modifier. The trees deal half damage. The tree has hit points equal to one half of the Alseid’s hit points. A tree so awakened remains awakened until the end of the encounter. The Alseid must wait 1d4 rounds after using this ability before using it again. The Alseid may only ever have one tree being awakened at a time.


    Hesperides

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    Hesperides
    Medium Fey
    HD 4d6+4 HD (18 HP)
    Speed 30 ft. (6 squares)
    Init: +4
    AC 16; touch 14; flat-footed 12 (+4 Dex, +2 Nat)
    BAB +2; Grp +3
    Attack Shillelagh Quarterstaff +4 melee (2d6+2) or Masterwork Longbow +8 ranged (1d8/x3)
    Full-Attack Shillelagh Quarterstaff +4 melee (2d6+2) or Masterwork Longbow +8 ranged (1d8/x3)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities, Golden Fruit
    Special Qualities Damage Reduction 3/Cold Iron, Wild Empathy, Orchard-Bound
    Saves Fort +5 Ref +8 Will +8
    Abilities Str 12, Dex 18, Con 12, Int 14, Wis 13, Cha 18
    Skills Hide +11, Move Silently +11, Tumble +11, Spot +8, Listen +8, Diplomacy +11, Bluff +11, Sense Motive +8.
    Feats Iron Will, Great Fortitude
    Environment Orchards or groves
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always True Neutral

    Combat

    The Hesperides were first the three Fae who guarded the golden apples at the end of the earth, but since gaining sisters, they are the Fae of orchards and groves. Their skins is creamy and smooth, and their hair is black and green. They have tattoos of roses all over their constantly naked bodies.

    Hesperides speak Common and Sylvan.

    Combat

    Hesperides are proficient with quarterstaffs and longbows.

    Spell-like abilities: At will— Know Direction, Hide From Animals, Faerie Fire, Shillelagh, Pass Without Trace; 3/day— *Goodberry, Barkskin, Lesser Restoration, Treeshape; 1/day— Speak With Plants, Plant Growth. 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 Traiad has a +6 racial bonus on the check.

    Orchard-Bound (Ex): The Hesperide is magically bound to an orchard or grove. They may never stray more than 100 feet from it. Any Hesperide who do become ill and die within 4d6 hours. A Hesperide’s orchard does not radiate magic.

    Golden Fruit (Su): Whenever the Hesperide is within 10 feet of a fruit bearing tree in their grove, they may pluck a fruit and eat it as a standard action. If they do so, they heal 1d8 hit points, and restore 1d4 ability damage. Any creature who does not ask the permission of the Hesperide, or who does not gain permission and eats a fruit from the Hesperide’s orchard takes 1d8 damage, and may tell only the truth for 2d4 minutes, as the Zone of Truth spell. After plucking a fruit the Hesperide must wait 1d4+1 rounds before doing so again.


    Napaeae

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    Napaeae
    Medium Fey
    HD 4d6+4 HD (18 HP)
    Speed 30 ft. (6 squares)
    Init: +2
    AC 14; touch 12; flat-footed 12 (+2 Dex, +2 Nat)
    BAB +2; Grp +5
    Attack Shillelagh Cudgel +7 melee (2d6+5) or Sling +4 ranged (1d4+3)
    Full-Attack Shillelagh Cudgel +7 melee (2d6+5) or Sling +4 ranged (1d4+3)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities, Flowersong
    Special Qualities Damage Reduction 3/Cold Iron, Wild Empathy, Valley-Bound
    Saves Fort +5 Ref +6 Will +7
    Abilities Str 16, Dex 14, Con 12, Int 16, Wis 16, Cha 13
    Skills Hide +9, Move Silently +9, Listen +10, Spot +10, Knowledge (Geography) +10, Knowledge (Nature) +10, Survival +10, Heal +10.
    Feats Great Fortitude, Weapon Focus (Cudgel)
    Environment Valleys and vales
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always True Neutral

    Napaeae are the Fae of valleys and vales. They have unusually bright hair, red, yellow or green, and their bodies are covered in actual flowers. Their eyes are green and bright.

    Napaeae speak Common and Sylvan.

    Combat

    Napaeae are proficient with cudgels and slings.

    Spell-like abilities: At will— Know Direction, Hide From Animals, Faerie Fire, Shillelagh, Pass Without Trace; 3/day— *Goodberry, Barkskin, Lesser Restoration, Treeshape; 1/day— Speak With Plants, Plant Growth. 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 Traiad has a +6 racial bonus on the check.

    Valley-Bound (Ex): The Napaeae is magically bound to a valley or vale. They may never stray more than 100 feet from it. Any Napaeae who do become ill and die within 4d6 hours. A Napaeae’s valley does not radiate magic.

    Flowersong (Su): The Napaeae may cause her flowers to sing as a standard action. The flowers grant the Napaeae a +3 bonus to all attack and damage rolls the Napaeae makes, for 1 round. After the effect fades, the Napaeae must wait 1d4 rounds before using this ability again.


    Leimakids

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    Leimakids
    Medium Fey
    HD 4d6+8 HD (22 HP)
    Speed 30 ft. (6 squares)
    Init: +4
    AC 15; touch 14; flat-footed 11 (+4 Dex, +1 Nat)
    BAB +2; Grp +2
    Attack Shillelagh Quarterstaff +3 melee (2d6+1/2d6+1) or Masterwork Shortbow +9 ranged (1d6/x3)
    Full-Attack Shillelagh Quarterstaff +3 melee (2d6+1/2d6+1) or Masterwork Shortbow +9 ranged (1d6/x3)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities
    Special Qualities Damage Reduction 3/Cold Iron, Wild Empathy, Meadow-Bound, Moondance, Darkvision 10 feet
    Saves Fort +5 Ref +8 Will +7
    Abilities Str 10, Dex 18, Con 14, Int 11, Wis 16, Cha 18
    Skills Hide +11, Move Silently +11, Listen +10, Spot +10, Perform (Dance) +11, Diplomacy +11.
    Feats Great Fortitude, Weapon Focus (Shortbow)
    Environment Meadows
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always True Neutral

    Leimakids are Fae of meadows, peaceful and silent. They are often seen dancing in moonlight. Their skin is pale, like the softest lace, and their hair is golden. Their eyes are a piercing silver.

    Leimakids speak Common and Sylvan.

    Combat

    Leimakids are proficient with Quarterstaffs and Shortbows.

    Spell-like abilities: At will— Know Direction, Hide From Animals, Faerie Fire, Shillelagh, Pass Without Trace; 3/day— *Goodberry, Barkskin, Lesser Restoration, Treeshape; 1/day— Speak With Plants, Plant Growth. 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 Traiad has a +6 racial bonus on the check.

    Meadow-Bound (Ex): The Leimakid is magically bound to a meadow. They may never stray more than 100 feet from it. Any Leimakid who do become ill and die within 4d6 hours. A Leimakid’s meadow does not radiate magic.

    Moondance (Ex): Whenever the Leimakid makes a melee attack during night or under the effects of a [Darkness] spell, or during magical or nonmagical darkness, the Leimakid gains a bonus to all attack and damage rolls equal to their Charisma modifier. Leimakids can see in magical darkness.


    Ahmaead

    Crithtalúniad

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    Crithtalúniad
    Gargantuan Fey (Earth)
    HD 13d6+52 (98 HP)
    Speed ft. ( squares); Dig 100 ft
    Init: +4
    AC 24; touch 14; flat-footed 24 (+12 Nat, +5 Def, -3 Size)
    BAB +6; Grp +30
    Attack Slam +11 melee (4d8+12)
    Full-Attack 2 Slams +11 melee (4d8+8)
    Space 20 ft.; Reach 20 ft.
    Special Attacks Spell-like abilities, Tremor, Constrict 1d6, Drag Under, Improved Grab
    Special Qualities Damage Reduction 15/Cold Iron, Magic and Chaos or Law; Wild Awe, Unending Quake
    Saves Fort +9 Ref +8 Will +13
    Abilities Str 27, Dex 10, Con 20, Int 6, Wis 20, Cha 12
    Skills Spot +21, Listen +21, Survival +21
    Feats Improved Initiative, Improved Unarmed Strike, Improved Grapple, Endurance, Diehard.
    Environment Mountains, hills
    Organization Solitary, Fae Cruinniú (2-4 Ahmaead)
    Challenge Rating 12
    Treasure Standard
    Alignment Always True Neutral

    The Crithtalúniad are the greater Fae of earthquakes and tremors. They appear as giant earth elementals, with trees and mosses and other various plants growing on them. Their eyes are a glowing teal. They spend most of their lives deep, deep, deep underground, far away from the surface. When they come up, they cause great earthquakes. They commonly inhabit underground caves.

    Crithtalúniad speak Sylvan and Terran.

    Combat

    Crithtalúniad are proficient with their natural attacks.

    Spell-like abilities: At will— Magic Stone, Soften Earth and Stone, Stone Shape; 3/day— *Spike Stones, Stoneskin, Wall of Stone, Transmute Mud to Rock, Transmute Rock to Mud, Move Earth; 1/day— Earthquake (DC 22). Caster level 15th. The save DCs are Wisdom based.

    Wild Awe (Ex): The Ahmaead has an aura of Awe that affects all animals within 30 feet depending on their Hit Dice.
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    {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 21) to ignore the effects.

    Tremor (Ex): As a standard action, the Crithtalúniad may force all target within 30 feet to make a Reflex save (DC 21) or be knocked prone. The save DC is Wisdom based. After using this ability, the Crithtalúniad must wait 1d4 rounds before using it again.

    Constrict (Ex): Whenever the Crithtalúniad successfully starts a grapple attempt, their target takes 1d6 Constitution damage. If the target is immune to Constitution damage, they instead take 4d6 damage.

    Drag Under (Ex): If the Crithtalúniad is touching the ground, and in control of a grapple, he may pull the target under ground. As the target is pulled underground, they take 3d6 damage per round while being pulled underground. They may make a Reflex save (DC 21) to avoid this effect. If they make the save, they immediately break out of the grapple. After three rounds of being dragged under, the target of the grapple is considered prone. If they attempt to get up from being prone, they also leave the hole. After using this ability, the Crithtalúniad must wait 1d4+2 rounds before using it again.

    Unending Quake (Su): The Crithtalúniad is constantly creating an earthquake, within 30 feet of himself. All terrain within 30 feet of the Crithtalúniad is Difficult Terrain. Creatures under the effects of this ability must make a full round action in order to get up from being prone. The Crithtalúniad is immune to these effects.
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    Default Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]

    Nereidi

    The Nereid are the sea spirits, the daughters of the ocean and the seas. They sing to the fish and ancient creatures that live in their waters, and they protect from monsters and encroachment.

    Mermaid

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    Mermaid
    Medium Fey
    HD 4d6 HD (14 HP)
    Speed 10 ft. (2 squares); Swim 50 feet
    Init: +4
    AC 15; touch 14; flat-footed 11 (+4 Dex, +1 Nat)
    BAB +2; Grp +
    Attack Bite +6 melee (1d6+3), or claw +1 melee (1d4+3)
    Full-Attack Bite +6 melee (1d6+3), or claw +1 melee (1d4+3)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities
    Special Qualities Damage Reduction 4/Cold Iron, Wild Empathy, Ocean-Bound, Ocean Stalker
    Saves Fort +1 Ref +8 Will +8
    Abilities Str 14, Dex 18, Con 10, Int 12, Wis 18, Cha 15
    Skills
    Feats Great Fortitude, Weapon Finesse
    Environment Oceans
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always True Neutral

    Mermaids are the Fae of fish and sharks. They are free spirited and wild, like the denizens of the seas. Their hair is long, and blue, and their eyes are teal. Their skin is a paler shade of blue.

    Mermaids speak Sylvan and Aquan. Nereids can breathe water.

    Combat

    Mermaids are proficient with their natural weapons.

    Spell-like abilities: At will— Obscuring Mist, Control Water, Speak With Animals, Endure Elements, Create Water; 3/day— *Invisibility, Charm Person, Fog Cloud; 1/day— Shout. 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 Nereid has a +6 racial bonus on the check.

    Ocean-Bound: The mermaid is magically bound to the ocean. They may never leave it. Any Nereid who do become ill and die within 4d6 hours. They patrol an area of roughly 10 miles, protecting the inhabitants therein. They may never travel to the inky depths, or they become ill and die within 4d6. Other Mermaids do not interfere on a Mermaid's territory.

    Ocean Stalker (Ex): Whenever the mermaid makes a melee attack against a target who is not aware of the mermaid, who does not have their dexterity modifier to armor class, or during a surprise round, the mermaid deals an extra 2d6 damage, and gains a +2 bonus to the attack roll.


    Siren

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    Siren
    Medium Fey
    HD 4d6+8 HD (22 HP)
    Speed 10 ft. (2 squares); Swim 50 feet
    Init: +6
    AC 13; touch 12; flat-footed 11 (+2 Dex, +1 Nat)
    BAB +2; Grp +4
    Attack Dagger +5 melee (1d4+3) or Dart +4 ranged (1d4+2)
    Full-Attack Dagger +5 melee (1d4+3) or Dart +4 ranged (1d4+2)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities, Alluring Song
    Special Qualities Damage Reduction 4/Cold Iron, Wild Empathy, Island-Bound
    Saves Fort +3 Ref +6 Will +4
    Abilities Str 14, Dex 14, Con 14, Int 16, Wis 11, Cha 18
    Skills Diplomacy +11, Bluff +11, Perform (Sing) +11, Hide +9, Move Silently +9, Sense Motive +7, Knowledge (Geography) +10, Knowledge (Nature) +10, Tumble +9.
    Feats Weapon Focus (Dagger), Improved Initiative
    Environment Deserted Islands
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always True Neutral

    Sirens are the Fae of allure, and the Fae of desert islands. They lure sailors to their deaths and feast on the corpses. They are exceptionally beautiful, their hair long and luxurious, their skin pure and sultry, their eyes a deep cerulean. More than that, the way they move is as the grace of the most beautiful goddess.

    Sirens speak Common, Sylvan, and Aquan. Nereids can breathe water.

    Combat

    Sirens are proficient with Daggers and Darts.

    Spell-like abilities: At will— Obscuring Mist, Control Water, Speak With Animals, Endure Elements, Create Water; 3/day— *Invisibility, Charm Person (DC 15), Fog Cloud; 1/day— Shout, Charm Monster (DC 19). Caster level 6th. The save DCs are charisma based.

    Wild Empathy (Ex) This power works like the druid’s wild empathy class feature, except that the Nereid has a +6 racial bonus on the check.

    Island-Bound (Ex): The Siren is magically bound to an abandoned island. They may never stray more than 100 feet from it. Any Siren who do become ill and die within 4d6 hours. A Siren’s island does not radiate magic.

    Alluring Song (Su): As a standard action, the Siren may sing a song. The siren’s song is incredibly alluring, and all humanoids within 100 yards must make a Will save (DC 16) or try to reach the Siren, moving as fast as they can. Once they reach her, they lay down on her island and fall asleep until the song ends. The Siren may, as a move action each round, maintain the song. The song lasts as long as the Siren maintains the song, and 3 rounds after.


    Calypsoaeae

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    Calypsoaeae
    Medium Fey
    HD 4d6+4 HD (18 HP)
    Speed 10 ft. (2 squares); Swim 50 feet
    Init: +3
    AC 15; touch 13; flat-footed 12 (+3 Dex, +2 Nat)
    BAB +2; Grp +2
    Attack Shortspear +5 melee (1d6+3) or Net +5 ranged (--)
    Full-Attack Shortspear +5 melee (1d6+3) or Net +5 ranged (--)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities
    Special Qualities Damage Reduction 4/Cold Iron, Wild Empathy, Ocean-Bound, Darkness Cometh. Darkvision 20 feet
    Saves Fort +2 Ref +7 Will +8
    Abilities Str 14, Dex 16, Con 12, Int 13, Wis 18, Cha 14
    Skills Hide +10, Move Silently +10, Spot +11, Listen +11, Sense Motive +11, Diplomacy +9, Heal +11.
    Feats Weapon Finesse, Great Fortitude
    Environment Deep Oceans
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always True Neutral

    Calypsoaeae are the Fae of the deeps, the spirits of the darkest corners of the oceans. They have dark, dark hair, and browner skin. Their eyes are usually a very, very dark green.

    Calypsoaeae speak Sylvan and Aquan. Nereids can breathe water.

    Combat

    Calypsoaeae are proficient with shortspears and nets.

    Spell-like abilities: At will— Obscuring Mist, Control Water, Speak With Animals, Endure Elements, Create Water, Darkness; 3/day— *Invisibility, Charm Person, Fog Cloud; 1/day— Shout. 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 Nereid has a +6 racial bonus on the check.

    Ocean-Bound: The Calypsoaeae is magically bound to the ocean. They may never leave it. Any Nereid who do become ill and die within 4d6 hours. The Calypsoeaeae patrol a larger area than the Mermaids, but may never go to the lighter regions of the ocean, or they fall ill and die within 4d6 hours.

    Darkness Cometh (Ex): Whenever the Calypsoaeae is in magical or non-magical darkness, they gain a bonus to attack and damage rolls equal to their Wisdom modifier.


    Aleide

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    Aleide
    Medium Fey
    HD 4d6+4 HD (18 HP)
    Speed 10 ft. (2 squares); Swim 50 feet
    Init: +1
    AC 15; touch 11; flat-footed 14 (+1 Dex, +4 Nat)
    BAB +2; Grp +6
    Attack Trident +6 melee (1d8+6) or Sling +3 ranged (1d4+4)
    Full-Attack Trident +6 melee (1d8+6) or Sling +3 ranged (1d4+4)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities, Crash of the Waves
    Special Qualities Damage Reduction /Cold Iron, Wild Empathy, Ocean-Bound
    Saves Fort +5 Ref +5 Will +7
    Abilities Str 18, Dex 12, Con 12, Int 14, Wis 16, Cha 15
    Skills Jump +11, Spot +10, Listen +10, Survival +10, Diplomacy +9, Sense Motive +10, Knowledge (Nature) +9, Knowledge (Geography) +9.
    Feats Improved Bull Rush, Great Fortitude
    Environment Oceans
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always True Neutral

    Aleide are the Fae of waves. They are the crashing against the shore, the great boom of conflict between the ocean and the land. They are pale, pale beings, with white hair, white eyes, and skin like the foam of the waves on which they dance.

    Aleide speak Sylvan and Aquan. Nereids can breathe water.

    Combat

    Aleide are proficient with Tridents and Slings.

    Spell-like abilities: At will— Obscuring Mist, Control Water, Speak With Animals, Endure Elements, Create Water; 3/day— *Invisibility, Charm Person (DC 14), Fog Cloud; 1/day— Shout. 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 Nereid has a +6 racial bonus on the check.

    Ocean-Bound: The Aleide is magically bound to the ocean. They may never stray more than 100 feet from it. Any Nereid who do become ill and die within 4d6 hours.

    Crash of the Waves (Su): As a standard action, the Aleide may make a bull rush attempt against one target within 30 feet. The Aleide need not enter the target’s space in order to start this attempt. The Aleide gains a bonus to the opposed Strength check equal to their Wisdom modifier.


    Ahmaead

    Hairicíniad

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    Hairicíniad
    Large Fey (Air, Water)
    HD 13d6+26 (72 HP)
    Speed 40 ft. (8 squares); Fly 70 (Perfect)
    Init: +5
    AC 24; touch 18; flat-footed 19 (+5 Dex, +6 Nat, +4 Def, -1 Size)
    BAB +6; Grp +13
    Attack +4 Kama +15 melee (1d8+3)
    Full-Attack +4 Kama +15/+10 melee (1d8+3)
    Space 10 ft.; Reach 10 ft.
    Special Attacks Spell-like abilities, Exhale the Gale, Storm-form, Lightning Strikes
    Special Qualities Damage Reduction 13/Cold Iron, Magic and Chaos or Law; Wild Awe, Hurricane, Protective Draft
    Saves Fort +9 Ref +13 Will +10
    Abilities Str 16, Dex 20, Con 14, Int 12, Wis 14, Cha 18
    Skills Hide +21, Move Silently +21, Tumble +21, Diplomacy +20, Bluff +20, listen +18, Spot +18.
    Feats Improved Initiative, Great Fortitude, Weapon Focus (Kama), Improved Bull Rush, Power Attack.
    Environment Anywhere
    Organization Solitary, Fae Cruinniú (2-4 Ahmaead)
    Challenge Rating 12
    Treasure Standard
    Alignment Always True Neutral

    Hairicíniads are the Fae of hurricanes and sea storms. Their hair is red and long, reaching down past their shoulders. Their eyes are blue and intense, and their skin is rippled with muscle and power, bronzed and tanned. They spend most of their time far, far above the clouds, with the Fíoruisciad. They only ever come close enough to the land underneath when they need to summon a hurricane or are attacked.

    Hairicíniads speak Sylvan and Aquan. Nereids can breathe water.

    Combat

    Hairicíniad are proficient with Kama

    Spell-like abilities: At will— Entropic Shield, Gust Wind, Call Lightning (DC 17), Sleet Storm, Obscuring Mist, Fog Cloud, Resist Energy; 3/day— *Ice Storm, Air Walk, Control Winds, Call Lightning Storm (DC 19); 1/day— Control Weather. Caster level 15th. The save DCs are Charisma based.

    Wild Awe (Ex): The Ahmaead has an aura of Awe that affects all animals within 30 feet depending on their Hit Dice.
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    {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.

    Exhale the Gale (Su): As a standard action, the Hairicíniad may make a Bull Rush attempt against all creatures in a 40 foot cone, without needing to enter their square. He gains a bonus to the opposed strength rolls as part of the Bull Rush equal to his Charisma modifier. After using this ability, the Hairicíniad must wait 1d4 rounds before being able to use it again.

    Storm-form (Su): As a full round action, the Hairicíniad may become literally made of mist. He becomes incorporeal for 3 rounds. After using this ability, the Hairicíniad must wait 1d4+1 rounds before using this ability again.

    Lightning Strikes (Su): As a swift action, the Hairicíniad may empower all of his weapons with electricity for 3 rounds. All attacks he makes in the next three rounds deal an additional 3d6 electricity damage. After using this ability, the Hairicíniad must wait 1d4 rounds before using it again.

    Hurricane (Su): *The Hairicíniad is constantly surrounded by a hurricane. All creatures within 30 feet take 2d6 electricity damage each round they spend within 30 feet of the Hairicíniad. All terrain within 30 feet of the Hairicíniad is counted as Difficult Terrain.

    Protective Draft (Su): The Hairicíniad is constantly surrounded by terrible winds that knock away weapons and bodies. The Hairicíniad gains a deflection bonus to their Armor Class equal to his Charisma modifier.
    Last edited by unosarta; 2011-03-12 at 05:36 PM.
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    Default Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]

    Pegaei

    The Pegaeads are spirits of the air, the wind, and the sky. They protect the skies, create clouds and send rain and weather where it is most necessary.

    Aurae

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    Aurae
    Medium Fey
    HD 4d6+8 HD (22 HP)
    Speed 30 ft. (6 squares); Fly 50 (Perfect)
    Init: +5
    AC 14; touch 11; flat-footed 13 (+1 Dex, +3 Nat)
    BAB +2; Grp +5
    Attack Scimitar +5 melee (1d6+4) or Masterwork Longbow +3 ranged (1d8/x3)
    Full-Attack Scimitar +5 melee (1d6+4) or Masterwork Longbow +3 ranged (1d8/x3)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities, Breath of Wind
    Special Qualities Damage Reduction 3/Cold Iron, Wild Empathy, Sky-Tied
    Saves Fort +6 Ref +5 Will +6
    Abilities Str 16, Dex 12, Con 14, Int 16, Wis 14, Cha 15
    Skills Jump +10, Knowledge (Geography) +10, Knowledge (Nature) +10, Diplomacy +9, Bluff +9, Move Silently +8, Hide +8, Tumble +8, Balance +8.
    Feats Improved Initiative, Great Fortitude
    Environment Sky
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always True Neutral

    Aurae are the Fae of breezes and winds. They are, unlike many Nymphs, not specifically tied to a location, but rather are bound to the skies in general. Their skin is tanned, and their hair is green or blue. Their eyes lack a pupil.

    Aurae speak Common, Sylvan and Auran.

    Combat

    Aura are proficient with Scimitars and Longbows.

    Spell-like abilities: At will— Obscuring Mist, Fog Cloud, Know Direction; 3/day— *Wind Wall, Gaseous Form, Gust of Wind; 1/day— Call Lightning. 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 Pegaead has a +6 racial bonus on the check.

    Sky-Tied (Ex): The Aurae are magically bound to the sky. They may never set foot on the ground. Any Pegaead who do not return to the sky become ill and die within 4d6 hours.

    Breath of Wind (Su): As a standard action, the Aurae may blow a gust of wind at a target. The Aurae may start a bull rush attempt against that target without entering their space, and gains a bonus to the bull rush attempt equal to their Wisdom modifier.


    Hyades

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    Hyades
    Medium Fey
    HD 4d6+8 HD (22 HP)
    Speed 30 ft. (6 squares); Fly 50 (Perfect)
    Init: +
    AC ; touch ; flat-footed (+ Dex, + Nat)
    BAB +2; Grp +2
    Attack Club +6 melee (1d6) or Masterwork Javelin +8 ranged (1d6)
    Full-Attack Club +6 melee (1d6) or Masterwork Javelin +8 ranged (1d6)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities, Sky-Clad
    Special Qualities Damage Reduction /Cold Iron, Wild Empathy, Sky-Tied
    Saves Fort +6 Ref +8 Will +7
    Abilities Str 10, Dex 18, Con 14, Int 13, Wis 16, Cha 16
    Skills Tumble +11, Hide +11, Move Silently +11, Survival +10, Spot +10, Listen +10, Bluff +10.
    Feats Weapon Finesse, Great Fortitude
    Environment Sky
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always True Neutral

    Hyades are the Fae of birds, the feathered ones. They live with birds, flying in the sky, nesting with the chicks, and protecting the winged sisters. Hyades are covered in feathers, and have wings that come off of their arms, leaving their fingers still fully function. Their hair is brown or black. They have a beak instead of a nose, but still have functioning mouths.

    Hyades speak Sylvan, Common and Auran.

    Combat

    Hyades are proficient with Clubs and Javelins.

    Spell-like abilities: At will— Obscuring Mist, Fog Cloud, Know Direction, Speak with Animals; 3/day— *Wind Wall, Gaseous Form, Gust of Wind; 1/day— Call Lightning. 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 Pegaead has a +6 racial bonus on the check.

    Sky-Tied (Ex): The Hyades are magically bound to the sky. They may never set foot on the ground. Any Pegaead who do not return to the sky become ill and die within 4d6 hours. Hyades are free to roost in trees, but only in a tree that occupies an avian creature that is friendly with the Hyade.

    Sky-Clad (Ex): As a standard action, the Hyade may dance and sway, filling and surrounding their bodies with wind. They gain a bonus to armor class equal to their Wisdom modifier, an increase to all movement speeds equal to 5*their Wisdom modifier, and a bonus to Reflex saves equal to their Wisdom modifier. This effect lasts for 3 rounds. After the effect is gone, the Hyade must wait 1d4 rounds before using it again.


    Pleiades

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    Pleiades
    Medium Fey
    HD 4d6+8 HD (22 HP)
    Speed 30 ft. (6 squares); Fly 50 (Perfect)
    Init: +2
    AC 15; touch 12; flat-footed 13 (+2 Dex, +3 Nat)
    BAB +2; Grp +4
    Attack Heavy Mace +4 melee (1d8+3) or Sling +4 ranged (1d4+2)
    Full-Attack Heavy Mace +4 melee (1d8+3) or Sling +4 ranged (1d4+2)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities
    Special Qualities Damage Reduction /Cold Iron, Wild Empathy, Starshine
    Saves Fort +6 Ref +6 Will +7
    Abilities Str 14, Dex 14, Con 14, Int 14, Wis 17, Cha 14
    Skills Survival +10, Spot +10, Listen +10, Knowledge (Geography) +9, Knowledge (Nature) +9, Hide +9, Move Silently +9, Tumble +9.
    Feats Improved Initiative, Great Fortitude
    Environment Sky
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always True Neutral

    The Fae of stars, the Pleiades are hard to find, and rarely come out of the great, wide night sky. Unlike most Nymphs, the Pleiades are not bound to a single location or event, but travel the night sky like a beacon. Pleiades are incredibly hard to see, shining as bright as the sun. Their hair is golden colored, and their eyes are an incredibly deep purple.

    Pleiades speak Sylvan and Auran.

    Combat

    Pleiades are proficient with Heavy Maces, and slings.

    Spell-like abilities: At will— Obscuring Mist, Fog Cloud, Know Direction; 3/day— *Wind Wall, Gaseous Form, Gust of Wind; 1/day— Call Lightning. 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 Pegaead has a +6 racial bonus on the check.

    Starshine (Su): The Pleiade is constantly shining. Any creature that looks at the pleiade for any length of time must make a Fortitude save (DC 14) or be blinded for 4 rounds. If they make the save, they are dazzled until the end of the encounter. The save for this effect is constitution based.


    Nephelae

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    Nephelae
    Medium Fey
    HD 4d6 HD (14 HP)
    Speed 30 ft. (6 squares); Fly 50 (Perfect)
    Init: +4
    AC 15; touch 14; flat-footed 11 (+4 Dex, +1 Nat)
    BAB +2; Grp +4
    Attack Shortsword +6 melee (1d6+3, 19-20/x2) or Masterwork Shortbow +8 ranged (1d6/x3)
    Full-Attack Shortsword +6 melee (1d6+3, 19-20/x2) or Masterwork Shortbow +8 ranged (1d6/x3)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities, Dance of the Clouds
    Special Qualities Damage Reduction 3/Cold Iron, Wild Empathy, Cloud-Bound
    Saves Fort +4 Ref +8 Will +7
    Abilities Str 14, Dex 18, Con 10, Int 13, Wis 16, Cha 16
    Skills Hide +11, Move Silently +11, Tumble +11, Knowledge (Geography) +8, Survival +10, Diplomacy +10, Sense Motive +10.
    Feats Great Fortitude, Weapon Finesse
    Environment Clouds
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always True Neutral

    Nephelae are the Fae of clouds, of high up and far away bringers of rain and destruction, life and death. Nephelae appear to be almost made out of sky and clouds. Their hair is light brown or blonde, and their eyes are a shade of blue.

    Nephelae speak Common, Sylvan and Auran.

    Combat

    Nephelae are proficient with Shortswords and shortbows.

    Spell-like abilities: At will— Obscuring Mist, Fog Cloud, Know Direction; 3/day— *Wind Wall, Gaseous Form, Gust of Wind; 1/day— Call Lightning. 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 Pegaead has a +6 racial bonus on the check.

    Cloud-Bound (Ex): The Nephelai is magically bound to a cloud. They may never stray more than 1000 feet from it. Any Nephelai who do become ill and die within 4d6 hours. A Nephelai’s cloud does not radiate magic.

    Dance of the Clouds (Ex): As an immediate action, the Nephelai may become incorporeal for 3 rounds. The Nephelai may not attack or use any spell-like abilities during this time that harm or damage a target. After the effect ends, the Nephelai must wait 1d4+1 rounds before using it again.


    Ahmaead

    Tornádiad

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    Tornádiad
    Medium Fey (Air)
    HD 13d6+13 (59 HP)
    Speed 80 ft. (16 squares); Fly 120 feet (Perfect)
    Init: +12
    AC 25; touch 21; flat-footed 17 (+8 Dex, +4 Nat, +3 Def)
    BAB +6; Grp +6
    Attack +4 Sickle +19 melee (1d6+4)
    Full-Attack +4 Sickle +19/+14 melee (1d6+4)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities, Wind Blast, Air Slice, Lightest Step
    Special Qualities Damage Reduction 12/Cold Iron, Magic and Chaos or Law; Wild Awe, Tempest, Sheltering Squall
    Saves Fort +8 Ref +16 Will +11
    Abilities Str 10, Dex 26, Con 12, Int 16, Wis 16, Cha 16
    Skills Hide +24, Move Silently +24, Tumble +24, Escape Artist +24, Spot +19, Listen +19, Knowledge (Geography) +19, Diplomacy +19, Survival +19.
    Feats Weapon Finesse, Improved Initiative, Flyby Attack, Great Fortitude, Weapon Focus (Sickle)
    Environment Anywhere
    Organization Solitary, Fae Cruinniú (2-4 Ahmaead)
    Challenge Rating 12
    Treasure Standard
    Alignment Always True Neutral

    Tornádiad are the greater Fae of tornadoes and twisters. They appear as humanoids with entirely black skin. Their eyes are pure white, and their teeth are several inches. They spin, twirl, and dance across the sky. Tornádiad spend most of their time in the sky, away from the ground. They only go to the ground when they are needing to created a tornado, or when they are in danger.

    Tornádiad speak Sylvan and Auran.

    Combat

    Tornádiad are proficient with Sickles.

    Spell-like abilities: At will— Wind Wall, Obscuring Mist, Fog Cloud, Gaseous Form, Air Walk; 3/day— *Control Winds, Call Lightning (DC 16); 1/day— Control Weather, Whirlwind. Caster level 15th. The save DCs are Wisdom based.

    Wild Awe (Ex): The Ahmaead has an aura of Awe that affects all animals within 30 feet depending on their Hit Dice.
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    {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 19) to ignore the effects.

    Wind Blast (Su): As a standard action, the Tornádiad may make a ranged touch attack against a target within 30 feet. If he hits, that target takes 5d6 damage, and must make a reflex save (DC 19) or be knocked prone. The DC is Wisdom based. After using this ability, the Tornádiad must wait 1d4 rounds before hse may use it again.

    Air Slice (Su): As a full round action, the Tornádiad may make a 40 foot line attack. All creatures hit by the line take 6d6 damage. Any creature that would take damage this way may make a Reflex save (DC 19) to take half damage. The DC is Wisdom based. After the line, the Tornádiad instantly teleports to the end of the line.

    Lightest Step (Su): As a standard action, the Tornádiad may teleport to any location within 300 feet of her. If she ends his teleport next to a creature, she may make a single attack of opportunity to that creature.

    Tempest (Su): The Tornádiad constantly has a roiling tempest brewing around them. Any creature that enters within 15 feet of the Tornadiad takes 3d6 electricity damage, and is instantly pushed back 20 feet. They may make a Reflex save (DC 19) to halve the distance moved. The DC is Wisdom based.

    Sheltering Squall (Su): The Tornádiad is surrounded by roiling winds. The Tornádiad gains a deflection bonus to armor class equal to her Wisdom modifier.
    Last edited by unosarta; 2011-03-12 at 02:10 PM.
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    Default Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]

    Oreadi

    The Oreads are the spirits of the mountains, caves, echoes and sounds. They live deep, deep, deep underground, where the mountain spirit which they maintain resides.

    Daphnis

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    Daphnis
    Medium Fey
    HD 4d6+12 HD (26 HP)
    Speed 30 ft. (6 squares); Dig 20 ft.
    Init: +4
    AC 15; touch 10; flat-footed 15 (+0 Dex, +5 Nat)
    BAB +2; Grp +6
    Attack Greatclub +6 melee (1d10+6) or Sling +2 ranged (1d4+4)
    Full-Attack Greatclub +6 melee (1d10+6) or Sling +2 ranged (1d4+4)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities, Smite of Earth
    Special Qualities Damage Reduction 5/Cold Iron, Wild Empathy, Mountain-Bound
    Saves Fort +7 Ref +4 Will +8
    Abilities Str 18, Dex 10, Con 16, Int 12, Wis 18, Cha 10
    Skills Jump +11, Spot +11, Listen +11, Hide +7, Move Silently +7, Survival +11, Heal +11.
    Feats Improved Initiative, Great Fortitude
    Environment Mountains
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always True Neutral

    Daphnis are the Fae of great mountains. They protect and nurture the higher Fae who are the mountains; those Fae cannot move, and it is up to the Daphnis to protect them. Daphnis have long, flowing black hair, and extremely pale skin. Their eyes are dark.

    Daphnis speak Common, Undercommon, Sylvan, and Terran.

    Combat

    Daphni are proficient with Greatclubs and slings.

    Spell-like abilities: At will— Magic Stone, Soften Earth and Stone, Pass Without Trace, Endure Elements, Faerie Fire; 3/day— *Stone Shape, Entangle, Barkskin; 1/day— Poison, Meld Into Stone. 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 Oread has a +6 racial bonus on the check.

    Mountain-Bound (Ex): The Daphni is magically bound to a mountain. They may never stray more than 1000 feet from it. Any Daphni who do become ill and die within 4d6 hours. A Daphi’s mountain does not radiate magic.

    Smite of Earth (Ex): As a standard action, the Daphni may make a melee attack against a target within melee range. The Daphni gains a bonus to the attack roll equal to their Wisdom modifier. If they hit, the target takes an extra 2d6 damage from the attack. If they miss, all ground within 20 feet of the Daphni becomes crumpled and hilly, and it becomes Difficult terrain.


    Echo

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    Echo
    Medium Fey
    HD 4d6+8 HD (22 HP)
    Speed 30 ft. (6 squares); Dig 20 ft.
    Init: +4
    AC 15; touch 14; flat-footed 11 (+4 Dex, +1 Nat)
    BAB +2; Grp +3
    Attack Masterwork Throwing Axe +8 melee (1d6+1) or Masterwork Throwing Axe +8 ranged (1d6+1)
    Full-Attack Masterwork Throwing Axe +8 melee (1d6+1) or Masterwork Throwing Axe +8 ranged (1d6+1)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities, Echoing Chorus
    Special Qualities Damage Reduction /Cold Iron, Wild Empathy, Cave-Bound
    Saves Fort +6 Ref +8 Will +5
    Abilities Str 12, Dex 18, Con 14, Int 10, Wis 12, Cha 18
    Skills Diplomacy +11, Bluff +11, Hide +11, Move Silently +11, Tumble +11, Intimidate +11.
    Feats Great Fortitude, Weapon Finesse
    Environment Caves
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always True Neutral

    Echo are the Fae of caves and sound. They hide from intruders, confuse with sounds, and entrap them in a chorus of lovely sounds. Echo have tanned skin, pale eyes, and lovely black hair.

    Echo speak Common, Sylvan and Terran.

    Combat

    Echo are proficient with Throwing Axes.

    Spell-like abilities: At will— Sculpt Sound, Sound Burst (DC ), Magic Stone, Soften Earth and Mud; 3/day— *Shatter, Protection From Energy, Stone Shape, Barkskin; 1/day— Shout, Meld Into Stone. 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 Oread has a +6 racial bonus on the check.

    Cave-Bound (Ex): The Echo is magically bound to a cave. They may never stray more than 1000 feet from it. Any Echo who do become ill and die within 4d6 hours. An Echo’s cave does not radiate magic.

    Echoing Chorus (Su): As a standard action, the Echo may cause a sonic effect to echo. Any one sonic spell or effect that was in effect or cast within 2 rounds of using this ability is cast again, without consuming spell slots or uses. The Echo chooses the targets of the spell or effect.


    Cyllene

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    Cyllene
    Medium Fey
    HD 4d6 HD ( HP)
    Speed 30 ft. (6 squares); Dig 20 ft.
    Init: +1
    AC 16; touch 13; flat-footed 13 (+3 Dex, +3 Nat)
    BAB +2; Grp +2
    Attack Sickle +6 melee (1d6) or Masterwork Shortbow +7 ranged (1d6/x3)
    Full-Attack Sickle +6 melee (1d6) or Masterwork Shortbow +7 ranged (1d6/x3)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities, Zenith
    Special Qualities Damage Reduction 5/Cold Iron, Wild Empathy, Peak-Bound
    Saves Fort +5 Ref +7 Will +5
    Abilities Str 10, Dex 16, Con 18, Int 18, Wis 12, Cha 10
    Skills Concentration +11, Knowledge (Geography) +11, Knowledge (Nature) +11, Hide +10, Move Silently +10, Decipher Script +11, Knowledge (Arcana) +11, Knowledge (Religion) +11, Knowledge (The Planes) +11, Knowledge (History) +11
    Feats Weapon Finesse, Weapon Focus (Sickle)
    Environment Mountain peaks
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always True Neutral

    Cyllene are the Fae of mountain peaks. Their skin is like granite, grey, with silver streaks running through. Their hair is green, or white.

    Cyllene speak Common, Sylvan and Terran.

    Combat

    Cyllene are proficient with sickles and shortbows.

    Spell-like abilities: At will— Magic Stone, Soften Earth and Stone, Pass Without Trace, Endure Elements, Faerie Fire; 3/day— *Stone Shape, Entangle, Barkskin; 1/day— Poison, Meld Into Stone. 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 Oread has a +6 racial bonus on the check.

    Peak-Bound (Ex): The Cyllene is magically bound to a mountain peak. They may never stray more than 1000 feet from it. Any Cyllene who do become ill and die within 4d6 hours. A Cyllene’s peak does not radiate magic.

    Zenith (Ex): Whenever the Cyllene is standing on the highest point of their peak, they may, as a standard action, gain a +4 bonus to all ability scores for 2 rounds. After this effect is gone, the Cyllene must wait 1d4+1 rounds before using it again.


    Idaeae

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    Idaeae
    Medium Fey
    HD 4d6+16 HD (30 HP)
    Speed 30 ft. (6 squares); Dig 20 ft.
    Init: +5
    AC 15; touch 11; flat-footed 14 (+1 Dex, +4 Nat)
    BAB +2; Grp +4
    Attack Guisarme +5 melee (2d4+3) or sling +3 ranged (1d4+2)
    Full-Attack Guisarme +5 melee (2d4+3) or sling +3 ranged (1d4+2)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities
    Special Qualities Damage Reduction 5/Cold Iron, Wild Empathy, Hill-Bound, Stability
    Saves Fort +5 Ref +5 Will +7
    Abilities Str 14, Dex 12, Con 18, Int 12, Wis 16, Cha 12
    Skills Concentration +11, Hide +8, Move Silently +8, Jump +9, Spot +10, Listen +10, Survival +10.
    Feats Improved Initiative, Weapon Focus (Guisarme)
    Environment Hills or Mounds
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always True Neutral

    Idaeae are the Fae of hills and mounds. Their skin is stony grey, and their eyes are a similar color. Their hair is short and cropped, usually grey as well.

    Idaeae speak Common, Sylvan and Terran.

    Combat

    Idaeae are proficient with guisarmes and slings.

    Spell-like abilities: At will— Magic Stone, Soften Earth and Stone, Pass Without Trace, Endure Elements, Faerie Fire; 3/day— *Stone Shape, Entangle, Barkskin; 1/day— Poison, Meld Into Stone. 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 Oread has a +6 racial bonus on the check.

    Hill-Bound (Ex): The Idaeae is magically bound to a hill or mound. They may never stray more than 1000 feet from it. Any Idaeae who do become ill and die within 4d6 hours. An Idaeae’s hill does not radiate magic.

    Stability (Ex): Whenever the Idaeae is standing on their hill, they add their Constitution modifier to all opposed strength checks for the purposes of grapple, trip, bull rush, or disarm.


    Ahmaead

    Bolcániad

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    Bolcániad
    Huge Fey (Earth, Fire)
    HD 13d6+52 (98 HP)
    Speed 25 ft. (5 squares): Dig 20
    Init: +3
    AC 25; touch 10; flat-footed 26 (-1 Dex, +15 Nat, +3 Def, -2 Size)
    BAB +6; Grp +21
    Attack Bite +12 melee (3d6+7)
    Full-Attack Bite +12 melee (3d6+7), and 2 Slams +7 melee (2d8+7)
    Space 20 ft.; Reach 20 ft.
    Special Attacks Spell-like abilities, Fire Spout, Smoke and Haze, Step Through the Veil
    Special Qualities Damage Reduction 15/Cold Iron, Magic and Chaos or Law; Wild Awe, Eruption, Skin of Molten Iron
    Saves Fort +8 Ref +10 Will +9
    Abilities Str 24, Dex 8, Con 18, Int 12, Wis 16, Cha 14
    Skills Jump +23, Concentration +20, Survival +19, Spot +19, Listen +19, Diplomacy +18, Knowledge (Geography) +17.
    Feats Lightning Reflexes, Improved Initiative, Weapon Focus (Bite), Power Attack, Improved Bull Rush
    Environment Volcanoes
    Organization Solitary, Fae Cruinniú (2-4 Ahmaead)
    Challenge Rating 12
    Treasure Standard
    Alignment Always True Neutral

    The Bolcániad are the greater Fae of volcanoes and great mountains. Their appear almost like giant, stony cats. Out of their gaping maws, fire spouts constantly. The rock they are covered with constantly shift and swirls around its body. Bolcániad weigh several tons. They spend most of their time deep, deep, deep underground, underneath dormant and inactive Volcanoes. They also travel under the plates in the planet’s crust, deep in the great caverns of magma.

    Bolcániad speak Sylvan, Ignan and Terran.

    Combat

    Bolcániad are proficient with their natural attacks.

    Spell-like abilities: At will— Magic Stone, Soften Earth and Stone, Stone Shape, Shatter, Burning Hands, Produce Flame, Resist Energy; 3/day— *Spike Stones, Stoneskin, Wall of Fire, Fire Shield, Fire Seeds; 1/day— Earthquake, Fire Storm. Caster level 15th. The save DCs are Wisdom based.

    Wild Awe (Ex): The Ahmaead has an aura of Awe that affects all animals within 30 feet depending on their Hit Dice.
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    {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 19) to ignore the effects.

    Fire Spout (Su): As a standard action, the Bolcániad may spout fire and magma, and rocks. All creatures within 30 feet take 5d6 fire damage. They may make a reflex save (DC 19) for half damage. After using this ability, the Bolcániad must wait 1d4 rounds.

    Smoke and Haze (Ex): As a full round action, the Bolcániad may breathe a great cloud of smoky fog. It functions as the Fog Cloud spell, but a 100 foot radius, and 20 feet high. The fog lasts for 4 rounds.

    Step Through the Veil (Su): As a standard action, the Bolcániad may teleport to any location within the effects of his Smoke and Haze ability. After using this ability, the Bolcániad must wait 1d4 rounds before using it again.

    Eruption (Su): The Bolcániad is constantly erupting magma and fire out of its mouth. Any creature within 15 feet of the Bolcániad takes 3d6 fire damage every round that they remain in range of the Bolcániad.

    Skin of Molten Iron (Su): The Bolcániad’s skin is literally made from molten iron and metals. He gains a deflection bonus to Armor Class equal to his Wisdom modifier.
    Last edited by unosarta; 2011-03-12 at 05:38 PM.
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    Default Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]

    Afaistaead

    The Afaistaead are the primal fae and spirits of fire. They dance over the burning buildings and skip to the beat of the forge-fires. They are the fae of wildfires, flashfires, the tiny ember, and the roaring, all consuming flame.

    Pyroaed

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    Pyroaed
    Medium Fey
    HD 4d6+4 HD (18 HP)
    Speed 30 ft. (6 squares)
    Init: +4
    AC 16; touch 14; flat-footed 12 (+4 Dex, +2 Nat)
    BAB +2; Grp +4
    Attack Rapier +6 melee (1d6+3) or Javelin +6 ranged (1d6+2)
    Full-Attack Rapier +6 melee (1d6+3) or Javelin +6 ranged (1d6+2)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities, Caress of Flame
    Special Qualities Damage 3/Cold Iron, Wild Empathy
    Saves Fort +5 Ref +8 Will +5
    Abilities Str 14, Dex 18, Con 12, Int 14, Wis 12, Cha 12
    Skills Hide +11, Move Silently +11, Jump +9, Diplomacy +8, bluff +8, Sense Motive +8, Knowledge (Nature) +9, Tumble +11.
    Feats Weapon Finesse, Great Fortitude
    Environment Anywhere
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always true neutral

    The Pyroaed are the Fae of bonfires, and long lived medium sized fires. They are calmer than their more fiery kin. Their skin is a bright orange, and their hair is long, and even brighter than their skin. Their eyes are blue or white.

    Pyroaed speak Common, Sylvan and Ignan.

    Combat

    Pyroaed are proficient with Rapiers and javelins.

    Spell-like abilities: At will— Burning Hands, Produce Flame, Endure Elements, Heat Metal, Flare, Faerie Fire; 3/day— *Resist Energy, Flame Blade, Flaming Sphere (DC 14); 1/day— Daylight, Flame Strike (DC 16). Caster level 6th. The save DCs are Intelligence based.

    Wild Empathy (Ex) This power works like the druid’s wild empathy class feature, except that the Afaistaed has a +6 racial bonus on the check.

    Caress of Flame (Su): As a standard action, the Pyroaed may make a melee touch attack against a target within melee range. If the touch hits, the target takes 2d6 fire damage. After using this ability, the Pyroaed must wait 1d4 rounds before using it again.


    Epaulaniad

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    Epaulaniad
    Medium Fey
    HD 4d6+8 HD (22 HP)
    Speed 30 ft. (6 squares)
    Init: +7
    AC 15; touch 13; flat-footed 12 (+3 Dex, +2 Nat)
    BAB +2; Grp +5
    Attack Warhammer +5 melee (1d8+3) or Sling +5 ranged (1d4+3)
    Full-Attack Warhammer +5 melee (1d8+3) or Sling +5 ranged (1d4+3)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities, Forgeborn
    Special Qualities Damage 2/Cold Iron, Wild Empathy, Forge-Bound
    Saves Fort +6 Ref +7 Will +6
    Abilities Str 16, Dex 16, Con 14, Int 12, Wis 14, Cha 12
    Skills Jump +10, Hide +10, Move Silently +10, Tumble +10, Craft (Metalworking) +8, Listen +9, Spot +9.
    Feats Improved Initiative, Great Fortitude
    Environment Forges
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always true neutral

    Epaulaniads are the Fae of forge-fires and long burning effigies. Their skin is pale, and their hair is long and flaming red. Their eyes are blue or green.

    Epaulaniads speak Common, Sylvan, and Ignan.

    Combat

    Epaulaniads are proficient with Warhammers and Slings.

    Spell-like abilities: At will— Burning Hands, Produce Flame, Endure Elements, Heat Metal, Flare, Faerie Fire; 3/day— *Resist Energy, Flame Blade, Flaming Sphere (DC 14); 1/day— Daylight, Flame Strike (DC 16). 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 Afaistaed has a +6 racial bonus on the check.

    Forge-Bound (Ex): The Epaulaniads are magically bound to a forge. They may never stray more than 300 feet from it. Any Epaulaniad who do become ill and die within 4d6 hours. An Epaulaniad’s forge does not radiate magic.

    Forgeborn (Su): As a standard action, the Epaulaniad may wreathe themselves in fiery anger. They gain a +4 bonus to Strength and deal an extra 1d4 fire damage on all melee attacks for 3 rounds. After the duration ends, the Epaulaniad must wait 1d4 rounds before using this ability again.


    Anqraniad

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    Anqraniad
    Tiny Fey
    HD 4d6+12 HD (26 HP)
    Speed 30 ft. (6 squares)
    Init: +3
    AC 15; touch 15; flat-footed 12 (+3 Dex, +2 Size)
    BAB +2; Grp -4
    Attack Light Pick +7 melee (1-2/x4) or Sling +7 ranged (1-2)
    Full-Attack Light Pick +7 melee (1-3/x4) or Sling +7 ranged (1-2)
    Space 0 ft.; Reach 0 ft.
    Special Attacks Spell-like abilities, Emberdance
    Special Qualities Damage 3/Cold Iron, Wild Empathy
    Saves Fort +7 Ref +7 Will +5
    Abilities Str 6, Dex 16, Con 16, Int 10, Wis 12, Cha 16
    Skills Tumble +10, Hide +18, Move Silently +10, Diplomacy +10, Bluff +10, Intimidate +10.
    Feats Great Fortitude, Weapon Finesse
    Environment Anywhere
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always true neutral

    Anqraniad are the Fae of embers and smaller fires, almost gone out. Their hair and clothes are ashen grey, growing redder more flamelike as they grow closer to the Anqraniad’s scalp or heart. The Anqraniad’s skin is ashen grey. Their eyes are bright red and orange.

    Anqraniads speak Common, Sylvan and Ignan.

    Combat

    Anqraniad are proficient with light picks and slings.

    Spell-like abilities: At will— Burning Hands, Produce Flame, Endure Elements, Heat Metal, Flare, Faerie Fire; 3/day— *Resist Energy, Flame Blade, Flaming Sphere (DC 15); 1/day— Daylight, Flame Strike (DC 17). Caster level 6th. The save DCs are Charisma based.

    Wild Empathy (Ex) This power works like the druid’s wild empathy class feature, except that the Afaistaed has a +6 racial bonus on the check.

    Emberdance (Su): As a standard action, the Anqraniad gains a bonus to Tumble equal to their Charisma, and whenever the Anqraniad Tumbles through an opponent’s space, that opponent takes 2d4 fire damage. This effect lasts for 3 rounds. After the duration ends, the Anqraniad must wait 1d4 rounds before using this ability again.


    Afarfestiad

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    Afarfestiad
    Medium Fey
    HD 4d6+8 HD (22 HP)
    Speed 30 ft. (6 squares)
    Init: +4
    AC 15; touch 14; flat-footed 11 (+4 Dex, +1 Nat)
    BAB +2; Grp +4
    Attack Shortsword +6 melee (1d6+3) or Shuriken +6 ranged (1d2+2)
    Full-Attack Shortsword +6 melee (1d6+3) or Shuriken +6 ranged (1d2+2)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities, Flashfire
    Special Qualities Damage 3/Cold Iron, Wild Empathy
    Saves Fort +6 Ref +8 Will +5
    Abilities Str 14, Dex 18, Con 14, Int 16, Wis 12, Cha 10
    Skills Tumble +11, Hide +11, Move Silently +11, Knowledge (Nature) +10, Jump +9, Concentration +9, Spot +8, Listen +8, Survival +8.
    Feats Weapon Finesse, Great Fortitude
    Environment Anywhere
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always true neutral

    Afarfestiad are the Fae of flashfires and fires that burn extremely fast. They appear completely wreathed in flames, and their hair is orange. Their eyes are soot black. Their skin is pale.

    Afarfestiad can speak Common, Sylvan, and Ignan.

    Combat

    Afarfestiad are proficient with shortswords and shuriken.

    Spell-like abilities: At will— Burning Hands, Produce Flame, Endure Elements, Heat Metal, Flare, Faerie Fire; 3/day— *Resist Energy, Flame Blade, Flaming Sphere (DC 15); 1/day— Daylight, Flame Strike (DC 17). Caster level 6th. The save DCs are Intelligence based.

    Wild Empathy (Ex) This power works like the druid’s wild empathy class feature, except that the Afaistaed has a +6 racial bonus on the check.

    Flashfire (Su): As a full round action, the Afarfestiad may deal 2d4 damage to all creatures in a 40 foot line. They may make a Reflex save (DC 15) for half damage. The Afarfestiad immediately teleports to the end of the line that damage was dealt in. If there is an immovable object in the way, such as a wall or tree, the Afarfestiad's line attack does not travel past there, and the Afarfestiad immediately teleports to that location.


    Spinqariad

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    Spinqariad
    Medium Fey
    HD 4d6+4 HD (18 HP)
    Speed 60 ft. (12 squares)
    Init: +5
    AC 15; touch 15; flat-footed 10 (+5 Dex)
    BAB +2; Grp +4
    Attack Dagger +7 melee (1d4+3) or Dart +7 ranged (1d4+2)
    Full-Attack Dagger +7 melee (1d4+3) or Dart +7 ranged (1d4+2)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like abilities, Shocking Stroke
    Special Qualities Damage 2/Cold Iron, Wild Empathy
    Saves Fort +5 Ref +9 Will +6
    Abilities Str 14, Dex 20, Con 12, Int 14, Wis 14, Cha 10
    Skills Hide +12, Move Silently +12, Tumble +12, Knowledge (Nature) +9, Spot +9, Listen +9, Survival +9, Escape Artist +12.
    Feats Weapon Finesse, Great Fortitude
    Environment Anywhere
    Organization Solitary
    Challenge Rating 3
    Treasure Standard
    Alignment Always true neutral

    Spinqariad are the Fae of sparks and electricity. Their entire bodies appear to be giant sparks in humanoid sparks, light blue. They have no hair, but their eyes are green or deep blue.

    Spinqariad speak sylvan and ignan.

    Combat

    Spinqariad are proficient with daggers and darts.

    Spell-like abilities: At will— Burning Hands, Produce Flame, Endure Elements, Heat Metal, Flare, Faerie Fire; 3/day— *Resist Energy, Flame Blade, Flaming Sphere (DC 14); 1/day— Daylight, Flame Strike (DC 16). Caster level 6th. The save DCs are Intelligence based.

    Wild Empathy (Ex) This power works like the druid’s wild empathy class feature, except that the Afaistaed has a +6 racial bonus on the check.

    Shocking Stroke (Su): As a standard action, the Spinqariad may make a melee touch attack against a target within melee range. If he hits, that target takes 2d6 electricity damage. After using this ability, the Spinqariad must wait 1d4 rounds before using it again.


    Ahmaead

    Tintreachiad

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    Tintreachiad
    Large Fey
    HD 13d6+26 (72 HP)
    Speed 70 ft. (14 squares); Fly 120 feet (perfect)
    Init: +14
    AC 25; touch 19; flat-footed 15 (+10 Dex, +6 Nat, -1 Size)
    BAB +6; Grp +10
    Attack +4 Dagger +19 melee (1d8+4)
    Full-Attack +4 Dagger +19/+14 melee (1d8+4)
    Space 10 ft.; Reach 10 ft.
    Special Attacks Spell-like abilities, Lightning Blow, Sonic Boom, Thunderstep
    Special Qualities Damage Reduction 13/Cold Iron and Chaos or Law; Wild Awe, Lightning Form, Branches of Electricity
    Saves Fort +6 Ref +18 Will +11
    Abilities Str 10, Dex 30, Con 14, Int 18, Wis 16, Cha 12
    Skills Hide +26, Move Silently +26, Tumble +26, Escape Artist +26, Knowledge (Geography) +20, Knowledge (Nature) +20, Spot +19, Listen +19, Survival +19, Search +20.
    Feats Great Fortitude, Improved Initiative
    Environment Anywhere
    Organization Solitary, Fae Cruinniú (2-4 Ahmaead)
    Challenge Rating 12
    Treasure Standard
    Alignment Always True Neutral

    The Tintreachiad are the greater Fae of lightning and thunder. They appear to be made entirely out of lightning, and their steps thunder with each fall. Their hair is a shower of sparks, falling from their shocking skin. Their eyes are small balls of energy, eerily blue. Tintreachiad spend most of their time high up in the sky, away from the ground. They only come down to cause lightning or to play with the other storm Fae.

    Tintreachiad speak Sylvan and Ignan.

    Combat

    Tintreachiad are proficient with daggers

    Spell-like abilities: At will— Lightning Bolt (DC 17), Shocking Grasp, Protection From Energy; 3/day— *Chain Lightning (DC 20), Call Lightning (DC 17), Control Winds; 1/day— Call Lightning Storm (DC 21), Control Weather. Caster level 15th. The save DCs are Intelligence based.

    Wild Awe (Ex): The Ahmaead has an aura of Awe that affects all animals within 30 feet depending on their Hit Dice.
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    {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.

    Lightning Blow (Su): As a standard action, the Tintreachiad may make a melee attack against any creature within 30 feet. If he hits, that target takes 4d6 electricity damage, and must make a Fortitude save (DC 20), or be deafened for the rest of the encounter. The DC is wisdom based.

    Sonic Boom (Su): As a full round action, the Tintreachiad may make a 70 foot line attack. All creatures in the line take 6d6 electricity damage, and must make a Fortitude save (DC 20) or be deafened until the end of the encounter. The DC is wisdom based.

    Thunderstep (Su): As a standard action, the Tintreachiad may teleport anywhere within 100 feet of himself. All creatures within 15 feet of where he ends up take 3d6 electricity damage, and must make a Fortitude save (DC 20) or be deafened until the end of the encounter. The DC is wisdom based.

    Lightning Form (Su): The Tintreachiad appears to be made entirely of lightning. Any time a creature attacks the Tintreachiad, they take 2d6 electricity damage. Any creature that grapples the Tintreachiad takes 2d6 electricity damage every round they remain in a grapple.

    Branches of Electricity (Su): Whenever the Tintreachiad enters within 15 feet of a metal object, the wielder of that object takes 3d6 electricity damage. They must make a Reflex save (DC 20) or drop their weapon to the ground. The save for this effect is Wisdom based.
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    Default Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]

    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.
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    {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.
    Last edited by unosarta; 2011-03-12 at 05:41 PM.
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    Default Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]

    My Questions For You

    I am wondering if you, the reader, either like the concept behind the creatures, and if you do not, why not.

    Also, I am wondering if you think that the creatures themselves fit the CR that has been assigned to them, as lesser Fae.

    Finally, I would love any ideas you would have for new kinds of lesser Fae like this.

    In addition, I am currently working on making the unique creatures that each of the castes are based on; Drya, Naia, Traia, Nereii, Pegaea, Oreai, Afaistos, and Kruomaia. They would likely live in an alternate demiplane, away from the other Fae. They are going to be roughly CR 16-18, practically demigods to the castes of Nymphs.

    Link to the original thread.

    Finished the tables for the Ahmaead.

    No comments?
    Last edited by unosarta; 2011-03-09 at 04:40 PM.
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    Default Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]

    91 views and no comments? I can hardly think they are exactly perfect.
    Last edited by unosarta; 2011-03-09 at 05:49 PM.
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    Default Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]

    I've just found this thread and while I only had a brief look, it seem amazing.
    I'll try to come back later and read more carefully, to give more constructive comment.
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    Default Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]

    Quote Originally Posted by zagan View Post
    I've just found this thread and while I only had a brief look, it seem amazing.
    I'll try to come back later and read more carefully, to give more constructive comment.
    Thanks man! Good to see you!

    I haven't gotten many responses on the idea of the Ríad in the other thread, the head of each caste. Any thoughts for them in this one?
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    Default Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]

    I find your work amazing, and might ask my dm in a game im in to impliment this into his world. I play a half-nymph/elf, and my characters 'mother' would fit perfectly with the Kruopedihiad or Aponeids nymphs due to the region we are in and the background i had in mind. Good job. :3

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    Default Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]

    I haven't gotten a chance to read through it all closely, but my main question relating to the project would be this:

    What sort of role in a campaign do you picture the dryads and expanded nymphs having?

    I'm about to start a campaign where the greater fey powers are the sleeping embodiments of the land. Thus, the fey of the forest IS the forest. Unlike gods, they are not anthropomorphized. Druids draw their power from this spirits, just as clerics get their power from the gods. I'm still trying to work out how this interfaces with the 'normal' fey, possibly intermediaries between druids and the fey, but how are you picturing the fey generally when you made these?
    In Dungeons and Dragons, racism is frowned upon, unless you're playing an elf. Then it's an interesting character trait.

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    Default Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]

    I just found this thread as I've been busy critiqing the Monster Competition this month.

    First, I'm not crazy about the stat blocks (the one in the contests matches the SRD presentation is standized and cleaner). That said it looks like you switch between singular and plural and sometimes gender. Should all these be just female or can you have male versions? See dryad here: http://www.d20srd.org/srd/monsters/dryad.htm

    I don't know it I'll get a chance to look at these more thoroughly until after this month's contest ends.

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    Default Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]

    Quote Originally Posted by Jane_Smith View Post
    I find your work amazing, and might ask my dm in a game im in to impliment this into his world. I play a half-nymph/elf, and my characters 'mother' would fit perfectly with the Kruopedihiad or Aponeids nymphs due to the region we are in and the background i had in mind. Good job. :3
    Thank you! Your character sounds like they are fun to play.

    Quote Originally Posted by Bibliomancer View Post
    I haven't gotten a chance to read through it all closely, but my main question relating to the project would be this:

    What sort of role in a campaign do you picture the dryads and expanded nymphs having?

    I'm about to start a campaign where the greater fey powers are the sleeping embodiments of the land. Thus, the fey of the forest IS the forest. Unlike gods, they are not anthropomorphized. Druids draw their power from this spirits, just as clerics get their power from the gods. I'm still trying to work out how this interfaces with the 'normal' fey, possibly intermediaries between druids and the fey, but how are you picturing the fey generally when you made these?
    The nymphs are very, very, very solitary. Unlike other Fae, they are not associated with the Court system (which is the standard that I use; take that as you will), neither with the Seelie or Unseelie. The other Fae represent nature in part, but they have sort of shifted away from it. The Nymphs are actively tied to it. It would be very similar to Animism in a way, having a spirit for every rock and tree. But the spirits work very, very, very hard to hide themselves. Most of the Nymphs truly fear technology, and this drives their hiding. Obviously, the Ahmaead do not, but they also spend a huge amount of their time doing practically nothing at all, or far, far away from anywhere where they would A) be able to do harm, or B) even notice it.

    A poster on the BrilliantGameologists board had an interesting idea. If you are using the idea of a more organized Fae, then he said that it could be interesting if the Ahmaead were almost like a weapon for the greater Fae. Why would a Fae take someone out when they could have the literal embodiment of earthquakes, volcanoes, storms, or lightning kill them? Something to think about.

    Mostly, their role depends on what the other Fae in your setting are like. If they are not organized, and they just represent nature spirits, then the Nymphs work very similar to Animism, which also works well for your character. If there are organized Fae, then the Nymphs take roughly the same role, but they fear the organized Fae almost as much as they fear technology.

    They could also appear as intermediaries between the Fae and the real world, in fact. It wasn't something that I was thinking of, but it would certainly work very well. The other Fae could be like in 4.0, living in some alternate realm, away from everything else. The Nymphs remain in the physical world, to protect the plants, animals, and the land, and the other Fae channel their power into the Nymphs. They might use the Ahmaead as weapons in this case as well, but that probably depends on their alignment and their intentions.

    Quote Originally Posted by Debihuman View Post
    I just found this thread as I've been busy critiqing the Monster Competition this month.

    First, I'm not crazy about the stat blocks (the one in the contests matches the SRD presentation is standized and cleaner). That said it looks like you switch between singular and plural and sometimes gender. Should all these be just female or can you have male versions? See dryad here: http://www.d20srd.org/srd/monsters/dryad.htm

    I don't know it I'll get a chance to look at these more thoroughly until after this month's contest ends.

    Debby
    From looking at the statblock, it appears to be the exact same as the SRD version.

    The singular and plural is mostly because there is no real gender neutral pronoun in English that displays that there are two possible genders, if you understand my meaning. "It" would imply, as a whole, that the Nymphs are genderless, which was not my meaning. But applying a gendered pronoun would make it appear that the Nymphs are only of one gender. Thus, my last option, and yes, one that is technically grammatically incorrect, is "they". The switch between gender I didn't do except for maybe in the Ahmaead, because they are the only creatures whose gender I did say, because they only appear as one gender.

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    Default Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]

    Considering that the stat block in the SRD spells out "Hit Dice" and other words and uses a colon to separate the text in all lines, your stat block isn't "the same." I think the SRD looks cleaner, which is why it is the one used in the contests. "Full-Attack" isn't even word used in the SRD; it is two words "Full Attack." One of the reasons that I don't like the stat block is that is presents poor attention to detail. In general I feel that if someone isn't going to write a presentable stat block, the rest of the writing probably isn't all that well detailed.

    If you are going to stick with a single subject, then don't switch mid-sentence to plural. It is bad writing. Dryads and nymphs are all generally female, so "she" is perfectly fine for the singular. If a creature has no gender, you can say "it," and if it can be either male or female, spend the few extra words and write "he or she." "They" is not an adequate substitute for "he or she." You can always stick to the creature's name without referring to gender at all if that is your preference.

    My reason for pointing this all out is that you could be writing better. It sets an example to others some who aren't a as well educated or for whom English is a second language.. Maybe you don't care or maybe it is just easier for you to write that way, but it wastes my time to have to point these things out.

    Debby
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    Default Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]

    Quote Originally Posted by Debihuman View Post
    Considering that the stat block in the SRD spells out "Hit Dice" and other words and uses a colon to separate the text in all lines, your stat block isn't "the same." I think the SRD looks cleaner, which is why it is the one used in the contests. "Full-Attack" isn't even word used in the SRD; it is two words "Full Attack." One of the reasons that I don't like the stat block is that is presents poor attention to detail. In general I feel that if someone isn't going to write a presentable stat block, the rest of the writing probably isn't all that well detailed.
    I could easily add the colon, and remove the dash. Also, I thought you meant that the stat block was incomplete or had extra lines that didn't make sense. HD is actually the most common abbreviation found in D&D.

    Quote Originally Posted by Debihuman View Post
    If you are going to stick with a single subject, then don't switch mid-sentence to plural. It is bad writing. Dryads and nymphs are all generally female, so "she" is perfectly fine for the singular. If a creature has no gender, you can say "it," and if it can be either male or female, spend the few extra words and write "he or she." "They" is not an adequate substitute for "he or she." You can always stick to the creature's name without referring to gender at all if that is your preference.
    After looking through for your grammatical complaints, it seems that they are mostly found in the Dryad variants. That makes sense, since I wrote them quite a while ago. I can easily fix that.

    Wiktionary actually agrees with me that they can be used as a singular if the gender is unknown. Dictionary.com says that It can be used in that case as well, however, it also has a generally A) negative connotation, and B) not a very common usage. In addition, it naturally sounds weird to my ear when used as a direct pronoun in connection to a group that you know of for certain. For instance, "It was the largest ever caught off the Florida coast. who was it? It was John. The horse had its saddle on." The it in that case makes sense. However, if you were to write "An Elmborn Dryad appears exactly as normal dryads do. Its delicate features are those of an elf, its flesh like a bark, or fine wood, and its hair is like a canopy of leaves, that changes color with the seasons." sounds very, very, very awkward. It does not roll off the tongue very well, and it indicates that the Elmborn Dryad has no gender at all, rather than that he or she might have more than one. They, on the other hand, does not have a connotation like that. "An Elmborn Dryad appear exactly as normal dryads do. Their delicate features are those of an elf, their flesh like a bark, or fine wood, and their hair is like a canopy of leaves, that changes color with the seasons." sounds MUCH better to my ear.

    Quote Originally Posted by Debihuman View Post
    My reason for pointing this all out is that you could be writing better. It sets an example to others some who aren't as well educated or for whom English is a second language. Maybe you don't care or maybe it is just easier for you to write that way, but it wastes my time to have to point these things out.

    Debby
    I freely admit that the Dryads are not as grammatically correct as possible. However, I think that giving people to whom English is a second an example that they actively would not use in conversation, would probably not use in writing, which actively doesn't sound very good on one's ear, seems like a bad idea as well. I would not refer to an individual that are a part of a group whose gender is not known as an "it". That insults the person, implying that they are an animate object. Rather I would use "they." I have done so in general conversation, in written conversation, in formal essays. I would rather give those whose first language is not English an example of English that would be less rude, and make more sense, than one that does not. Take that as you will. I will edit the rest in later. Thanks for the response.
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    Default Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]

    Better:
    "Elmborn dryads appear exactly as normal dryads do. Their delicate features are those of an elf, their flesh like bark or fine wood, and their hair is like a canopy of leaves, that changes color with the seasons."
    or
    "An elmborn dryad appears exactly as a normal dryad does. Her delicate features are those of an elf, her flesh is like bark or fine wood, and her hair is much like a canopy of leaves that changes color with the seasons."

    You could simply copy the text in the SRD: "An elmborn dryad’s delicate features are much like a female elf’s, though her flesh is like bark or fine wood, and her hair is like a canopy of leaves that changes color with the seasons."

    I prefer the last one as it has the tightest construction. If they appear as normal dryads, they will will always appear female. If you mean for them to have 2 genders, then obviously you replace the nouns with "he or she" and "his or her".

    You are anthropomorphizing fantasy creatures though it makes a certain amount of sense. Dryads are generally referred to as female, yet I suppose you could have male dryads. However, that would negate your first sentence since normal dryads appear as female elves. I hate to get into a discussion about the appropriateness of transgendered dryads but there it is.

    Other nitpicks: you don't need to capitalize spells unless a proper name is involved (it shouldn't be since those spells are changed from the PH to the SRD). However, you should capitalize the names of fantasy languages: Common, Sylvan, Aquan, Auran, etc.

    Also standardize your naming convention. Calling them Dryadi sounds weird (pretentious even). "Dryads" is the standard convention despite what poets and Greek scholars think.
    * Expanded Dryad variants.
    * Naiads.
    * Traiads (land nymphs).
    * Nereids.
    * Pegaeads (air nymphs).
    * Oread.
    * Afaistaeads (fire nymphs).
    * Kruomaeads (ice nymphs).
    As an advocate of consistency, the proper term is Fey not Fae. Unless you are creating a new subtype as Mulletmanalive did with his Fae creatures.

    I think your hit points on the elmborn dryad are off: 4x3.5=14 not 16.

    Debby
    Last edited by Debihuman; 2011-03-10 at 12:36 PM.
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    Default Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]

    Okay, now I have some time, so I'll try to make some constructive comment.

    Image: I really like the image but some of them are really big.

    Wild empathy: for flavor it might be nice to restrict it to animal living in the same environement as the dryad.

    Strength of the Roots: Not sure it really usefull, it barelly compensate for their +0 str mod and being medium size they have little hope of resisting those maneuver to begin with. But I admti it's flavorful.

    Brichburn, Born of Ash, Oaken kindness, etc...: You need to specify if it's Ex or Su for each ability.

    random note: A few time you use he instead of she for some dryad is that intentional ? I have a hard time picturring male dryad (even with the image)

    Wild Awe: Why 1-3hd animal ignore the Ahmaead ?

    Engrain: So in theory if the Auloniad was mounted she could have fast healing constantly ? I think you may need to reword this one a little.

    Moondance: If the Leimakids can't see in darkness (magical or not) she still suffer from the miss chance the bonus may be useless half the time.

    Crithtalúniad:
    No land speed ? And it's not a dig speed but a burrow speed.
    Constrict deal constitution damage, why ? Could perhaps be abused, like: round 1 start a grapple=1d6 con, round 2 end the grapple and restart it=1d6 con, etc...

    Drag Under: this one seem unclear, do the Crithtaluniad stay underground with the target during it ? At what depth is the target ? Just a few feet ? the creature speed ? And finally if you escape you're back out as an immediate action ? that seem really fast.

    Mermaid: Bound to the Ocean !!! Compared to the 300 yard from the tree of dryad this is huge. Can they climb on a boat or must they stay in the water ?

    Calypsoaeae: What the difference with mermaid if both are bound to the ocean in general ?

    Darkness Cometh: same problem as Moon dance

    Aleide: What the difference with mermaid and Calypsoaeae if they all are bound to the ocean in general ?

    Hyades: Forgot init mod and Ac

    Nephelae: very good image but the deviantart in the middle spoil it a little.

    Cloud-Bound: Thei're cloud need to be eternal otherwise as soon as it rain they die.

    Smite of Earth: Nice but as they are not immune to difficult terrain it may become dangerous for them to use it. Also it's at will ?

    Pyroaed, Anqraniad, Afarfestiad, Spinqariad: not bound to anything ?

    Epaulaniad: No rank in craft (metalworking or similar) while living in a forge ?

    Fire and Lightning: i don't like much this mix of the two, even if it result with less Fae for each separating the two could be nice.

    Pheguliad: bound to an iceberg ? The thing made of ice that slowly float south while melting ? you're sure ?

    Emyupotameid: Missing name for "bound to something ability" While the frozen lake seem plausible in the far north a frozen river is not frozen for long otherwise it's not really a river.

    Quote Originally Posted by unosarta View Post
    My Questions For You

    I am wondering if you, the reader, either like the concept behind the creatures, and if you do not, why not.
    I like it !

    Also, I am wondering if you think that the creatures themselves fit the CR that has been assigned to them, as lesser Fae.
    I'm a bad judge for that, some of them seem a little strong but I'm not sure.

    Finally, I would love any ideas you would have for new kinds of lesser Fae like this.
    Hum, we have forest, freshwater, plaine, sea, sky, mountains, fire, electricity (see above) and ice. How about urban fae ? there's a few official one. For example one bound to a temple, a castle, a school etc...
    For each of the previous one, a fae based on the animal living in the environment, like you've done the Hyades for the bird.

    In addition, I am currently working on making the unique creatures that each of the castes are based on; Drya, Naia, Traia, Nereii, Pegaea, Oreai, Afaistos, and Kruomaia. They would likely live in an alternate demiplane, away from the other Fae. They are going to be roughly CR 16-18, practically demigods to the castes of Nymphs.
    Sound good.

    Link to the original thread.

    Finished the tables for the Ahmaead.

    No comments?
    Nearly done with that.

    Quote Originally Posted by unosarta View Post
    Thanks man! Good to see you!

    I haven't gotten many responses on the idea of the Ríad in the other thread, the head of each caste. Any thoughts for them in this one?
    The Cr 16-18 one from above ? If so yes. If it's something else, even better more Dryad !
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    Default Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]

    Quote Originally Posted by Debihuman View Post
    Better:
    "Elmborn dryads appear exactly as normal dryads do. Their delicate features are those of an elf, their flesh like bark or fine wood, and their hair is like a canopy of leaves, that changes color with the seasons."
    or
    "An elmborn dryad appears exactly as a normal dryad does. Her delicate features are those of an elf, her flesh is like bark or fine wood, and her hair is much like a canopy of leaves that changes color with the seasons."
    The first, mostly because the gender being added in will likely throw off anyone who reads it. I know where you are coming from grammar wise, and I agree with you on all points, but, for me, it makes more sense to be "they" and not "her." Also, is there even a plural third person feminine pronoun? Or masculine? Or is that simply done by "they"? Something I have been wondering.

    Quote Originally Posted by Debihuman View Post
    You could simply copy the text in the SRD: "An elmborn dryad’s delicate features are much like a female elf’s, though her flesh is like bark or fine wood, and her hair is like a canopy of leaves that changes color with the seasons."

    I prefer the last one as it has the tightest construction. If they appear as normal dryads, they will will always appear female. If you mean for them to have 2 genders, then obviously you replace the nouns with "he or she" and "his or her".
    I kind of dislike his or her mostly because it really slows down the reading. If you try reading them out loud, it sounds quite slower and altogether less "flowy" so to speak. It would get especially bad when the use of a pronoun is more prevalent.

    Quote Originally Posted by Debihuman View Post
    You are anthropomorphizing fantasy creatures though it makes a certain amount of sense. Dryads are generally referred to as female, yet I suppose you could have male dryads. However, that would negate your first sentence since normal dryads appear as female elves. I hate to get into a discussion about the appropriateness of transgendered dryads but there it is.
    Good point. I will summarily remove the description of the Elmborn dryad as being like a normal dryad, since the other dryads have their appearances essentially based off of the Elmborn Dryad.

    Quote Originally Posted by Debihuman View Post
    Other nitpicks: you don't need to capitalize spells unless a proper name is involved (it shouldn't be since those spells are changed from the PH to the SRD). However, you should capitalize the names of fantasy languages: Common, Sylvan, Aquan, Auran, etc.
    I don't need to, but I like to. And yeah, I am going to go back over and capitalize the languages. I know I did for a few, so I don't know why I missed so many.

    Quote Originally Posted by Debihuman View Post
    Also standardize your naming convention. Calling them Dryadi sounds weird (pretentious even). "Dryads" is the standard convention despite what poets and Greek scholars think.
    Actually, the ancient Greek pluralization would be "Dryadawn." I personally liked the Latin more. And none but maybe the Riad would use that word anyway, since it is the true name of the group. The Dryads identify themselves as the Dryads.

    Quote Originally Posted by Debihuman View Post
    As an advocate of consistency, the proper term is Fey not Fae. Unless you are creating a new subtype as Mulletmanalive did with his Fae creatures.
    I honestly just like the word Fae a lot more than Fey. I will add in a note in the first post noting that whenever I mention "Fae" I really mean "Fey".

    Quote Originally Posted by Debihuman View Post
    I think your hit points on the elmborn dryad are off: 4x3.5=14 not 16.

    Debby
    Good point.

    Quote Originally Posted by zagan View Post
    Okay, now I have some time, so I'll try to make some constructive comment.

    Image: I really like the image but some of them are really big.
    Yeah, there wasn't really anything I could do about that, since I have no idea how to upload or resize images.

    Quote Originally Posted by zagan View Post
    Wild empathy: for flavor it might be nice to restrict it to animal living in the same environement as the dryad.
    Ooooh, interesting idea.

    Quote Originally Posted by zagan View Post
    Strength of the Roots: Not sure it really usefull, it barelly compensate for their +0 str mod and being medium size they have little hope of resisting those maneuver to begin with. But I admti it's flavorful.
    I suppose. Maybe I could make it an additional bonus?

    Quote Originally Posted by zagan View Post
    Brichburn, Born of Ash, Oaken kindness, etc...: You need to specify if it's Ex or Su for each ability.
    Good point...

    Quote Originally Posted by zagan View Post
    random note: A few time you use he instead of she for some dryad is that intentional ? I have a hard time picturring male dryad (even with the image)
    Male Dryads should be fully possible. Even if they don't exist in the Greek mythos, I honestly cannot think of a reason for as to why they would not exist. Nature has a lot of themes that are about duality, and the duality of the genders is especially important.

    Quote Originally Posted by zagan View Post
    Wild Awe: Why 1-3hd animal ignore the Ahmaead ?
    Imagine it this way; at the lowest level, the animals cannot even imagine the Ahmaead. They are simply too great, too large for them to register. As the greater spirits of nature, this makes sense, and is why they don't need to defend themselves from most animals trying to protect their domain. The animals simply cannot even imagine that the Ahmaead exist. But, as the animals progress, and their power and experience increases, not necessarily with age or mental capacity, but overall power, they are able to see the Ahmaead. And the image that they see is so great, so terrible, that they cannot even comprehend it. They shut it out, and run from the image. This is also partially a practicality thing, since most of the Ahmaead could kill an animal simply by being around them, depending on the Ahmaead. As the animal progresses in power, they slowly become less and less afraid of the Ahmaead, as they become less and less likely to be insta-killed by the Ahmaead. After they reach a certain point, the Ahmaead are simply unlikely to be a terribly large threat to the animal, and the animal is unafraid of the Ahmaead.

    Quote Originally Posted by zagan View Post
    Engrain: So in theory if the Auloniad was mounted she could have fast healing constantly ? I think you may need to reword this one a little.
    True. Also, they could potentially teleport. Maybe something like "they may not ever move from the spot upon which they are currently positioned, or else they immediately lose the fast healing" or something like that. That would also make it easier for the PCs to remove the fast healing, by a simple Bull Rush or low level teleportation spell.

    Quote Originally Posted by zagan View Post
    Moondance: If the Leimakids can't see in darkness (magical or not) she still suffer from the miss chance the bonus may be useless half the time.
    Hm. Maybe she gains darkvision?

    Quote Originally Posted by zagan View Post
    Crithtalúniad:
    No land speed ? And it's not a dig speed but a burrow speed.
    Constrict deal constitution damage, why ? Could perhaps be abused, like: round 1 start a grapple=1d6 con, round 2 end the grapple and restart it=1d6 con, etc...
    Herp. On it.

    Hm, good point. Actually, this is really weird, because looking through the SRD, I cannot find a way to actively stop a grapple. Do you just not make the check? I guess I could just make it deal standard damage every round.

    Quote Originally Posted by zagan View Post
    Drag Under: this one seem unclear, do the Crithtaluniad stay underground with the target during it ? At what depth is the target ? Just a few feet ? the creature speed ? And finally if you escape you're back out as an immediate action ? that seem really fast.
    Ah. The Crithtalúniad remains underground, and must return to the surface. The target is just under a few feet. Basically, the Crithtalúniad is melding with the ground (since he is pretty much made out of dirt/stone/earth), and pulling target with. This both tears the opponent apart, and leaves them underground. The hole is only maybe 6 feet deep at the most, certainly shallower, since A) the target is struggling, and B) in a grapple with the target, making the target either lying down, or standing up. Presumably, the Crithtalúniad goes down with the target being parallel to the ground. Either way, considering that the target is struggling and being ripped up, if they are still alive, they would eagerly seek freedom, taking very little time to get out of the hole. I could boost it to a move action, I suppose.

    Also, if it kills the target, what a convenient grave!

    Quote Originally Posted by zagan View Post
    Mermaid: Bound to the Ocean !!! Compared to the 300 yard from the tree of dryad this is huge. Can they climb on a boat or must they stay in the water ?
    They must stay in the water. Also, consider this; there isn't really a way to bind the Nereids to a single location in the ocean. It just wouldn't work very well. They remain only in certain locations, but they also have less of a need to tightly defend the places most important to them, and the ocean is simply too vast for them to efficiently protect it and stay in one place.

    Quote Originally Posted by zagan View Post
    Calypsoaeae: What the difference with mermaid if both are bound to the ocean in general ?
    The Calypsoaeae remains in the deepest depths of the ocean, away from the light. The Mermaids are the Fae of fish and remain closer to the surface.

    Quote Originally Posted by zagan View Post
    Darkness Cometh: same problem as Moon dance
    I will give them darkvision as well.

    Quote Originally Posted by zagan View Post
    Aleide: What the difference with mermaid and Calypsoaeae if they all are bound to the ocean in general ?
    See above.

    Quote Originally Posted by zagan View Post
    Hyades: Forgot init mod and Ac
    Oh! Good catch.

    Quote Originally Posted by zagan View Post
    Nephelae: very good image but the deviantart in the middle spoil it a little.
    Yeah, there isn't anything I can really do about the digital watermark. I just love that image so much!

    Quote Originally Posted by zagan View Post
    Cloud-Bound: Thei're cloud need to be eternal otherwise as soon as it rain they die.
    Good point.

    Quote Originally Posted by zagan View Post
    Smite of Earth: Nice but as they are not immune to difficult terrain it may become dangerous for them to use it. Also it's at will ?
    Shoot, they are supposed to be immune. And no, it should have a cooldown of 1d4+2 rounds.

    Quote Originally Posted by zagan View Post
    Pyroaed, Anqraniad, Afarfestiad, Spinqariad: not bound to anything ?
    Nope. The Pyroaed go around setting fires where they are needed (dried out forests in nature). Mostly they just travel. The Anqraniad are tiny, and they easily hide. They start fires that are carelessly not put out. The Afarfestiad also travel a lot. Most of the Afaistaead do, because fires also travel. The only ones that do not are kept there, forced to stay in one place. That is the Epaulaniad. Most of the Afaistaead are also very, very rare, since they are especially feared. The Epaulaniad can be fairly tolerated, but the others are truly feared. They kill, when they find towns with easily burnable materials. It is not something they think of, or are conscious of. That is simply what they do.

    Quote Originally Posted by zagan View Post
    Epaulaniad: No rank in craft (metalworking or similar) while living in a forge ?
    Good idea!

    Quote Originally Posted by zagan View Post
    Fire and Lightning: i don't like much this mix of the two, even if it result with less Fae for each separating the two could be nice.
    I guess. The main problem with that would be A) an Ahmaead of fire is pretty much already covered as far as natural disasters go, and B) there really aren't enough variations of lightning for the Electrical Nymphs to be varied enough.

    Quote Originally Posted by zagan View Post
    Pheguliad: bound to an iceberg ? The thing made of ice that slowly float south while melting ? you're sure ?
    Yessir. It has to have something associated with it, and there aren't that many non moving cold or frost pertaining locations or items, and I would rather keep the moving nymphs with the Afaistaead and the Ahmaead.

    Quote Originally Posted by zagan View Post
    Emyupotameid: Missing name for "bound to something ability" While the frozen lake seem plausible in the far north a frozen river is not frozen for long otherwise it's not really a river.
    Depends on where you go. Any river that remains partially frozen for most of the year is considered a frozen river for this case. I will edit that meaning in.

    Quote Originally Posted by zagan View Post
    I like it !
    Thank you!

    Quote Originally Posted by zagan View Post
    I'm a bad judge for that, some of them seem a little strong but I'm not sure.
    Would you mind telling me which ones?

    Quote Originally Posted by zagan View Post
    Hum, we have forest, freshwater, plaine, sea, sky, mountains, fire, electricity (see above) and ice. How about urban fae ? there's a few official one. For example one bound to a temple, a castle, a school etc...
    For each of the previous one, a fae based on the animal living in the environment, like you've done the Hyades for the bird.
    Urban Fae would be cool. That kind of intercedes with the class that I am working on now, which is for Fax Celestis' "What's In a Name" contest, which is for his version of the Druid (which is like a binder, but binds nature spirits), except that my prestige class binds urban spirits instead.

    Quote Originally Posted by zagan View Post
    Sound good.
    Quote Originally Posted by zagan View Post
    The Cr 16-18 one from above ? If so yes. If it's something else, even better more Dryad !
    Yeah. As soon as I am done with the other prestige class, I am going to start working on the Ríad. Drya should be fun.
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    Default Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]

    Quote Originally Posted by unosarta View Post
    Yeah, there wasn't really anything I could do about that, since I have no idea how to upload or resize images.
    It's pretty easy to do but I could resize them if you want, you lose a little in quality in because there's really big most of the time you can't tell.

    I suppose. Maybe I could make it an additional bonus?
    Maybe add that when within 5-feet of their tree they are immune to such maneuver ?

    Male Dryads should be fully possible. Even if they don't exist in the Greek mythos, I honestly cannot think of a reason for as to why they would not exist. Nature has a lot of themes that are about duality, and the duality of the genders is especially important.
    Your choice.

    Imagine it this way; at the lowest level, the animals cannot even imagine the Ahmaead. They are simply too great, too large for them to register. As the greater spirits of nature, this makes sense, and is why they don't need to defend themselves from most animals trying to protect their domain. The animals simply cannot even imagine that the Ahmaead exist. But, as the animals progress, and their power and experience increases, not necessarily with age or mental capacity, but overall power, they are able to see the Ahmaead. And the image that they see is so great, so terrible, that they cannot even comprehend it. They shut it out, and run from the image. This is also partially a practicality thing, since most of the Ahmaead could kill an animal simply by being around them, depending on the Ahmaead. As the animal progresses in power, they slowly become less and less afraid of the Ahmaead, as they become less and less likely to be insta-killed by the Ahmaead. After they reach a certain point, the Ahmaead are simply unlikely to be a terribly large threat to the animal, and the animal is unafraid of the Ahmaead.
    Ok that's clearer.

    True. Also, they could potentially teleport. Maybe something like "they may not ever move from the spot upon which they are currently positioned, or else they immediately lose the fast healing" or something like that. That would also make it easier for the PCs to remove the fast healing, by a simple Bull Rush or low level teleportation spell.
    Something like that yes.

    Hm. Maybe she gains darkvision?
    Yes and the ability to see in magical darkness, lot of creature can do that anyway so it's not overpowered.

    Herp. On it.

    Hm, good point. Actually, this is really weird, because looking through the SRD, I cannot find a way to actively stop a grapple. Do you just not make the check? I guess I could just make it deal standard damage every round.
    Well I think you could not move into their square, otherwise it may require a standard action to escape from the grapple, weird.

    Ah. The Crithtalúniad remains underground, and must return to the surface. The target is just under a few feet. Basically, the Crithtalúniad is melding with the ground (since he is pretty much made out of dirt/stone/earth), and pulling target with. This both tears the opponent apart, and leaves them underground. The hole is only maybe 6 feet deep at the most, certainly shallower, since A) the target is struggling, and B) in a grapple with the target, making the target either lying down, or standing up. Presumably, the Crithtalúniad goes down with the target being parallel to the ground. Either way, considering that the target is struggling and being ripped up, if they are still alive, they would eagerly seek freedom, taking very little time to get out of the hole. I could boost it to a move action, I suppose.

    Also, if it kills the target, what a convenient grave!
    That's clearer but I think you need to clarify the wording of the ability, also do the target end up prone when it escape ? it seem logical but perhaps it would be too much.

    They must stay in the water. Also, consider this; there isn't really a way to bind the Nereids to a single location in the ocean. It just wouldn't work very well. They remain only in certain locations, but they also have less of a need to tightly defend the places most important to them, and the ocean is simply too vast for them to efficiently protect it and stay in one place.
    The Calypsoaeae remains in the deepest depths of the ocean, away from the light. The Mermaids are the Fae of fish and remain closer to the surface.

    I'm not sure I agree with you on that, because it imply that multiple mermaid share the same ocean. Without making them dependant on it, I would recommand giving each mermaid a territory.

    For the Calypsoaeae at least make it that they can't come to the surface, because they protect the depth.

    For the Aleide protecting a specific patch of shore could work and it would give them the ability to go out of the water a little like 100 feet from it otherwise she can't do much to those that polute the beach fro example.

    Nope. The Pyroaed go around setting fires where they are needed (dried out forests in nature). Mostly they just travel. The Anqraniad are tiny, and they easily hide. They start fires that are carelessly not put out. The Afarfestiad also travel a lot. Most of the Afaistaead do, because fires also travel. The only ones that do not are kept there, forced to stay in one place. That is the Epaulaniad. Most of the Afaistaead are also very, very rare, since they are especially feared. The Epaulaniad can be fairly tolerated, but the others are truly feared. They kill, when they find towns with easily burnable materials. It is not something they think of, or are conscious of. That is simply what they do.
    Ok that can work.

    I guess. The main problem with that would be A) an Ahmaead of fire is pretty much already covered as far as natural disasters go, and B) there really aren't enough variations of lightning for the Electrical Nymphs to be varied enough.
    Yeah, I know but it bug me that's all.

    Yessir. It has to have something associated with it, and there aren't that many non moving cold or frost pertaining locations or items, and I would rather keep the moving nymphs with the Afaistaead and the Ahmaead.
    in that case maybe give them the ability to control it's movement, that way it don't go south and never melt.

    Would you mind telling me which ones?
    Hum,
    • The Alseid perhaps with awaken it's like fighting two creature or more if she's lucky an roll a 1 on the cooldown and awaken another one. granted they can't move but it still limit the strategy and a rogue for example could find himself betwen the Alseid and the tree and die in one round.
    • The Napaeae because flowersong is untyped she could be under the effect of two song at the same time to gain a +6 to att and dmg giving her a +13 att and 2d6+11 dmg, at this level perhaps a little strong.
    • The mermaid, for Ocean stalker just give her 2d6 sneak attack it's easier and that way you can protect yourself instead of having a pseudo sneak attack but you can't be immune.
    • For the Sirene how long do they sleep it's not clear until the end of the song ?
    • The Epaulaniad forgeborn ability doesn't stat what's the bonus to strength is.
    • The Afarfestiad flashfire is weird is they target the groud they can found themsleves on the other side of the planet because they've encounteres a solid body ?


    A few comment weren't CR related but I missed a few thing last time.

    Urban Fae would be cool. That kind of intercedes with the class that I am working on now, which is for Fax Celestis' "What's In a Name" contest, which is for his version of the Druid (which is like a binder, but binds nature spirits), except that my prestige class binds urban spirits instead.
    Sound nice.
    No opinion on the animal themed fae ?

    Yeah. As soon as I am done with the other prestige class, I am going to start working on the Ríad. Drya should be fun.
    Great.
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    Quote Originally Posted by zagan View Post
    It's pretty easy to do but I could resize them if you want, you lose a little in quality in because there's really big most of the time you can't tell.
    If you were willing, I would really appreciate it.


    Quote Originally Posted by zagan View Post
    Maybe add that when within 5-feet of their tree they are immune to such maneuver ?
    Great idea!

    Quote Originally Posted by zagan View Post
    Something like that yes.
    'Tis done.


    Quote Originally Posted by zagan View Post
    Yes and the ability to see in magical darkness, lot of creature can do that anyway so it's not overpowered.
    Good suggestion.

    Quote Originally Posted by zagan View Post
    Well I think you could not move into their square, otherwise it may require a standard action to escape from the grapple, weird.
    Oh yeah. How does it work if you are already in their square and you try to initiate or re-initiate a grapple?

    Quote Originally Posted by zagan View Post
    That's clearer but I think you need to clarify the wording of the ability, also do the target end up prone when it escape ? it seem logical but perhaps it would be too much.
    Maybe? I could probably have it be that they are prone, and when they spend the move action to get up, they are out of the hole.

    Quote Originally Posted by zagan View Post
    The Calypsoaeae remains in the deepest depths of the ocean, away from the light. The Mermaids are the Fae of fish and remain closer to the surface.

    I'm not sure I agree with you on that, because it imply that multiple mermaid share the same ocean. Without making them dependant on it, I would recommand giving each mermaid a territory.
    I made it so that the Mermaids patrol a 10 mile (ish) area. Other Mermaids do not interfere in a Mermaid's territory. They are unable to travel down to the lightless portions of the ocean.

    Quote Originally Posted by zagan View Post
    For the Calypsoaeae at least make it that they can't come to the surface, because they protect the depth.
    Added it in.

    Quote Originally Posted by zagan View Post
    For the Aleide protecting a specific patch of shore could work and it would give them the ability to go out of the water a little like 100 feet from it otherwise she can't do much to those that polute the beach fro example.
    Good idea.

    Quote Originally Posted by zagan View Post
    Yeah, I know but it bug me that's all.
    Yeah, I know, and I kind of want to make a Fae of thunder, but it just wouldn't have enough to make it work.

    Quote Originally Posted by zagan View Post
    in that case maybe give them the ability to control it's movement, that way it don't go south and never melt.
    Good idea...


    Quote Originally Posted by zagan View Post
    Hum,
    The Alseid perhaps with awaken it's like fighting two creature or more if she's lucky an roll a 1 on the cooldown and awaken another one. granted they can't move but it still limit the strategy and a rogue for example could find himself betwen the Alseid and the tree and die in one round.
    Maybe it only deals half damage? I could make it only able to awaken one tree?

    Quote Originally Posted by zagan View Post
    The Napaeae because flowersong is untyped she could be under the effect of two song at the same time to gain a +6 to att and dmg giving her a +13 att and 2d6+11 dmg, at this level perhaps a little strong.
    I could decrease the duration of the buff to 1 round quite easily. Good suggestion.

    Quote Originally Posted by zagan View Post
    The mermaid, for Ocean stalker just give her 2d6 sneak attack it's easier and that way you can protect yourself instead of having a pseudo sneak attack but you can't be immune.
    Except that they can only use it when the creature can't see them or doesn't notice them, or is flat footed. So, it will most likely only be 2d6 damage on the first attack made. I might be able to lower it to 1d6, I suppose.

    Quote Originally Posted by zagan View Post
    For the Sirene how long do they sleep it's not clear until the end of the song ?
    Yes. I will clarify.

    Quote Originally Posted by zagan View Post
    The Epaulaniad forgeborn ability doesn't stat what's the bonus to strength is.
    Ah, good point. +4, for future reference.

    Quote Originally Posted by zagan View Post
    The Afarfestiad flashfire is weird is they target the groud they can found themsleves on the other side of the planet because they've encounteres a solid body ?
    Line attacks cannot target the ground. Other than that, I will make it so that it cannot go through solid objects, and just stops instead.

    Quote Originally Posted by zagan View Post
    A few comment weren't CR related but I missed a few thing last time.
    No problem.

    Quote Originally Posted by zagan View Post
    Sound nice.
    No opinion on the animal themed fae ?
    They sound awesome. After I do the Ríad, I will start working on them.


    Quote Originally Posted by zagan View Post
    Great.
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    Default Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]

    Quote Originally Posted by unosarta View Post
    Dryadi

    The Dryadi are the nymphs of trees. They are connected to trees, and also to the land.]
    Okay, by calling them "nymphs" you are clearly not making them male. Nymphs are always female. Had you decided to make them all female? If not you need to change some of the text.

    I like the revisions. Unfortunately, with the preparations for my mother's memorial service, I don't have time to critique further.

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    Default Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]

    Quote Originally Posted by Debihuman View Post
    Okay, by calling them "nymphs" you are clearly not making them male. Nymphs are always female. Had you decided to make them all female? If not you need to change some of the text.

    I like the revisions. Unfortunately, with the preparations for my mother's memorial service, I don't have time to critique further.

    Debby
    Can't nymphs be male? I like the idea of male nymphs. Nature is full of representations of duality, and considering that these creatures are representations of nature, it makes sense that they would be able to be of either gender or sex.

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    Quote Originally Posted by Lix Lorn View Post
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    Default Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]

    Thanks for the condolences.

    Actually, the Greek nymph is always female. The male counterpart is the satyr which is always male. There are no male nymphs and there are no female satyrs.
    See here: http://en.wikipedia.org/wiki/Nymph.

    The Greek names predate the Latin ones.

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    Default Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]

    Alright here the image resize or in some case cut because of empty space just taking room.

    I've put them on my Imageshack account but you may want to dowload them and put them on your own account for more security and because i may need to erase them later.

    Afarfestiad:
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    Default Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]

    thank you so much, Zagan. I will be downloading and re-uploading them shortly. Thanks!

    Quote Originally Posted by Debihuman View Post
    Thanks for the condolences.

    Actually, the Greek nymph is always female. The male counterpart is the satyr which is always male. There are no male nymphs and there are no male satyrs.
    See here: http://en.wikipedia.org/wiki/Nymph.

    The Greek names predate the Latin ones.

    Debby
    I suppose I could note in the beginning that any of these creatures that are male can be denoted as Satyrs, then? It would be kind of taking the meaning of satyr kind of weirdly out of the original meaning, but hey, it works for me.
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    Quote Originally Posted by Lix Lorn View Post
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    Default Re: (3.5, Monsters) Sisters of Nature [P.E.A.C.H.]

    I must admit that I find the idea of male nymphs a bit silly and making them satyrs is even sillier as there already are creatures by those names in 3.5. I understand making variants of monsters, but there comes a point where you are breaking the willing suspension of disbelief.

    Debby
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    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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