There are two different Unseelie Creature Templates to choose from; one from the Advanced Bestiary (by Green Ronin) and one from the book 5 Adventures, 25 Rooms, by Spes Magna Games. Note that the template from the Advanced Bestiary was converted to Pathfinder Roleplaying Game whereas the template from Spes Magna Games was created specifically for the Pathfinder Roleplaying Game.
Seelie creatures that turn toward selfishness or sinful acts are cast out from the Seelie Realm. Such beings become unseelie creatures and must live out their lives in their own blighted areas of the Fey Realms. Circles of blighted stones or rings of rotting mushrooms serve as signposts for the unseelie creatures that walk in the lands of mortal creatures, and the appearance of such signs might hint that unseelie creatures live nearby.
Unseelie creatures appear similar to a normal creature, but are usually more twisted and lithe in form, cruel in bearing, and have a malign intelligence. Unseelie creatures strive to block seelie creatures at every opportunity and take great pleasure in hampering, terrorizing, torturing, and spreading their taint of evil in the world.
“Unseelie” is an inherited or acquired template that can be added to any living, intelligent, non-good creature or creatures that have lost the seelie template by becoming a creature of non-good alignment (referred to hereafter as the base creature).
An unseelie creature uses all the base creature's statistics and special abilities except as noted here.
Challenge Rating: Same as the base creature +1.
Alignment: Any non-good.
Type: The base creature gains the extraplanar subtype.
Senses: An unseelie creature gains low-light vision and the following.
An unseelie creature using its invisibility ability can see other seelie and unseelie creatures that are invisible as well. In addition, it automatically succeeds on saves against illusion spells and effects produced by seelie and unseelie creatures and immediately recognizes such effects as illusions. An unseelie creature can see any other creature in a faerie walk state (see Faerie Walk below).
Special Attacks: An unseelie creature gains gains the following:
The presence of or contact with an evil unseelie creature spreads a supernatural curse that blights all flora and fauna. Non-evil unseelie do not spread the taint.
Any physical contact with an unseelie creature via natural attacks or touch exposes a target to the curse. Even coming into contact with any flora or fauna that have been afflicted can spread the curse as well (albeit with a +2 circumstance bonus on the save to initially resist).
For every week someone is afflicted with the unseelie taint, their alignment shifts one step towards evil. Initially, a successful Will save prevents the curse from taking hold. However, after that a successful save only prevents the alignment shift for that week. Until the affected creature's alignment becomes evil, the curse can be removed by a remove curse spell. However, once a creature becomes evil, even powerful magic, such as wish or miracle, cannot undo the shift in morality. The unseelie creature that caused the taint must be permanently killed before the curse can be removed by the application of remove curse or more powerful magic. This holds even if the unseelie creature loses the template. Once inflicted, the curse remains. Only the former unseelie creature's death (and subsequent curse removal) will break it.
Unseelie taint is a supernatural curse effect.
Abilities: Dex +4, Int +4, Cha -2 (minimum 1).
Skills: An unseelie creature gains a +2 luck bonus on Bluff checks and a +4 racial bonus on Stealth, Survival, and Knowledge (nature) checks. Knowledge (nature) is a class skill for an unseelie creature and can be used as trained even without ranks in the skill.
Languages: If the unseelie creature can speak or understand languages, it gains the ability to speak Sylvan in addition to any other languages the base creature knows.
Special Qualities: The unseelie creature retains all the base creature's special qualities and gains those described here.
At will as a full-round action in an untouched, uncultivated or blighted natural environment at least an acre in area, an unseelie creature can enter a state similar to becoming ethereal as per the ethereal jaunt spell. However, the unseelie creature is not on the Ethereal Plane, but coexisting on the plane of the Fey Realms and the Material. It can remain in this state for as long as it wishes, so long as it remains in an untouched natural environment, and it can return to the Material Plane as a free action. An unseelie creature using its faerie walk power cannot enter structures on the Material Plane that were not built by an unseelie creature, nor can they pass beyond the untouched, uncultivated, or blighted environment.
An unseelie creature that crosses into such forbidden areas while in their faerie walk state immediately becomes tangible on the Material Plane. In addition, an unseelie creature that willingly crosses such a boundary while undergoing a faerie walk loses the ability to use faerie walk for 1 week.
An unseelie creature can use its faerie walk ability to bring another willing creature or a creature affected by its sleep spell to a faerie walk state. The creature is subject to the same constraints of movement as the unseelie creature, becoming material and losing the ability to travel to the Fey Realms with a seelie or unseelie creature for 1 week should it voluntarily cross the boundaries prohibited by the faerie walk ability. In addition, the creature remains in its ethereal-like state for only as long as the unseelie creature does, or until the unseelie creature decides to send it back to the Material Plane.
An unseelie creature cannot use this ability in an area claimed by a seelie creature or under the effects of a hallow spell or similar magic. Magic circle spells also prevent the use of faerie walk if the unseelie's alignment has a component of the alignment the magic circle is protecting against.
An unseelie creature is considered both a fey creature and a creature of its normal type for the purpose of spells, abilities, and effects that affect those types. If its type renders it immune to an effect that would normally affect a fey creature, it remains immune unless the effect specifically targets creatures of the fey type. In addition, the unseelie creature may use magic items with racially specific qualities as though it were of the fey type.
An unseelie creature that becomes good loses the unseelie template and gains the seelie template.
Environment: Any natural or blighted environment and the Fey Realms.
Unseelie Creature (CR +1; Spes Magna Games)
The unseelie are creatures who've been seduced by the dark side of nature. For them, nature is blood red in tooth and claw, more a source of fear than a world of beauty. Many unseelie were normal fey, but others were once non-fey creatures who have given themselves over to the forces of darkness. An unseelie creature appears much like the base creature, but its hair and skin (or fur or scales or whatever) tend toward darker tones than normal. Its eyes, in contrast, tend to be more lightly colored, often almost albinic.
"Unseelie" is an inherited or acquired template that can be added to any fey, humanoid, or monstrous humanoid with an Intelligence score of 4 or more. An unseelie creature retains the base creature's statistics and special abilities except as noted here.
CR: As base creature +1.
Alignment: Any evil.
At will, an unseelie can speak with animals, as per the spell.
An unseelie may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect it.
Abilities: Dex +2, Int +2, Cha +2.
Skills: An unseelie with racial Hit Dice has skill points per racial Hit Die equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for an unseelie creature: Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (geography), Knowledge (local), Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, Use Magic Device. An unseelie creature retains the base creature's racial bonuses to skills (if any). Skill ranks from class levels are unaffected. Unseelie have a +4 racial bonus to Bluff and Sleight of Hand.
Languages: An unseelie creature knows Sylvan in addition to the languages of the base creature.