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Unseelie Creature (CR +1)

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.

Unseelie Creature (CR +1; Advanced Bestiary)

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Unseelie creatures are evil beings that oppose the seelie. Tough these strange creatures are native to the Ethereal Plane, they rely on the verdant Material Plane for most of their needs.

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 the Material World. This practice has resulted in generations of embittered unseelie creatures, all of which are now native to the Material Plane. Unseelie creatures strive to block the seelie creatures at every opportunity. They often defile forests and fields in hopes of destroying all areas where the seelie creatures can use their faerie walk ability, thus forcing them to the Material Plane where they can be destroyed.

Creating an Unseelie Creature

"Unseelie Creature" is an inherited template that can be added to any living, intelligent, evil creature.  It is also an acquired template that is added to any creature that loses the seelie template.  A unseelie creature retains all the base creature's statistics and special abilities except as noted here.

CR: Same as the base creature +1.

Alignment: Any evil.

Type: The creature gains the extraplanar subtype if the base creature did not already have it. If the base creature is not of the fey type, it also gains the feyblood subtype (see below).

Senses: An unseelie creature gains darkvision 60 ft.

Defensive Abilities: An unseelie creature gains DR 5/silver and resistance to cold 5

Special Abilities: An unseelie creature gains the following.

Unseelie Pact (Ex)

An unseelie creature that becomes neutral or good loses the unseelie template, but it retains the evil subtype and vulnerability to silver weapons. If it becomes a good-aligned creature, it gains the seelie template.

Unseelie Sight (Ex)

An unseelie creature using its invisibility ability can see other unseelie creatures using the same ability. In addition, it automatically succeeds on saves against illusion spells and effects produced by unseelie creatures and immediately recognizes such effects as illusions.

Spell-Like Abilities: Caster level equals the creature's HD. DCs are Charisma-based.

At willinvisibility

3/dayghost sound, silent image

1/dayalter self, darkness, magic mouth, sleep

Abilities: Dex +4, Cha -2 (minimum 1)

Skills: Unseelie creatures have a +4 racial bonus on Stealth skill checks.

Language: Unseelie creatures gain Sylvan as a bonus language.

Feyblood Subtype

Feyblood: This 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 normal affect a fey creature, it remains immune unless the effect specifically targets creatures of the fey type. In addition, the creature may use magic items with racially specific qualities as though it were of the fey type.

Section 15: Copyright Notice - Advanced Bestiary
Advanced Bestiary. Copyright 2004, Green Ronin Publishing, LLC. Author: Matthew Sernett.

Unseelie Creature (CR +1; Spes Magna Games)

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This content was created by a third-party publisher for use with the Pathfinder rules.

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.

Creating an Unseelie Creature

"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.

Type: The creature's type changes to fey. Do not recalculate HD, BAB, or saves. It retains any subtypes.

Defensive Abilities: DR 5/cold iron and SR equal to CR + 11 (maximum 35).

Special Abilities: An unseelie creature gains the following. An unseelie creature's caster level is equal to Hit Dice. Where applicable, saving throws for its spell-like abilities are Charisma-based.

Beast Shape (Su)

Once per day, an unseelie can use beast shape I, as per the spell. This supernatural ability takes effect as if cast by a 6th-level sorcerer.

Dark Nature's Servant (Sp)

An unseelie creature prepares and casts orisons as a druid with a caster level equal to its Hit Dice.

Speak with Animals (Sp)

At will, an unseelie can speak with animals, as per the spell.

Woodland Stride (Ex)

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.

Creatures Using This Template

Section 15: Copyright Notice - 5 Adventures, 25 Rooms

5 Adventures, 25 Rooms. Copyright 2010, Mark L. Chance, published by Spes Magna Games.