Chaotic Neutral (Good) Small Fey (humanoid) (1-ft, 4-lbs)
FREQUENCY: Rare
NO. APPEARING: 30-120
SURPRISE: 10% — Others +57%
SENSES: superior infravision (120-ft), ultravision, exceptional hearing
ARMOR CLASS: 4
MOVE: 12" — fly 24" (Class A)
HIT DICE: ½ (hp 3)
% IN LAIR: 35%
TREASURE TYPE: M, Q, C (magic only)
THAC0: 18
MELEE: by weapon
MISSILE: by weapon
SPECIAL ATTACKS: fast reactions, spell-like abilities - Hits as: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: 75%
INTELLIGENCE: Average to Very (8-12)
MORALE: +1%
SAVES: Poison 14, Petrify 13, Wand 11, Breath 15, Spell 12
LANGUAGES: Atomie (Sprite), Pixie, and some Common
LEVEL: II (XP 40 + 1 per hp)
Atomies are very thin and have long arms, legs, and fingers. Their heads are long also, as are their narrow ears. Their features are pointy but quite attractive when compared to others of their type, such as sprites, pixies, and grigs.
The smallest of sprites, atomies are found only in secluded glens. Being nocturnal, the atomies issue forth at night to gather food, frolic, and otherwise follow the pursuits common to such folk.
Atomies are 90% likely to surprise and only 10% likely to be surprised. Their hearing is double human norm, and they have infravision and ultravision of double normal range (120 feet).
Atomies are nimble and fast, and they can dart in for an attack with spear or sword almost before an opponent realizes it. Thus they gain 1 on initiative die rolls.
They attack as 3rd-level fighters.
Typical weapons are small crossbows (20%) with a 3" range and 1-3 points of damage, small spears (60%) doing 1-4 points of damage when thrust or thrown (double when used in diving or charging flight), and small swords (40%) equal to a knife doing 1-3 points damage.
Atomies have the following spell-like powers, usable at will 1 at a time, 1 per round, at 5th-level ability:
— blink,
— invisibility [self only],
— pass plant,
— speak with animals,
— summon insects.
In addition to their own language, a dialect of Sprite, they speak Pixie and a smattering of Common.
They are sometimes (20%) found in company with grigs (q.v.). Atomies dwell in great trees, verdant banks, and similar abodes. There they build arboreal balconies, comfortable chambers in hollow trunks, underground halls and chambers, and so forth.
Lawful Good Small Fey (humanoid) (1½-ft, 8-lbs)
FREQUENCY: Rare
NO. APPEARING: 4-16
SURPRISE: Never — Others Auto
SENSES: infravision
ARMOR CLASS: 3
MOVE: 12"
HIT DICE: ½ (hp 3)
% IN LAIR: 20%
TREASURE TYPE: O, P, Q
THAC0: 20*
MELEE: by weapon
SPECIAL ATTACKS: spell-like abilities - Hits as: normal
SPECIAL DEFENSES: +4 Dex saves, save as a 9th level cleric
MAGIC RESISTANCE: Standard
INTELLIGENCE: High (13-14)
MORALE: +1%
SAVES: Poison 7, Petrify 10, Wand 9, Breath 13, Spell 10
LANGUAGES: Brownie, Elvish, Halfling, Pixie, Sprite
LEVEL: II (XP 65 + 1 per hp)
Brownies are distant relatives of halflings, (perhaps half halfling, half pixie) but they are smaller and far less common. They are basically friendly to humans and their ilk (dwarves, elves, and halflings), but because they are shy, they are seldom seen and favor quiet, pastoral areas in which to dwell.
They have exceptional senses in general, are never surprised, and have 18 Dexterity. Brownies are capable of blending into the landscape very quickly, in effect using natural cover and speed to become invisible (and escape if desired).
Brownies do not usually carry weapons other than short swords.
Brownies can use the following spells [spell-like abilities] once per day [CL 7]:
— protection from evil,
— ventriloquism,
— dancing lights,
— continual light,
— mirror image (3 images),
— confusion, and
— dimension door.
Besides their own language and the alignment tongue, brownies speak elvish, pixieish, and the language of sprites and halflings.
They are able to make or repair items of wood, leather, metal, etc. with ease. They are also good guides.
If encountered on friendly terms, brownies can often (50%) be convinced to help Lawful Good characters.
Neutral Small Fey (humanoid) (2-ft, 14-lbs)
FREQUENCY: Rare
NO. APPEARING: 5-20
SURPRISE: Never — Others ~Auto
SENSES: infravision, ultravision, exceptional hearing, detect invisible
ARMOR CLASS: 3
MOVE: 12"
HIT DICE: 1 - 1 (hp 4)
% IN LAIR: 10%
TREASURE TYPE: X
THAC0: 20
MELEE: by weapon
MISSILE: by weapon
SPECIAL ATTACKS: poison use, spell-like abilities - Hits as: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: 65%
INTELLIGENCE: Average to Very (8-12)
MORALE: +1%
SAVES: Poison 14, Petrify 13, Wand 11, Breath 15, Spell 12
LANGUAGES: Brownie, and limited knowledge of Pixie, Satyr, and Sprite
LEVEL: II (XP 65 + 1 per hp)
Buckawn appear much the same as slender brownies with dusky skin. They dress in russets and greens.
The buckawn are a race of woodland demihumans of the brownie type. They are less friendly and far more tricky than their cousins, however.
Buckawn have very superior senses and are never surprised. Their vision allows them to see not only into the infra and ultraviolet spectrums, but also to detect invisible creatures with no difficulty. Likewise, their hearing is very keen, and the possibility of someone moving silently near them is reduced by 50%. In 1 turn [round] they can hide in foliage or shadows or move silently with 80% probability.
Buckawn typically arm themselves with small daggers and quivers of darts. The darts have been known to be drugged or poisoned when the creatures attacked had annoyed or offended the buckawn.
Buckawn can, at the 6th level, use the following spell-like powers, 1 at a time, 1 per round, at will:
— audible glamer,
— change self,
— dancing lights,
— invisibility [self only].
They also use the following spell-like powers, once each per day, at 6th level:
— entangle,
— pass without trace,
— summon insects,
— trip.
Buckawn speak the tongue of brownies and a smattering of such languages as are spoken by pixies, satyrs, and sprites.
Buckawn shun human contact and do not regularly associate with brownies either.
Neutral (Good) Small Fey (humanoid) (1½-ft, 8-lbs)
FREQUENCY: Very rare
NO. APPEARING: 2-12 (or 5-50)
SURPRISE: 10% — Others +57%
SENSES: superior infravision (180-ft), ultravision, exceptional hearing
ARMOR CLASS: 2
MOVE: 6" — leap 12"
HIT DICE: ½ + 1 (hp 4)
% IN LAIR: 10%
TREASURE TYPE: X, Y
THAC0: 20*
MELEE: by weapon
MISSILE: by weapon
SPECIAL ATTACKS: spell-like abilities - Hits as: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: 85%
INTELLIGENCE: Low to Average (5-10)
MORALE: +1%
SAVES: Poison 14, Petrify 13, Wand 11, Breath 15, Spell 12
LANGUAGES: Atomie (Sprite), Brownie, Common, Grig, Pixie, Sprite
LEVEL: II (XP 50 + 1 per hp)
The leaping grigs appear to be some form of sprite. Found only in sylvan woodlands and meadows, these creatures are shy of strangers but otherwise good-natured and friendly. They are nocturnal and in most instances are encountered in a glen.
Grigs are 90% likely to surprise and only 10% likely to themselves be surprised. They have hearing equal to double human norm, infravision to 180 feet, and ultravision.
Their legs are more like a cricket's or grasshopper's than a sprite's, and these limbs give the grigs the ability to leap long distances, assisted by their small, gauze-like wings. Attack is made only upon Evil enemies or those who molest the grigs. It is typically a combination of missile release and melee.
Due to their skill and Dexterity, grigs attack at +2 to hit when hurling missiles. Each grig carries at least 6 small darts. These they hurl during their hopping flight. Their small darts are equal to large ones when used by the grigs, but when used by others, these weapons cause but 1 point of damage.
Then they alight and thrust needle-like daggers. Similarly, the grig dagger is but a knife save in the hands of grigs where it inflicts damage equal to a short sword.
Grig fiddlers are 25% likely to be able to play a tune the effect of which equals that of the magic-user spell Otto's Irresistible Dance. A saving throw vs. spell is applicable to all within a 30-foot radius of the playing grig. Failure means the victim must dance until the grig ceases playing or the victim drops of exhaustion. Grigs can play for hours.
Grigs have the following spell-like powers which they can employ at will, 1 at a time, 1 per round: These magical powers are used at 6th level of ability.
— change self,
— entangle,
— invisibility [self only],
— pyrotechnics,
— trip, and
— ventriloquism.
The grigs' high armor class is due to their size, Dexterity, and leaping ability.
In addition to their own tongue, grigs speak Atomie, Brownie, Pixie, and Sprite. Of course, they speak Common as well if they choose to slow their speech and pitch it downwards in scale.
The grigs enjoy using the dweomers for jolly fun as well as for self-protection, and many are the practical jokes reported from encounters with these creatures.
There with 1 or, possibly, several other bands of grigs or a tribe of atomies (q.v.) or both, they will meet to play and dance in the moonlight. There is a 30% probability for other grigs or atomies to be there: 1-15 = 5-50 grigs, 16-25 = 2-12 grigs and 30-120 atomies, and 26-30 = 5-50 grigs and 30-120 atomies. One or more of the grigs will play bowed string instruments while the others enjoy circle dances and other pastimes.
Neutral Small Fey (humanoid) (2½-ft, 16-lbs)
FREQUENCY: Very rare
NO. APPEARING: 5-20
SURPRISE: 33% — Others Auto
SENSES: infravision
ARMOR CLASS: 5
MOVE: 6" — fly 12" (Class B)
HIT DICE: ½ (hp 3)
% IN LAIR: 5%
TREASURE TYPE: R, S, T, X
THAC0: 20*
MELEE: by weapon
MISSILE: by weapon
SPECIAL ATTACKS: pixie arrows, spell-like abilities - Hits As: normal
SPECIAL DEFENSES: natural invisibility
MAGIC RESISTANCE: 80%
INTELLIGENCE: Exceptional (15-16)
MORALE: +1%
SAVES: Poison 14, Petrify 13, Wand 11, Breath 15, Spell 12
LANGUAGES: Common, Pixie, Sprite
LEVEL: II (XP 80 + 1 per hp)
Pixies dwell only in the most idyllic of woodlands.
They are naturally invisible and are thus almost never noted even though some creature passes near their secluded home. Because pixies are normally invisible, they gain the advantage of subtracting 4 from "to hit" dice rolls of all opponents unable to detect invisible objects. Similarly, pixies can attack while invisible.
Pixies normally carry slim swords and fine bows similar to those of sprites (qv).
Their swords are equal to daggers, but their arrows are more effective and are of three types.
— All have +4 chance to hit.
— The pixie war arrow inflicts 2-5 hit points of damage.
— Their second type causes sleep in a comatose state for 1-6 hours to any creature which fails to save versus magic when struck.
— The third sort which the pixies use causes no harm physically, but being struck causes a complete loss of memory which can only be restored by clerical exorcism unless the victim saves versus magic.
Pixies can, by touch, cause confusion in any creature which fails its saving throw versus magic. Confusion is permanent unless a remove curse spell is applied.
Pixies can
— become visible at will,
— polymorph themselves at will,
— create illusions with both audial and visual components which last without concentration until magically dispelled once per day each, and
— know alignment.
Once per day, pixies are able to use (at 8th level/ability)
— dispel magic,
— dancing lights,
— ESP, and
— 1 in 10 can use Otto's Irresistible Dance spells.
Pixies are highly mischievous, and they will be prone to bother, harass, or fool creatures. They speak their own tongue, that of sprites, and Common speech.
Neutral (Good) Small Fey (humanoid) (2-ft, 12-lbs)
FREQUENCY: Rare
NO. APPEARING: 10-100
SURPRISE: 33% — Others ~Auto
SENSES: infravision
ARMOR CLASS: 6
MOVE: 9" — fly 18" (Class B)
HIT DICE: 1 (hp 5)
% IN LAIR: 20%
TREASURE TYPE: C
THAC0: 19
MELEE: by weapon
MISSILE: by weapon
SPECIAL ATTACKS: poison use, spell-like abilities - Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very (11-12)
MORALE: +5%
SAVES: Poison 14, Petrify 13, Wand 11, Breath 15, Spell 12
LANGUAGES: Common, Sprite
LEVEL: II (XP 80 + 1 per hp)
Sprites dwell in meadows and wooded glens. They are very shy and reclusive, but they hate evil and ugliness of all sorts.
Note that sprites are 75% likely to be unnoticed by any creature, and they will attack only Evil creatures unless molested first.
They are armed with slim swords (equal to daggers) and small bows with but half the range and effect of a short bow.
However, their arrows are coated with a special ointment which causes any creature struck to save versus Poison or sleep for 1-6 hours in a comatose state. The sprites will then slay Evil creatures or remove Good ones to a place far from where they encountered the sprites.
Sprites are able to become invisible at will, detect good/evil at a 5" range, and move silently.
When invisible they cause opponents to strike with a -4 on "to hit" dice.
Sprites speak their own language and the Common tongue.