Seelie creatures are Good-aligned or Neutral fey.
Chaotic Neutral (Good) Small Fey (humanoid) (12 inches tall)
FREQUENCY: Rare
NO. APPEARING: 30-120
SURPRISE: 10%; Others +83% (stealth)
SENSES: superior infravision (120-ft.); ultravision, exceptional hearing
ARMOR CLASS: 4
SPEED: 120 ft.; fly 240-ft. (Class A)
HIT DICE: ½ (hp 2)
% IN LAIR: 35%
TREASURE TYPE: M, Q, C (magic only)
ATTACK AC 0: 18*
MELEE: small sword (1d3) or small spear (1d4)
MISSILE: small crossbow (1d3) or small spear (1d4)
SPECIAL ATTACKS: dive attack, 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 h.p.)
* Atomies have an Attack AAC0 of 18.
Spell-like Abilities. (CL 5)
At-will—blink , call insects, invisibility (self only), pass plant, speak with animals
Dive Attack. Atomies can dive from a height of 20-ft. and do double damage with any spear attacks when diving.
Fast Reactions. Atomies always act on HIGH initiative in combat and with respect to effects that operate off initiative, as if their initiative result was a 6.
Gear. Each atomie will have a melee weapon (d%): 01-60—small spear (armor adjustments as per short spear) or 61-00—small sword (armor adjustments as per a dagger). An atomie has a 30% chance (d%; 01-30) of possessing a small crossbow (armor adjustments as per a light crossbow; maximum range is 30-ft., with no adjustments for range) with a quiver of 10 small bolts.
Atomies perceive themselves as larger than they actually are. Like pups standing up to a full-grown cur, atomies never back down from aggression, and take tremendous pride in defeating and humiliating foes larger than themselves. Atomies find great pleasure in shoring up the odds in a fight against larger foes.
In lands thick with fey, atomies often serve as border sentries or bodyguards to nymphs, dryads, or other more powerful fey creatures. While atomies prove only passable in their ability to defend such creatures, other fey accept their fealty out of respect and perhaps with a bit of mirth as well. Atomies enjoy their time as honor guards, but often grow bored and leave their posts in search of adventure.
Atomies get along well with grigs, and it is not uncommon to see the two types of creatures banding together for defense or companionship. Some sages claim the two creatures share a past link, pointing out their similar insectile wings. Anyone questioning an atomie or grig about this theory is greeted with bouts of shrill tiny laughter. An atomie stands just under a foot tall and weighs 2 pounds.
Lawful Good Small Fey (humanoid) (18 inches tall)
FREQUENCY: Rare
NO. APPEARING: 4-16
SURPRISE: Never (+3 reaction); Others Automatic (+34%; camouflage)
SENSES: infravision
ARMOR CLASS: 3
SPEED: 120 ft.
HIT DICE: ½ (hp 2)
% IN LAIR: 20%
TREASURE TYPE: O, P, Q
ATTACK AC 0: 20*
MELEE: small sword (1d3)
SPECIAL ATTACKS: spell-like abilities; Hits As: normal
SPECIAL DEFENSES: +4 Dexterity saves
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 h.p.)
* Brownies have an Attack AC 1 of 20.
Spell-like Abilities. (CL 9)
1/day—confusion, continual light, dancing lights, dimension door, ventriloquism, mirror image*, protection from evil
* This always results in 3 images.
Camouflage. In forest settings, a brownie can blend in with the environment. Thus, a brownie outside of melee range in forest settings is treated as if invisible. Surprise is automatic if the brownie is immoble and opponents cannot sense invisible (otherwise the brownie gains a +34% bonus to surprise others).
Craftsfolk. Brownies are exceptional craftsfolk, able to craft or repair small items made from metal or natural materials. Brownies tend to use their talents on humble items (shoes, hats, scarves, etc.) rather than precious materials, armor, or weaponry.
High Dexterity. A brownie is considered to have an 18 Dexterity score. This adjustment is included in the creature's AC (a brownie's contact AC is also a 3).
Brownies make their homes in the trunks of hollow trees, small earthy burrows, and even under porches and within the crawlspaces of farmhouses. Often attired in clothes that appear to be made of plants or leaves, brownies wear belts lined with pouches and tools. Whatever language they choose to speak is often is riddled with odd pronunciations and colloquialisms.
When facing danger, brownies rarely engage in combat, preferring instead to confound and confuse their attackers in order to buy enough time for escape. Content with honest toil and the love of their kin, brownies maintain a pacifist nature, only harassing creatures to run them off or punish them for an insult. Despite this nature, all brownies carry a blade. They refer to their swords with a hint of disgust, and jokingly call their blades the “final trick,” using them only in the direst of consequences.
Honest to a fault, brownies take freely, but always repay their debt through work or leave something behind as an offering. They may eat an apple from a farmer’s orchard, but will harvest the entire tree as repayment. A brownie might eat an entire pie left on a windowsill, only to straighten up the kitchen or leave a newly made set of plates. A brownie can share a home with a family for years and years while avoiding detection. A family that is aware of a brownie usually finds this a beneficial relationship and leaves dishes of milk, pieces of fruit, trinkets, and sometimes even wine as gifts. In exchange, the brownie keeps the home clean, mends clothes, repairs tools, and shoos away vermin and small predators. Bragging about having a brownie in the house is the best way to lose one. Brownies distrust foxes and fear wolves, and tend to avoid farms with dogs.
Environment. Sylvan settings.
Familiar. While brownies may assist groups made up of primarily Lawful Good (all in the group must be Good in any case), they can also be called using the find familiar spell. If the brownie misses it's saving throw (versus the find familiar spell) it will become a familiar with all the standard benefits granted to special familiars. The master gains an 18 Dexterity if their current ability score is 17 or lower. The master also gains a +2 bonus to all saving throws. The master is considered to have a 0% chance to be surprised (if their existing chance to be surprised is higher than this). The master can also establish a telepathic link with the brownie. See the find familar spell for additional details.
Neutral Small Fey (humanoid) (2-ft.+ tall)
FREQUENCY: Rare
NO. APPEARING: 5-20
SURPRISE: Never; Others Automatic (+34%; stealth)
SENSES: infravision, ultravision; see invisible
ARMOR CLASS: 3
SPEED: 120 ft.
HIT DICE: 1 - 1 (hp 3)
% IN LAIR: 10%
TREASURE TYPE: X
ATTACK AC 0: 20
MELEE: small dagger (1d3)
MISSILE: 3 darts (1d3 plus poison)
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 h.p.)
Spell-like Abilities. (CL 6)
At-will—audible glamer, change self, dancing lights, invisibility (self only)
1/day—call insects, entangle, pass without trace, trip
Gear. small dagger (attributes as per normal daggers), darts (6), dart quiver, vial of poison (can poison up to 6 darts or 4 darts and a dagger)
Hide in Foliage. If a buckawn spends 10 rounds in preparation, they have a 100% chance to hide in foliage as if hiding in shadows.
Move Silently. All buckawn have the ability to move silently with an 80% (d%; 01-80) chance of success.
Poison. Buckawn use two types of poison. Intoxicating Poison: Insinuative (+2 save negates; onset End of round damaged; poison effect great intoxication); and Hemlock Poison: Insinuative Type C (+2 save for half; onset 1d2 rounds; poison damage 40 hp)
Buckawns are somehow related to brownies, but they are nowhere near as kind-hearted and playful. Buckawns are extremely reclusive and rarely have dealings with outside races. Trade of any kind between a buckawn tribe and another race is virtually unheard of.
Characters who journey into a buckawn’s realm are usually left alone, providing they themselves leave the buckawn’s realm alone. Trespassers, evil-doers, and those that disturb the natural beauty of a buckawn domain are dealt with quickly–and permanently if necessary.
A buckawn stands about 2 feet tall and weighs about 30 pounds.
Buckawns favor daggers and darts in combat. They readily use poisoned darts when confronted with a tough opponent, when outnumbered, or when battling opponents for whom they have great disdain.
Neutral (Good) Small Fey (humanoid) (18 inches tall)
FREQUENCY: Very Rare
NO. APPEARING: 2-12 (or 5-50)
SURPRISE: 10%; Others +83%
SENSES: superior infravision (120-ft.); ultravision, exceptional hearing
ARMOR CLASS: 2
SPEED: 60 ft. (leap 120-ft.)
HIT DICE: 1d4 + 1 (hp 3)
% IN LAIR: 10%
TREASURE TYPE: X, Y
ATTACK AC 0: 20*
MELEE: grig dagger (1d6)
MISSILE: 3 grig darts (1d3/1d3/1d3)
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 h.p.)
Spell-like Abilities. (CL 6)
At-will—change self, entangle, invisibility (self only), pyrotechnics, trip, ventriloquism
Irresistible Dance. [sonic] Any grig with a fiddle (see Gear) has a 25% chance (d%; 01-25) of knowing a tune that can cause an effect similar to a Wizard's Irresistible Dance spell. All non-fey creatures in a 30-ft. radius must make a Wisdom save vs. Spell or begin to dance uncontrollably for as long as the grig plays or they become unconcious due to exhaustion (save negates for 24 hours). Those dancing can perform no actions, automatically miss Dexterity saving throws, cannot employ a shield, and suffer a -4 penalty to armor class.
Leap. Grigs can leap up to 120-ft. in a single segment in order to charge or flee. This can be used each round. If fleeing melee, no free attacks are given to opponents.
Gear. A grig dagger uses statistics as per a short sword (for grigs only) although it is the size of a small knife. A grig dart is a tiny dart but uses the statistics for regular sized darts (for others, it does 1 point of piercing damage and half range). Grigs always carry at least 6 darts (1d6+5). In any group of grigs, there is always at least 1 with a fiddle-like instrument (10% for any other to possess one).
Grigs are tiny fey with the upper bodies of elf-like sprites and cricket bodies below. Their humanoid features vary wildly in individual appearance, but they usually wear their brown, silver, or green hair long and uncombed. In most cases, grigs’ skin bears gold or green stripes or markings, and their legs are brightly colored. They prefer to eschew clothes entirely, wearing clothing only when such apparel has desirable magical effects. Grigs stand 1-1/2 feet tall, and weigh just under 10 pounds.
Grigs make their homes in thick woods alongside rolling hills, often near bodies of water. In every grig community may be found a clearing where the group observes the moon during its many lunar holidays.
Despite their tiny size, grigs are eager to confront evil and vanquish ugliness—as a result, grigs often find themselves in trouble. They rarely attack directly, instead preferring the element of surprise.
Grigs excel at music, and can create lively ditties simply by sawing their legs against their bodies. Grig music often stirs people to dance, even when the grigs don’t enhance their music with supernatural compulsions. In addition to loving music, grigs enjoy the visual arts, especially paintings and sketches, and they often decorate their homes with bright colors and delightful images.
Neutral Small Fey (humanoid) (2.5 ft. tall)
FREQUENCY: Very rare
NO. APPEARING: 5-20
SURPRISE: 33%; Others: Automatic (+34%; invisible)
SENSES: infravision
ARMOR CLASS: 5
SPEED: 60 ft.; fly 120 ft. (Class B; -/- hp)
HIT DICE: ½ (hp 2)
% IN LAIR: 5%
TREASURE TYPE: R, S, T, X
ATTACK AC 0: 20*
MELEE: small sword (1d4)
MISSILE: 2 war arrows (1d4+1; AAC0 16) or other special arrows
SPECIAL ATTACKS: pixie arrows, spell-like abilities; Hits As: normal
SPECIAL DEFENSES: none
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 h.p.)
Spell-like Abilities. (CL 8)
At-will—detect evil, detect good, polymorph self
1/day—dancing lights, dispel magic, ESP, permanent illusion; 10% of pixies can also cast Wizard's Irresistable Dance
Confusing Touch. [curse] A pixie that successfully makes a contact attack requires the touched creature to make a Wisdom save vs. Spell or become confused permanently (save negates). The condition can be removed using a remove curse effect.
Natural Invisibility. Pixies are naturally invisible as per an improved invisibility spell. They can become visible as desired.
Pixie Arrows. Pixies wield small war bows and carry three different types of ammunition. The bow attacks have a fire rate of 2, no armor adjustment and range categories of 50/100/150 feet. Pixies gain a +4 bonus to attack rolls with their bow attacks. Pixies normally carry 6 arrows of each type:
War Arrows. A war arrow does 1d4+1 piercing damage when it hits.
Sleep Arrows. [sleep] A sleep arrow does 1 point of damage and the creature taking damage must make a Wisdom save vs. Spell or fall into a comatose slumber for 1d6 hours from which they cannot be awakened (unless the effect is dispelled).
Arrows of Memory Loss. An arrow of memory loss does no damage and the creature struck must make a Wisdom save vs. Spell or will lose all past memories permanently (save negates). This memory loss only affects the ability to remember names, creature's met, or deeds done. Memory loss does not affect a creature's ability to use abilities, attack, cast spells, etc. However, the creature will not know their name, who their allies are, and anything that occured up to the point they were struck. The effect can be removed using an exorcise spell (success is automatic). A creature that loses memory in combat is stunned for 1 round and will attack any creature that damages it.
Gear. small sword (attributes as a dagger), pixie bow, pixie arrows (18, 6 of each type), quiver
Perhaps the best-known and most elusive of all fey creatures, pixies live in the deepest, most pristine forests, but their insatiable curiosity often leads them far from home. Most pixies stand just over 2 feet tall—though they typically fly about the eye level of creatures they’re conversing with in order to maintain eye contact—and weigh about 30 pounds. Pixies talk quickly and easily become overexcited.
Neutral (Good) Small Fey (humanoid) (2 ft. tall)
FREQUENCY: Rare
NO. APPEARING: 10-100
SURPRISE: 33%; Others: automatic if invisible (or +50% against exceptional senses)
SENSES: infravision
ARMOR CLASS: 6
SPEED: 90 ft.; fly 180 ft. (Class B; -/- hp)
HIT DICE: 1 (hp 4)
% IN LAIR: 20%
TREASURE TYPE: C
ATTACK AC 0: 19
MELEE: small sword (1d4)
MISSILE: small bow (1d3/1d3; 25/50/75) plus poison
SPECIAL ATTACKS: poison, spell-like abilities; Hits As: normal
SPECIAL DEFENSES: none
SPECIAL QUALITIES: move silently
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 h.p.)
Gear. small sword, small bow, quiver with 10 arrows, small pouch
Spell-like Abilities. (CL 1)
At-will—detect evil (CL 5), detect good (CL 5), invisibility (self only)
Move Silently. A sprite can move silently as a thief with a 100% chance of success (if not in flight).
Poison. Creatures that take damage from a sprite's arrows must save vs. Poison or fall unconcious for 1d6 x10 rounds (save negates). A sprite's poison is a sleep effect. Sprites are immune to sprite poison.
Sprite Weapons. A sprite's weapons ignore Armor Defense adjustments.
Sprites gather in groups deep in forested lands, aligned to the cause of defending nature. Whole tribes of sprites deem themselves protectors of a certain person, place, or creature of importance in their lands, even if the being doesn’t actually want or need protecting.
Sprites are more primitive in many ways than most fey. They enjoy each other’s company, but tend to be distrustful of other fey and assume any humanoids and any other creatures that they haven’t expressly chosen to protect mean to do them ill. Even animals are generally regarded as dangerous. Much of this is due to sprites’ diminutive size, which makes them popular targets for predators. As a result, a sprite’s initial reaction to danger is typically to flee.
While sprites themselves are relatively uncultured and savage in nature, they do have a healthy curiosity for all things magical in nature. They are particularly drawn to sites of great but latent magical power, such as the ruins of ancient temples.