Unseelie creatures are Evil-aligned or Chaotic Neutral fey.
Dark Creepers. Dark creepers lurk in the black places deep below the surface of the world, venturing forth at night or into neighboring societies when the urge to steal and cause mayhem grows too great to resist. Endless layers of filthy, moldering black cloth shroud these small creatures, leading some to believe that the creature inside is smaller still. Usually encountered in groups, dark creepers flee from bright light, but are quite brave in the dark. Dark creepers stand just under 4 feet tall and weigh 80 pounds. Their flesh is pale and moist, and their eyes are milky white. Dark creepers exude a foul stench of sweat and spoiled food, owing primarily to the fact that they never take off their clothing—instead piling on new layers when the outermost one grows too ragged. Each dark creeper village will be ruled by a dark stalker.
Dark Stalkers. For all the mayhem and trouble a pack of dark creepers can cause, this is nothing compared to the dangers a tribe led by the taller, even more sinister dark stalkers represents. Dark creepers treat their tall, lithe masters almost like gods, presenting them with offerings and obeying their every whim. Invariably, several dark stalkers serve as leaders to dark creeper tribes, with all of the tribe’s heavy work and labor falling on the diminutive shoulders of the creepers, freeing the dark stalkers for their own decadent pleasures. Yet the dark creepers themselves see no inherent imbalance in this arrangement—to a dark creeper, a life in the servitude of a dark stalker is a life fulfilled.
Jinxkin. Jinxkin are filthy little fey of the underworld who live to see the larger races suffer. They prefer to entrap intruders, steal their belongings and leave them, shaved and immobilized, in an area trafficked by monsters. Jinxkin are typically hairless with folds of extra skin sagging about their bodies and their speech, if heard, is high pitched twitters sounding like bats ot rats. Where possible, jinxkin will utilize acid or oil as weapons.
Mites. Descended from even smaller fey, the mites are among the most pitiful and craven dwellers of the dark. Hideously ugly, even goblins have been known to mock mites for their homely appearances, mockery most mites take to heart and nurture for weeks, months, or even years in their tiny homes, until their distress and anger finally overcome their natural cowardice and impel them forth on short-lived bouts of bloody vengeance. The entrances to their tunnels are treated as secret doors. The tunnels are small and difficult (if not impossible) to access to those of human size. Mites are related to jinxins and pesties and will sometimes work with them. So far as can be detected, they have no language as such - their vocal twittering does not appear to convey more than rudimentary warnings or calls to attack. A mite is 2 feet tall and weighs 25 pounds.
Pesties. Pesties are the larger, stealthier cousin of the mites. They lack the fangs of their kin but stand taller – though they tend to be leaner – with elongated limbs, long, slender fingers, and large pointed ears. Pesties do not communicate with others (even those of their own race) except through body language and crude hand signals. It is unknown whether pesties simply cannot or choose not to speak.
Pestie Tunnels. Pesties are so good at hiding their tunnel entrances that those searching for them need two successful checks to find them.
Combat. Pesties only engage in combat if cornered. Otherwise, they observe intruders from their tunnels and will dart out to steal anything set down or unattended that appears to have value. Thus, if the intruders kill a local monster that possesses treasure, the pesties may steal bits of the treasure as soon as the monster is killed (assuming the pesties did not rob the creature previously due to some sort of arrangement). Some folk will purposefully leave treasure in order to mollify any local pesties ahead of tying off climbing ropes or the like (that could be cut at an inopportune time by the spiteful little creatures).
Weapons. Most weapons wielded by the tiny unseelie creatures are smaller versions than normal. While they may do less damage, in the hands of an unseelie creature, they retain the normal adjustments to armor defense as the normal-sized weapon.
Sap. 1d2/1d2; Speed 2; Space 1; Length 0.5; AD: 2: (+12), 3: (+10), 4: (+8), 5: (+6), 6: (+5), 7: (+4), 8: (+3), 9: (+2), 10: (+0); special; Weight 1-lb.
A sap, sometimes called a blackjack, is typically a small leather bag filled with sand or a similar material (such as lead shot). A sap that strikes with a natural 20 will have a chance to cause unconciousness equal to 5% per point of the attacker's Strength score. A backstab attack can be made with a sap that causes non-lethal damage. Any target wearing a great helm is immune to being knocked unconscious by this weapon. Certain creatures may have an exceptional proficiency in the weapon modifying the chance for knockout.
Chaotic Neutral Small Fey (humanoid) (4-ft. tall)
FREQUENCY: Rare
NO. APPEARING: 1 (20-80)
SURPRISE: 33%
SENSES: infravision; see in magical darkness
ARMOR CLASS: 4 (AC 8 in light)
SPEED: 90-ft.
HIT DICE: 1 + 1 (hp 5)
% IN LAIR: 20%
TREASURE TYPE: See description
ATTACK AC 0: 18
MELEE: dagger (1d4)
MISSILE: javelin (1d6)
SPECIAL ATTACKS: backstab (x2); create darkness; detonate; Hits As: normal
SPECIAL DEFENSES: spring away
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10)
MORALE: +6%
SAVES: Poison 13, Petrify 12, Wand 14, Breath 16, Spell 15
LANGUAGES: Dark Creeper
LEVEL: III (XP 110+2 per h.p.)
Spell-like Abilities. (CL 4)
At-will—detect magic
Armor Class. If attacked in an area of normal or magical illumination, a dark creeper has an AC of 8.
Create Darkness. 3/day (major) Duration. 1 hour; A dark creeper can emanate an aura of magical darkness (50-ft. radius; see the darkness spell) that will also extinguish light sources, causing them to become non-functional (with regards to illumination) for 1 hour. Non-magical sources such as torches and lanterns are granted no saving throw. Magical sources such as magical blades or other glowing objects are granted a special saving throw or be affected as well (only extinguished on a roll of 1 on the d20; note that even if the save is made, the illumination is suppressed while in the area of effect). A magical light effect such as a light spell, will cancel the darkness effect (and will itself be cancelled unless it is a continual light effect per the spell).
Detonate. When a dark creeper is killed, its darkness aura ends immediately and it detonates in a flash of bright light. Assuming normal illumination conditions (ie. no other creepers nearby), all creatures in melee range must make a save vs Breath or be blinded for 1d6 x 10 rounds (save avoids). Any items possessed by the creeper must make a save vs Magical Fire or be destroyed.
Thief Skills. Dark creepers have all the abilities of a 4th level thief.
Thief Skills
Pick Pockets: 55% (includes a +10% racial adjustment)
Open Locks: 37%
Find/Remove/Set Traps: 35%
Move Silently: 43% (includes a +10% racial adjustment)
Hide in Shadows: 40% (includes a +15% racial adjustment)
Hear Noise: 20% (includes a +5% racial adjustment)
Climb Walls: 78% (includes a -10% racial adjustment)
Read Languages: 5% (includes a -15% racial adjustment)
Treasure. Individual dark creepers have a chance to possess a +1 dagger (d%; 01-10) and a minor magical ring (d%; 01-05). They also have a chance to have 1d4 small gems (d%; 01-10). If a 4 is rolled, this will be instead 1d2 pieces of jewelry (worth 1d4 x 10 gp each). In Lair. In addition to the chances of valuables noted for each individual, the group will possess 5d10 gp and 1d100 pp.
Chaotic Neutral Small Fey (humanoid) (4-ft. tall)
FREQUENCY: Very rare
NO. APPEARING: 1
SURPRISE: 33%
SENSES: infravision; see in magical darkness
ARMOR CLASS: 4 (AC 8 in light)
SPEED: 90-ft.
HIT DICE: 2 + 1 (hp 10)
% IN LAIR: 20%
TREASURE TYPE: See description
ATTACK AC 0: 16
MELEE: short sword (1d6)
MISSILE: light crossbow (1d4)
SPECIAL ATTACKS: backstab (x2); create darkness; detonate, enhanced (+1); Hits As: normal
SPECIAL DEFENSES: spring away
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10)
MORALE: +6%
SAVES: Poison 13, Petrify 12, Wand 14, Breath 16, Spell 15
LANGUAGES: Dark Creeper
LEVEL: III (XP 110+2 per h.p.)
Spell-like Abilities. (CL 4)
At-will—detect magic
2/day—wall of fog
Armor Class. If attacked in an area of normal or magical illumination, a dark stalker has an AC of 8.
Create Darkness. 3/day [innate] (major) Duration. 1 hour; A dark stalker can emanate an aura of magical darkness (50-ft. radius; see the darkness spell) that will also extinguish light sources, causing them to become non-functional (with regards to illumination) for 1 hour. Non-magical sources such as torches and lanterns are granted no saving throw. Magical sources such as magical blades or other glowing objects are granted a special saving throw or be affected as well (only extinguished on a roll of 1 on the d20; note that even if the save is made, the illumination is suppressed while in the area of effect). A magical light effect such as a light spell, will cancel the darkness effect (and will itself be cancelled unless it is a continual light effect per the spell).
Detonate. When a dark stalker is killed, its darkness aura ends immediately and it detonates in a fireball effect per the spell. All creatures in the area of effect must make a Dexterity save vs Breath or take 3d6 fire damage (save for half). Any items possessed by the stalker must make a save vs Fireball or be destroyed.
Thief Skills. Dark stalker have all the abilities of a 4th level thief.
Thief Skills
Pick Pockets: 55% (includes a +10% racial adjustment)
Open Locks: 37%
Find/Remove/Set Traps: 35%
Move Silently: 43% (includes a +10% racial adjustment)
Hide in Shadows: 40% (includes a +15% racial adjustment)
Hear Noise: 20% (includes a +5% racial adjustment)
Climb Walls: 78% (includes a -10% racial adjustment)
Read Languages: 5% (includes a -15% racial adjustment)
Treasure. Individual dark stalkers have a chance to possess a +1 short sword (d%; 01-25; does not glow) and a minor magical ring (d%; 01-07). They also have a chance to have 1d4+1 small gems (d%; 01-12). If a 4 is rolled, this will be instead 1d2 pieces of jewelry (worth 1d4 x 10 gp each).
Lawful Evil Small Fey (humanoid) (2-ft. tall)
FREQUENCY: Rare
NO. APPEARING: 6-24
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 8
SPEED: 30-ft.
HIT DICE: 1 - 1 (hp 3)
% IN LAIR: 10%
TREASURE TYPE: C
ATTACK AC 0: 20*
MELEE: small dagger (1d3) or sap (1d2 plus knockout) and bite (1d3)
MISSILE: small darts (1d2/1d2/1d2)
SPECIAL ATTACKS: none; Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +1%
SAVES: Poison 16, Petrify 17, Wand 18, Breath 20, Spell 19
LANGUAGES: Mite
LEVEL: I (XP 5+1 per h.p.)
* AAC1 20
Knockout. Any creature that takes damage from a mite's sap has a 2% chance of being knocked unconscious. This chance increases by a cumulative +2% per additional sap strike taken in the same or consecutive rounds.
Trap Making. Mites are proficient at making traps with whatever materials are available in their region. These may be snares, nets, pits, or other methods of entrapping prey.
Neutral Small Fey (humanoid) (2 1/2-ft. tall)
FREQUENCY: Uncommon
NO. APPEARING: 1-8
SURPRISE: 33% (-2 segments)
SENSES: infravision
ARMOR CLASS: -4
SPEED: 210-ft.
HIT DICE: 1 - 1 (hp 3)
% IN LAIR: 95%
TREASURE TYPE: J
ATTACK AC 0: 20*
MELEE: small dagger (1d3) and small dagger (1d3; AAC2 20)
MISSILE: darts (1d2/1d2/1d2; AAC0 19)
SPECIAL ATTACKS: none; Hits As: normal
SPECIAL DEFENSES: +3 Dex saves
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +1%
SAVES: Poison 16, Petrify 17, Wand 18, Breath 20, Spell 19
LANGUAGES: Pestie
LEVEL: I (XP 7+1 per h.p.)
* AAC1 20
High Dexterity. All pesties have a minimum Dexterity score of 17.
Neutral (lawful) Evil Small Fey (humanoid) (~1-ft. tall)
FREQUENCY: Uncommon
NO. APPEARING: 12-48
SURPRISE: 17%; Others +34% (stealth)
SENSES: infravision (30-ft.); exceptional scent
ARMOR CLASS: 7
SPEED: 150-ft.
HIT DICE: ½ (hp 2)
% IN LAIR: See description
TREASURE TYPE: O, Q (per 10); In Lair: C, Q (x5), S, T
ATTACK AC 0: 20*
MELEE: small dagger (1d3) or small pike (1d4)
MISSILE: small darts (1d2/1d2/1d2; half normal ranges)
SPECIAL ATTACKS: none; Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10; very cunning)
MORALE: +1%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LANGUAGES: Jinxkin; rat empathy; (10% chance per language:) Common, Dwarf, Gnome, Goblin, Orc
LEVEL: I (XP 7+1 per h.p.)
* AAC1 20
Evasion. Jinxkin that are given a save for half damage will take no damage on a successful saving throw.
Knockout. Any creature that takes damage from a jinxkin's sap has a 2% chance of being knocked unconscious. This chance increases by a cumulative +2% per additional sap strike taken in the same or consecutive rounds.
Rat Empathy. Jinxkin can communicate with rats and will often (d%; 01-75; 25+ indicates large/giant rats) be found lairing with them, both species operating together.
Saving Throw Bonus. Jinxkin save as if they were 4 HD creatures.
Stealthy. Jinxkin can hide in dimly lit environments as thieves with a 75% chance of success due to their dirty appearance matching stone or dirt. This, as well as their natural ability to move silently, will increase their chance to surprise others by +34%.
Trap Making. Jinxkin are proficient at making traps with whatever materials are available in their region. These may be snares, nets, pits, or other methods of entrapping prey.
Vandalism. Jinxkin that surprise foes will run among their enemies in an apparent attempt to escape, but during the movement, each will use daggers to cut straps or pouches. Treat as a pick pockets attempt (75% chance of success) that may not be noticed for 10d10 minutes. If packs or other goods are left unattended, jinxkin will steal items or spoil those items they cannot steal. They will glue weapons in scabbards, puncture/cut containers, cut bow strings, pollute liquids and spoil food.
In Lair. When encountered jinxkin are likely (d%; 01-60) to be found in or near their tunnels. Jinkkin tunnel entrances appear to be rat tunnels.
Elder. An elder will be found with groups numbering over 30. This evil creature can cancel the dweomer of any magical item handled for 1d4 rounds as per a rod of cancellation.