Fey Creatures are beings of the Second Creation that possess supernatural or otherworldly powers or properties. The Fey are thought to exist in two realms simultaneously. One being their original Realm of Origin and the other being the Realm of Strife.
While not definitively immortal creations, it is very difficult to truly end their existence, for even if their physical body is destroyed in the Realm of Strife, some piece of their spirit still exists in another Realm. This allows them to eventually reform their physical bodies or be reborn in some sense in the Realm of Strife. When slain, some remnant of their physical body remains behind as a lifeless husk while their true essence lingers on, in some cases for days at a time, though more often only briefly. Inevitably, their spirit is always drawn back into the Realm where it belongs. Their it may abide for years or even eons before manifesting anew in the Realm of Strife.
Due to their close natural attunement to spiritual energies they are often highly prized as familiars for practitioners of the Spiritual Arts. In some cases Fey Creatures are drawn forth against their will to serve their masters. Others willingly serve, seeing it as an easy opportunity to once again return to the Realm of Strife.
Fey metaraces are divided into two broad categories;
Fey Folk: typically of humanoid or proto-humanoid form, but possessing physical and spiritual traits of the Realm of Origin from which the hail
Fey Beasts: coming in all the standard metaraces found among common beasts
- Aquatic
- Arthropod
- Avian
- Invertebrate
- Mammal
- Reptile
Creation | Order | Creature Name | Metarace | Breed | Variant/Subgroup | Class/Role | Rank/Age | Alternate Names | publish? | Origins | Climate | Habitat | Level | HP (at lvl) | XP | Threat Rating | Size | Size Mod | Melee Mod | Ranged Mod | Spirit Mod | Faith Mod | Defense | Resistances | Stats | Languages | Senses | Form | Armor | Weapons | Alternate | Skills | Traits | Extra | Drops | Description | Traits (for Google Sheets only) | Training/Control Methods | Mount Type | Racial Preferences | |
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Second | Fey | Furnace Salamander | Aquatic | Amphibian | Salamander | Ambusher | Adult | yes | Realm (The Furnace), Alignment (Neutral), Polarity (Chaos) | Tropical/Temperate | Volcanic, Fresh Water | 3 | 33+3d12 | 25 | 4 | Large (Prone) | 2 | +6 Hit; 6% Crit. (95+); +1 Damage | +4 Hit; 6% Crit. (95+) | -3 Hit; 3% Crit. (98+) | +4 Hit; 6% Crit. (95+) | AC 40; Armor 30; Dodge 10; Boiling Heat (passive, at will can radiate extreme heat from its body as an Aura, dealing 3d6 Heat damage in a 1" radius, if done in water the radius increases to 3" but does 1d6 less for each 1" away) | Arcane 10; Elemental 26; Natural 25; Holy 20; Demonic 22; Mental 17 | Move 6; Str 15; Agil 14; Stam 13; Int 5; Wis 12; Avd 10; Per 12; Res 10; Init 14; Cha 2 | Amphibian "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Hide, Soft Metallic x5 | Burning Bite (1d8 physical damage + 1d6 fire damage) | Burning Tailswipe (1d8 physical Damage, targets are Slowed for 1 round + 1d6 fire Damage, targets are Slowed for 1 round, see Trait) |
Heat Shock: (instant, so sudden and intense is the heat of the Furnace Salamander that one source of heat damage this round also Stuns the target for 1 round if failing a Resolve test) |
Swimmer I: 2x movement while in water Sneaky, Aquatic: Can enter battle hidden if in water & treats water surfaces as breaking LoS for the purposes of re-hiding Aura I: Passive effects in 1" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Dual Damage (Phys & Fire): Typical or majority of attacks/skills count as two damage types Immune (Fire): Immune to this type of damage and any associated effects Sensitivity (Water/Frost): Incoming damage of this type is doubled Amphibious: Can breathe in air and water |
Treats lava as water for the purposes of Swimmer and Sneaky, Aquatic traits Prefers to live in lava or fresh water hot springs, but will hide in other water sources for the purposes of Ambushing its prey, instantly boiling the water aroudn them and inflicting Heat Shock |
3d6 Raw Meat, 1d6 Brimstone | Similar in shape to the common Salamander, but significantly larger and possessing a black or charcoal colored metallic hide with vibrant heat spots. | Dominance & Force | Exotic | n/a | |||
Second | Fey | Xcorch | Arthropod | Giant Crawler | Demigod | Adult | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Subterranean, Ruins/Dungeon | 19 | 360+38d10 | 187 | 13 | Massive (Prone) | 8; Crushing Blow 4, Toughness 2, Reach +2 | +20 Hit; 14% Crit. (87+); +3 Damage | +23 Hit; 15% Crit. (86+) | +16 Hit; 12% Crit. (89+) | +23 Hit; 15% Crit. (86+) | AC 52; Armor 40; Dodge 12 | Arcane 16; Elemental 36; Natural 33; Holy 28; Demonic 29; Mental 23 | Move 10; Str 20; Agil 12; Stam 18; Int 8; Wis 15; Avd 12; Per 15; Res 14; Init 12; Cha 0 | Insect "Speech" & Ignan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense III (): Can sense vibrations and movement through listed substances up to range of 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Chitin, Hardened x5 | Pincer Bite (3d20 damage, -15 armor piercing) | Flurry of Claws (action, 4d10 physical damage to all in base contact) Lay Eggs (instant, lays 1d6 eggs w/in 1", can be combined with movement, each egg has 12HP & 25% Absorption, if not destroyed within 1 round hatches a crawler) Engorge (instant, consume 1 target that is at least 2 sizes smaller, if failing Dodge test, consumed targets take 3d8 at the start of their own turn each round spend consumed, which restores HP to Xorch, but if using Flaming Bile target is vomited out and is knocked down) Flame Bile (8" range, all Targets in 3" radius take 3d12 fire damage, spawns 1d10-5 crawlers) Bile Eruption (action, must be tunneling, when breaking surface treat as Flame Bile centered on hole with 1" knockback on failed dodge) |
Tunneler II: Can tunnel through ground at regular movement, initial burrowing counts as an instant Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Armor Piercing III: some or all primary attacks have -15 armor |
Scorching Carapice (Fire Aura 2" radius, chance to elemental resist, 1d12 dmg) When taking piercing/cutting damage, 50% chance to spawn a crawler from each open wound |
5d10 Raw Meat; 3d6 brimstone | n/a & n/a | n/a | n/a | ||||||
Second | Fey | Boggle | Fey Folk | Sprite | Bogle | Familiar | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Subterranean | 2 | 11+2d6 | 16 | 3 | Tiny (Upright) | -4 | -2 Hit; 3% Crit. (98+); -1 Damage | +6 Hit; 6% Crit. (95+) | +4 Hit; 5% Crit. (96+) | 0 Hit; 4% Crit. (97+) | AC 25; Armor 16; Dodge 9; Stiff 4; Slip into Shadows: when in shadows Boggles automatically become hidden and unseen if they desire, remaining so unless taking actions | Arcane 26; Elemental 14; Natural 16; Holy 18; Demonic 18; Mental 22 | Move 4; Str 5; Agil 7; Stam 7; Int 13; Wis 9; Avd 13; Per 15; Res 9; Init 9; Cha 4 | Sprite, Mage Tongue (Arcane) & Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Leather, Splinted x4 | Machete: 1d6 dam | Smell Magic: natural senses act as detect magic Shadow Taunt: thrice/day, instant, a single target within 10" is taunted if failing a Resolve test, at the same time the Boggle creates an illsionary copy of themselves while they immediately become hidden and can sneak away or hop to safety, leaving the target taunted to the illusionary copy which dissapears upon being struck Fear: T3 Control action, 1/day Extinguish Light: Dispel instant/action, 2/day Shadow Bolt: T3 Missile action, 3/hour |
Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Sneaky III: Can enter battle hidden, moves at full speed while hidden & +5 Advantage to avoid being detected Hopper II: Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground Docile: Will typically not attack unless provoked/threatened |
Arcane Shadow Aura: 2" radius, effects master & familiar only, grants +2 Advantage on Avoidance rolls and +5 cast & +2 spell damage with Shadow powers |
1d4 -1 Dark Matter | Boggles are tiny Fey Folk attuned to dark arcane magic, vaguely resembling a small goblin with sagging rubbery flesh that is most often blackish-blue or dark gray. They are cruel tricksters, deriving great pleasure from confusing and confounding friend and foe alike. Boggles are abnoxiously loud and love to taunt and annoy, provided they know they can escape their targets wrath. When confronted directly, they are equally as whiny and submissive, for they are cowardly at heart. They are prized by spirit users as familiars, due to their innate ability to sense magic by smell, as well as the aura of darkness that they radiate. If Conjured by a spirit user they are worth XP when slain. | n/a & n/a | n/a | Goblins (+1) | |||||
Second | Fey | Brownie | Fey Folk | Sprite | Brownie | Familiar | yes | Realm (Wonders), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Rural, Hill | 2 | 9+2d6 | 13 | 3 | Tiny (Upright) | -4 | +7 Hit; 6% Crit. (95+); -1 Damage | +6 Hit; 6% Crit. (95+) | +4 Hit; 5% Crit. (96+) | +7 Hit; 6% Crit. (95+) | AC 24; Armor 10; Dodge 14; Natural Invisibility: short duration partial invisibility, 2rnds max in combat, can activate even when in LOS to become hidden and trigger Sneaky III, cannot take any actions while invisible | Arcane 26; Elemental 12; Natural 22; Holy 18; Demonic 25; Mental 29 | Move 4; Str 4; Agil 16; Stam 6; Int 13; Wis 16; Avd 14; Per 15; Res 9; Init 9; Cha 10 | Sprite, Mage Tongue (Arcane) & Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Leather x5 | Smallsword: 1d6 dam | Smell Magic: natural senses act as detect magic Swift Shoes: once/hour, instant, activate to triple movement speed for 1 movement Mind Trap: Control action, 1/day Dispel Magic: Dispel instant/action, 2/day Magic Missile: Missile action, lvl3, 3/hour |
Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Sneaky III: Can enter battle hidden, moves at full speed while hidden & +5 Advantage to avoid being detected Docile: Will typically not attack unless provoked/threatened |
Common Arcane Aura: 2" radius, effects master & familiar only, +5 cast & +2 spell damage with Common Arcane powers, regenerates 1 Spirit/rnd |
1d4 GP, various shiny trinkets | Brownies are tiny Fey Folk attuned to common arcane magic, vaguely resembling a small gnome dressed in scraps of leather and typically sporting a floppy hat. They are extremely mischevious but generally dislike causing actual harm. Brownies are naturally shy and experts at remaining unseen, however they are irresistably drawn to anything shiny which often causes them to throw caution to the wind in order to obtain some new trinket. Generally friendly and helpful to those with good intent, they also notoriously easy to offend. Luckily their memories are short when presented with a shiny present. They are prized by spirit users as familiars, due to their innate ability to sense magic by smell, as well as the aura of mana that they radiate. If Conjured by a spirit user they are worth XP when slain. | n/a & n/a | n/a | Halflings & Gnomes (+1) | |||||
Second | Fey | Fairy | Fey Folk | Sprite | Fairy | Familiar | yes | Realm (Dawn), Alignment (Good), Polarity (Order) | Tropical/Temperate | Forest/Jungle, Sky | 2 | 4+2d4 | 11 | 2 | Diminutive (Upright) | -8 | +9 Hit; 7% Crit. (94+); -2 Damage | +6 Hit; 6% Crit. (95+) | +6 Hit; 6% Crit. (95+) | +9 Hit; 7% Crit. (94+) | AC 26; Armor 8; Dodge 18; Light Blend: when in direct sunlight can blend in with its environment, effectively becoming invisible, but cannot take actions while doing so | Arcane 30; Elemental 6; Natural 21; Holy 18; Demonic 27; Mental 33 | Move 4; Str 2; Agil 18; Stam 3; Int 15; Wis 18; Avd 18; Per 15; Res 9; Init 9; Cha 14 | Sprite, Mage Tongue (Arcane) & Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Cloth, Quilted x4 | Stilleto: 1d6 dam | Smell Magic: natural senses act as detect magic Fairy Dust: thrice per day, instant, 2' range, causes the surface it lands on to be under the effects of Illumination for up to 1 hour, granting +1 Advantage on all Stat rolls and increases any healing done on that target by 1d4 Blind: T3 Control action, 1/day Expel Darkness: Dispel instant/action, 2/day Luminous Shot: T3 Shot action, 3/hour |
Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Flyer I: 2x movement while flying Docile: Will typically not attack unless provoked/threatened |
Arcane Light Aura: 2" radius, effects master & familiar only, +5 cast & +2 spell dam with Light/Solar powers, regenerates 1HP per round |
1d4-1 Fairy Dust | Fairies are diminuitive Fey Folk attuned to light arcane magic, vaguely resembling a tiny highelf with shimmering wings that are similar in form to those of a dragonfly or butterfly. Noble creatures, they are pure of heart and will not willingly casue harm to others unless they know a creature is evil. When roused to righteous anger they are surprisingly brave for their size. They are prized by spirit users as familiars, due to their innate ability to sense magic by smell, as well as the aura of light that they radiate. If Conjured by a spirit user they are worth XP when slain. | n/a & n/a | n/a | Elves (+1) | |||||
Second | Fey | Spirit Leech | Invertebrate | Leech | Magical | Adult | yes | Realm (Wonders), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Ruins/Dungeon, Swamp | 2 | 14+2d8 | 8 | 2 | Small (Prone) | -2 | +6 Hit; 6% Crit. (95+) | +6 Hit; 6% Crit. (95+) | -7 Hit; 2% Crit. (99+) | 0 Hit; 4% Crit. (97+) | AC 22; Armor 6; Dodge 16 | Arcane 19; Elemental 14; Natural 16; Holy 16; Demonic 17; Mental 11 | Move 4; Str 9; Agil 15; Stam 7; Int 2; Wis 9; Avd 16; Per 15; Res 8; Init 16; Cha 0 | Worm "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Hide, Thick x3 | Latching Bite (1d6 damage, auto-hits if already Latched, deals 1d6 damage if forcibly removed i.e. with a Strength stat test) | Spirit Leach: if Latched also drains Spirit equal to 2x the damage done by Latching Bite, healing the Spirit Leech for that amount |
Flyer I: 2x movement while flying Latch: sucessful hits Latch onto the target, treat similar to Grapple except that creature moves with the target; if target is 1 size smaller than creature instead simply treat as Grapple Resistant III (Arcane): +15 resistance to this type of damage/effects (typically already added) |
Typically found in packs of 3-6, though if an abundant source of magic exists this number can be many times larger |
1d2 Manastone | A spirit leech is a two-foot long indigo hued invertebrate that can float upon the minute magical currents present throughout the realm of Strife. This gives it an appearance of being able to swim through the air. Spirit Leeches do not require physical sustenance, but instead feed upon sources of magic in order to maintain their physical form outside the Realm of Wonders. As such they are naturally drawn to abundant sources of spiritual energy, though they are particularly fond of Arcane energy. They possess a suction-cup like mouth, full of tiny razor sharp teeth, that allow them to easily latch onto any source of spiritual energy, be it living prey or arcane artifact. Once latched they will attempt to remain so until they have completely drained their food source of spirit. The rate at which they consume spirit is relatively low, making a single Spirit Leech only a minor threat. However, when amassing in great numbers, Spirit Leeches can become a serious nuisance or even a deadly threat if left unchecked. | Force & Insight | n/a | n/a | |||||
Second | Fey | Alicorn | Mammal | Equine | Magical | Adult | yes | Realm (Wonders), Alignment (Good), Polarity (Order) | Tropical/Temperate | Forest/Jungle, Sky | 2 | 26+2d12 | 35 | 5 | Large (Prone) | 2 | +5 Hit; 6% Crit. (95+); +1 Damage | +7 Hit; 6% Crit. (95+) | -3 Hit; 3% Crit. (98+) | +4 Hit; 5% Crit. (96+) | AC 22; Armor 12; Dodge 10; Can wear up to Plate Armor | Arcane 12; Elemental 26; Natural 26; Holy 20; Demonic 23; Mental 19 | Move 7; Str 15; Agil 14; Stam 13; Int 6; Wis 13; Avd 10; Per 16; Res 10; Init 14; Cha 5 | Equine "Speech", Common & Telepathy | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Fur/Hair x6 plus Feathers, Dense x2 | Hoof (1d12) & Horn (1d6) Can surrender horn attack to auto cast dispel magic/cure disease/revmove curse, must touch | Wind Buffet: Action, 90° frontal arc, if w/in 6" must pass str test to move toward Pegasus, -20 hit when targeting Pegasus or rider with ranged Anti-magic: Action, automatically blocks the next spirit power used against the Unicorn and/or its rider (once/battle) |
Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Trample IV: 4d6 dam, does not effect targets larger than the creature Mulekick III: if engaged in close combat in both front and back, may make an extra (3d6 dam) rear arc melee attack |
Mount |
0-1 Alicorn Horn (small) | Affection & Insight | Flying, can't be broken (must willingly choose to be used as a mount) | Wild & High Elves (+2), Humans (+1), Half Orcs (-3) Orcs (-2), Half-Elves, Minotaurs, Centaurs & Kayden (-1) | ||||||
Second | Fey | Unicorn | Mammal | Equine | Magical | Adult | yes | Realm (Wonders), Alignment (Good), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Plain | 2 | 26+2d12 | 21 | 4 | Large (Prone) | 2 | +5 Hit; 6% Crit. (95+); +1 Damage | +7 Hit; 6% Crit. (95+) | -3 Hit; 3% Crit. (98+) | +4 Hit; 5% Crit. (96+) | AC 16; Armor 9; Dodge 7; Can wear up to Plate Armor | Arcane 12; Elemental 26; Natural 26; Holy 20; Demonic 23; Mental 19 | Move 8; Str 15; Agil 14; Stam 13; Int 6; Wis 13; Avd 7; Per 16; Res 10; Init 14; Cha 5 | Equine "Speech", Common & Telepathy | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Fur/Hair x6 plus Fur, Coarse/Dense x1 | Hoof (1d12) & Horn (1d6) Can surrender horn attack to auto cast dispel magic/cure disease/revmove curse, must touch | Anti-magic: Action, automatically blocks the next spirit power used against the Unicorn and/or its rider (once/battle) |
Trample II: 2d6 dam, does not effect targets larger than the creature Mule Kick II: if engaged in close combat in both front and back, may make an extra (2d6 dam) rear arc melee attack |
0-1 Unicorn Horn (Small); 0-1 Manastone | Affection & Insight | Exotic, can't be broken (must willingly choose to be used as a mount) | Wild & High Elves (+2), Humans (+1), Half Orcs (-3) Orcs (-2), Half-Elves, Minotaurs, Centaurs & Kayden (-1) | |||||||
Second | Fey | Nightmare | Mammal | Equine | Magical | Adult | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Volcanic | 2 | 26+2d12 | 17 | 3 | Large (Prone) | 2 | +5 Hit; 6% Crit. (95+); +1 Damage | +7 Hit; 6% Crit. (95+) | -3 Hit; 3% Crit. (98+) | +4 Hit; 5% Crit. (96+) | AC 16; Armor 9; Dodge 7; Can wear up to Plate Armor | Arcane 12; Elemental 26; Natural 26; Holy 20; Demonic 23; Mental 19 | Move 8; Str 15; Agil 14; Stam 13; Int 6; Wis 13; Avd 7; Per 16; Res 10; Init 14; Cha 1 | Equine "Speech", Common & Ignan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Fur/Hair x6 plus Fur, Coarse/Dense x1 | Hoof (1d12) | Malevolent Gaze: Action, stares at a single target w/in 20" with its fiery red eyes, casuing Fear if failing a Resolve test Flame Trail: leaves flaming hoof prints along its movement path for 1 rnd, causing 1d4 Fire dam to anything it touches (add to Trample dam) |
Trample II: 2d6 dam, does not effect targets larger than the creature Mule Kick II: if engaged in close combat in both front and back, may make an extra (2d6 dam) rear arc melee attack |
Dominance & Force | Exotic, can't be broken (must willingly choose to be used as a mount) | Orcs (+2), Half Orcs (+1), Elves (-1) | ||||||||
Second | Fey | Flame Pixie | Fey Folk | Sprite | Flame Pixie | Magical | yes | Realm (The Furnace), Alignment (Good), Polarity (Chaos) | Tropical/Temperate | Forest/Jungle, Volcanic | 2 | 8+2d6 | 13 | 3 | Tiny (Upright) | -4 | +9 Hit; 7% Crit. (94+); -1 Damage | +6 Hit; 6% Crit. (95+) | +5 Hit; 6% Crit. (95+) | +8 Hit; 7% Crit. (94+) | AC 20; Armor 4; Dodge 16; Heat Blend: when in warm or hot temperatures can blend in with its environment, effectively becoming invisible, but cannot take actions while doing so | Arcane 28; Elemental 10; Natural 22; Holy 18; Demonic 26; Mental 31 | Move 4; Str 4; Agil 18; Stam 5; Int 14; Wis 17; Avd 16; Per 15; Res 9; Init 9; Cha 13 | Sprite, Ignan & Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Cloth x4 | Fire Fingers: main hand, must touch, 1d4+1 fire damage, roll vs. Elemental Resist + Dodge | Smell Magic: natural senses act as detect magic Smoldering Pixie Dust: thrice per day, instant, 2' range, causes the surface it lands on to be unusually warm for up to 1 hour. If hit by a spark or source of intense heat the Smoldering Pixie Dust ignites into open flame, treat this as if the Ignite spell was cast on the target. Once per day the Pixie can also command its own dust to spontaneously ignite (treat as an instant) Heat Exhaustion: T3 Hex instant, 1/day Melt Magic: Dispel instant/action, 2/day Flame Lance: T1 Missile action, can cast twice per action, 3 actions/hour |
Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Flyer I: 2x movement while flying Docile: Will typically not attack unless provoked/threatened |
Elemental Fire Aura: 2" radius, effects caster and allies of their choice, grants +5 cast & +2 spell dam with Fire powers and generates 2 fury and vigor per rnd where applicable |
1d4-1 Smoldering Pixie Dust | Flame Pixies are tiny Fey Folk attuned to elemental fire magic, vaguely resembling a tiny childlike elf with wings radiant red and orange wings that appear similar in form to those of a dragonfly or butterfly. Wild and unruly creatures, they are none the less good natured and careful to ensure their innate powers do not inadvertently cause wildfires. They are generally docile and avoid combat, using their natural environments to hide away whenever possible. However when angered or threatened their bright red hair ignites into a magical illusionary flame and their temper is said to far outmatch their size. They are prized by spirit users and collectors due to their innate ability to sense magic by smell, their magical smoldering pixie dust, and the aura of elemental fire that they radiate. However they are free spirited and utterly refuse serve any master, making them effectively impossible to use as familiars, though many have tried and failed. They will at times assist non-pixie allies if they believe they share common purpose. | n/a & n/a | n/a | Elves & Gnomes (+1) |