Fey are magical creatures with a strong connection to nature. Their actions are strange and seemingly without reason at times. Logic has little if any place in their decision-making processes, if emotion tells them otherwise. They do what they feel like doing at the moment, even if they know it might bring about poor results. Fey are usually humanoid in appearance. Many of them posses spell-like abilities and other magical traits.
Dryad
Ability Scores: STR 10, DEX 15, CON 12, INT 14, WIS 14, CHA 18
Alignment: True Neutral
Base Armor Class: 9
Movement: 12
Hit Dice: 2 (16 hp)
Base THAC0: 19
Attacks per Round: 1
Base Damage: 1d4 piercing (enchantment level 0)
On-hit effects: None
Special Defenses: Wild Empathy
Resistances: Magic 50%
Saving Throws: 14/16/15/17/17
XP Value: 975
Spell-like abilities: Charm Person (3x/day, target saves with a -3 penalty); Dimension Door (at will, only usable in forest areas);
Speak With Plants (at will)
Hamadryad
Ability Scores: STR 10, DEX 18, CON 12, INT 14, WIS 14, CHA 18
Alignment: True Neutral
Base Armor Class: 7
Movement: 15
Hit Dice: 4 (32 hp)
Base THAC0: 17
Attacks per Round: 1
Base Damage: 1d4 piercing (enchantment level 0)
On-hit effects: None
Special Defenses: Immune to the Entangle spell,
Wild Empathy
Resistances: Magic 75%
Saving Throws: 13/15/14/16/16
XP Value: 1,400
Spell-like abilities (Caster Level 11th): Animal Friendship (at will); Charm Person (3x/day, target saves with a -3 penalty);
Detect Snares and Pits (at will, only usable in forest areas); Dimension Door (at will, only usable in forest areas); Entangle (at will, does not affect allies);
Speak With Plants (at will)
Nymph
Ability Scores: STR 10, DEX 17, CON 12, INT 16, WIS 12, CHA 19
Alignment: Neutral Good
Base Armor Class: 9
Movement: 12
Hit Dice: 3 (24 hp)
Base THAC0: 17
Attacks per Round: 0
Base Damage: None
On-hit effects: None
Special Defenses: Blinding Beauty (always active);
Wild Empathy
Resistances: Magic 50%
Saving Throws: 13/15/14/16/16
XP Value: 1,400
Spell-like abilities: Dimension Door (1x/day)
Special abilities: may cast spells as a 7th level Druid (2x Bless, 2x Cure Light Wounds, 1x Barkskin, 1x Charm Person or Mammal, 1x Call Lightning, 1x Summon Insects, 1x Neutralize Poison)
Sirine
Ability Scores: STR 14, DEX 18, CON 11, INT 18, WIS 16, CHA 17
Alignment: Chaotic Neutral
Base Armor Class: 3
Movement: 12
Hit Dice: 5 (40 hp)
Base THAC0: 15
Attacks per Round: 1
Base Damage: By Weapon
On-hit effects: Touch of Tranquility (only in melee)
Special Defenses: immune to all gas-based spells and attacks; +2 bonus to all saves vs. poison,
Wild Empathy
Resistances: Magic 20%
Saving Throws: 11/7/9/11/8
XP Value: 3,000
Spell-like abilities (Caster Level 11th): Charming Song (1x/day);
Fog Cloud (1x/day); Improved Invisibility (1x/day); Polymorph Self (1x/day, Mustard Jelly form)
As per PnP rules, Fey creatures cannot be interrupted while using their spell-like abilities, all of which have a casting time of 1. In all other aspects, spell-like abilities function exactly like the spells which they mimic.
Animal Friendship
By means of this spell, the caster is able to show an animal that he seeks its friendship. If the animal fails a saving throw vs. spell, it will regard the caster as a trusted friend and ally to be heeded and protected during the next 5 turns. If the caster harms, or attempts to harm, the animal by some overt action, or if a dispel magic spell is successfully cast upon the animal, the spell is broken.
Blinding Beauty
This ability affects all humanoids within 30 feet of the Nymph. Those who look directly at her must save vs. spells or become blinded for 24 hours. The Nymph's allies are unaffected by this ability. Furthermore, if the Nymph is invisible and/or if her opponents cannot see her, this ability will not affect them.
Charming Song
Upon hearing a Sirine's song, all humanoids within 30 feet must save vs. spell or become charmed for 2 turns. Creatures that have been deafened (i.e. by the Deafness spell) are not subject to the song. Similarly, Sirines that have been magically silenced (i.e. by the Silence 15' Radius spell) cannot sing.
Detect Snares and Pits
This spell grants the caster the ability to detect snares, pits, deadfalls and similar natural hazards. A single casting of the spell will reveal all traps within a 30 foot radius of the caster during the following 10 rounds. This spell only functions in natural surroundings.
Fog Cloud
This spell creates a fog of any size and shape up to a maximum 20-foot cube per caster level. The fog obscures all sight, normal and infravision, beyond 2 feet. The fog persists for 1 turn. A Gust of Wind or a Zone of Sweet Air spell will disperse the fog. Walking out of the spell's area of effect will also restore normal vision.
Speak With Plants
This spell allows the caster to converse with plants and to exercise limited control over them. Creatures entwined by an Entangle spell can be released (even if the spell was cast by an opponent) and are protected from all subsequent entangle effects for 1 turn. Furthermore, by communicating her intent to nearby plants, the caster can prevent her own Entangle spell from affecting her allies - this ability is always active.
Touch of Tranquility
If a Sirine touches an opponent, the victim must make a saving throw vs. poison or have his intelligence reduced to 2, effectively becoming feebleminded. The touch is automatic for charmed individuals, but requires a normal attack roll for others. A successful dispel magic will restore the victim's intelligence and negate the feeblemindedness.
Wild Empathy
Fey creatures have a natural affinity for handling wild animals. Unless provoked, wild animals will never deliberately attack a fey creature.
This part of the component slightly alters the placement of fey creatures in certain areas in order to provide a more immersive gameplay experience. Here's the full list of changes:
- AR0315 (Windsper Hills) - Vaelasa, the Fairy Queen is now treated as a Hamadryad and summons two Dryads (instead of Sirines) if attacked
- AR1500 (Spellhold, outside) - randomly spawning Lizardmen and Mists have been replaced with 1-5 Sirines (the number is based on the game difficulty setting and the party's XP)
- AR8500, FW1700 (Cloakwood, fourth main area) - The lone Hamadryad gets a few allies: 2 Cave Bears and 4 Dire Wolves
- AR9500, FW3600 (Lighthouse) - Sil, the Sirine near the Flesh Golem cave now has 7 Hit Dice
- The PnP Fey creatures component uses Detectable Spells and is therefore incompatible with the Improved Anvil mod
- In order to achieve optimal compatibility with Sword Coast Stratagems I & II, Spell Revisions, Tactics and Big Picture, you should install aTweaks after those mods.
- The Speak With Plants spell-like ability cannot release creatures from entanglement before the current round ends