The person you thought you knew changes, revealing horrible fangs and twin tongues as weird red flowers twist and burst around them.
XP 1,200
NE Medium Fey
XP 1,200
NE Medium Fey
Init +6; Senses low-light vision, darkvision 60 ft; Perception +11
Defense
AC 18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5 natural,)
hp 27 (6d6+6)
Fort +4, Ref +7, Will +8
Defense
AC 18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5 natural,)
hp 27 (6d6+6)
Fort +4, Ref +7, Will +8
Defensive Abilities: DR 10/cold iron; SR 17
Offense
Speed 30 ft.
Melee Bite +7 (1d4+3 plus poison), or short sword +6 (1d6+2, 19-20×2)
Offense
Speed 30 ft.
Melee Bite +7 (1d4+3 plus poison), or short sword +6 (1d6+2, 19-20×2)
Ranged Throw flower blades (count as caltrops) +6 (1d3+1 plus caltrop)
Spell-like Abilities (CL 8th):
At will: color spray (14), entangle (16), darkness, silence (15)
Statistics
Str 14, Dex 15, Con 12, Int 13, Wis 16, Cha 16
Base Atk +4; CMB +6, CMD 18
Feats Improved Initiative, Dodge, Weapon Focus (bite)
Statistics
Str 14, Dex 15, Con 12, Int 13, Wis 16, Cha 16
Base Atk +4; CMB +6, CMD 18
Feats Improved Initiative, Dodge, Weapon Focus (bite)
Skills Acrobatics +11, Bluff +11, Disguise +19, Escape Artist +11, Intimidate +11, Knowledge (local) +11, Perception +11
Languages Common, Sylvan
Languages Common, Sylvan
Special Abilities
Red Blooms (ex): Strange red flowers spring up in the area where a faegren makes its home, revealing a clue to their presence. These flowers appear everywhere out of the air when a faegren shifts to its natural form, allowing it to cast entangle anywhere, even when there are no natural plants present. This also grants a +2 bonus on the DC of such spells within 100 ft of the faegren.
Shifted Form (su): A faegren can use alter self along with a disguise check to appear to be any humanoid. While shifted, the faegren loses its bite attack. A faegren can shift back to its natural form as a free action. They also get a +8 innate bonus to Disguise checks (included in the statistics above).
Poison (ex): save Fort 15 frequency 1/round for 6 rounds; effect 1d6 Dex; cure 1 save
Ecology
Environment any or temperate forests, prefers small villages
Organization solitary or gang (2-4)
Treasure standard
Faegren lurk among the common folk, hungering for their blood. They scheme and wait for long years to catch someone alone, then trap them and feast upon their memories and flesh. They delight in consuming the young and beautiful, and have no qualms in targeting children.
Notes
This creature is meant to be an eerie, confusing monster for the players, and can really shut down one of them caught alone and unawares. Use to make the players paranoid, wondering what kind of powers this monster really has.
-Max Porter-Zasada
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