Fey Creature: Difference between revisions
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Revision as of 19:44, 13 February 2021

Fey Creature Pattern (+2 CR)
- Type: changes to Fey
- Subtype: add Outsider to subtypes
Fey Creature' is a pattern that can be added to any creature that is native to the First World, that plane of existence which came before the Prime Material. Fey creatures are strange and wild, hard to pin down and quick in their movements. Their motives are their own, and their goals are mysterious. This pattern can be used to signify the presence of eerie, otherworldly elements, ordinary creatures imbued with power and some strange...awareness...beyond mortal ken. Maybe the veil of reality is thin here, or some portal opens and things wander through? Many possibilities can be served by this odd pattern!
This creature seems dangerous and other-worldly, somehow, even though it looks...mostly normal?
General
- Init: +2 CRs greater than base creature.
- Ambush Chance: -2 (better at ambushes)
- Senses:
- Darkvision 60 ft.
- Perception: +2 CRs greater than base creature.
- Movement Types:
- Greater Teleport 60 ft.
Defense
- AC: +1 CRs greater than base creature.
- Maneuver Defense: +1 CRs greater than base creature.
- Hit Points: +1 CRs greater than base creature.
- Fort: +1 CRs greater than base creature.
- Refl: +1 CRs greater than base creature.
- Special Defenses:
- (Fey Creature) Combat Artifice: On any attack that allows a Reflex save for half damage, they take no damage on a successful save.
- Strong Against:
- Weak Against:
- (Fey Creature) Vulnerable to Cold Iron
Offense
- Space / Reach: - / -
- To-Hits: +2 CRs greater than base creature.
- Damage: +2 CRs greater than base creature.
- Maneuver Offense: +1 CRs greater than base creature.
- Save DC's: +1 CRs greater than base creature.
Statistics
- Str: Dex: Con: Int: Wis: Cha:
- Feats:
- Skills:
- creature adds +2 CRs to all of its existing skills.
- Languages: