Seelie Court Fey
Gwendolyn Kestrel, Dragon #304
The seelie court fey view themselves as the most lovely of the beautiful, the most charming of the desirable, and the most exquisite of all living creatures. Purity and beauty form the basis of their social status. Ordinary fey fall short of the seelie court fey's status but, while not regarded as equals, are at least tolerated. Unseelie fey are considered repulsive and usually driven out of seelie court fey demesnes. Seelie court fey dismiss all other beings as beneath their regard. Occasionally, however, a seelie court fey develops a fondness for a particularly beautiful or talented nonfey, such as a bard with a very high Perform skill or a weaver with a very high Craft skill. The fey cosset these talented mortals like favored pets. While circumstances might occasionally force a seelie court fey to associate with nonfey as equals, they rarely do so willingly or with pleasure.
Fey high-society and the fey realms, be they the Plane of Faerie or fey high-society enclaves on the Material Plane, contain the only creatures whose opinions matter. Politicking thrives in this elitist environment. Seelie fey, having perfected contempt and disdain for other creatures, also form cliques and factionalize among themselves.
Creating a Seelie Court Fey
"Seelie court fey" is a template that can be added to any fey creature (referred to hereafter as the "base creature") if it has exclusively fey ancestry. Creatures who have become fey through any means other than having been born fey from purely fey parents are not welcome in the seelie court. A seelie court fey uses all the base creature's statistics and special abilities except as noted here.
Special Attacks: A seelie court fey retains all the special attacks of the base creature and also gains vernal touch.
Spell-Like Abilities: Seelie court fey with an Intelligence or Wisdom score of 8 or higher possess the following spell-like abilities, using their HD as the caster level, as specified in the table below. Each ability is useable once per day.
Vernal Touch (Su): To receive a vernal touch is like being kissed by springtime itself: full of life and promise. At will, as a standard action, the seelie fey can touch a creature with a vernal touch. This touch removes dazed, nauseated, fatigued, and exhausted conditions from living creatures. For undead creatures, a seelie court fey's touch attack acts like a cleric's ability to turn undead as a cleric of two levels lower would. Unlike a cleric's turn ability, each use of vernal touch affects only the touched undead.
Special Qualities: A seelie court fey retains all the special qualities of the base creature and gains the following abilities.
Aura of Glory (Su): A seelie court fey radiates calm. She is immune to fear (magical or otherwise). Allies within 10 feet of her gain a morale bonus on saving throws against fear effects equal to the seelie court fey's Charisma bonus.
Damage Reduction: Wood and silver weapons have little effect against seelie court creatures, but cold iron weapons harm them as normal.
Iron Vulnerability (Ex): The mere touch of iron (including steel) deals 1 point of damage to the seelie court fey. A hit with an iron or steel weapon deals an additional +1d6 points of damage. The fey's DR protects it from this damage. Roll the damage as normal and apply DR, unless the weapon can defeat the fey's DR.
Sanctuary (Sp): Once per day, a seelie court fey can cast sanctuary on herself. Unlike a normal casting of the spell, this ability affects only the seelie court fey. Caster level equal to HD; DC 11 + Charisma bonus.
Spell Resistance: SR equal to 10 + base creature's CR. If the creature has better spell resistance already, use that value instead.
Skills: A seelie court fey receives a +4 racial bonus on Bluff, Craft, or Perform (one only, chosen at the time the template is applied), and Diplomacy checks. Self-absorbed, they also receive a -4 penalty on Listen and Spot checks.
Environment: Any land and underground.
Challenge Rating: As base creature +1.
Advancement: As base creature or by character class
Seelie Court Fey Damage Reduction
Hit Dice Damage Reduction Ability
1 5/cold iron Command, disrupt undead, prestidigitation
2-3 5/cols iron As above, plus charm person, unseen servant
4-5 10/cold iron As above, plus create food and water, enthrall
6-7 10/＋１ As above, plus suggestion, minor creation*
8-9 15/＋１ As above, plus charm monster, Leomund's secure shelter
10-11 15/＋２ As above, plus major creation*
12+ 20/＋２ As above, plus mass suggestion, Mordenkainen's magnificent mansion
*Items created by seelie court fey using these spell-like abilities will vanish if touched by iron or steel. Fey cannot create iron or steel items.
Crystalline Cat (CR 4)
Initiative: +3 (Dex)
AC: 22 (-1 size, +3 Dex, +10 natural), touch 12, flat-footed 19
Hit Dice: 5d6+10 (27 hp)
Fort +3, Ref +7, Will +4
Speed: 40 ft.
Space: 5 ft./10 ft.
Base Attack +5; Grapple +9
Attack: 2 claws +5 melee, bite +0 melee
Damage: Claw 1d6+3, bite 1d6+1
Special Attacks/Actions: Implant, improved grab, pounce, rake, wound
Abilities: Str 9, Dex 16, Con 14, Int 13, Wis 10, Cha 16
Special Qualities: Harmonics, immunities
Feats: Weapon Focus (claw); Weapon Focus (bite)
Skills: Balance +11, Climb +11, Hide +7*, Listen +5, Move Silently +7*, and Spot +8
Alignment: Usually chaotic neutral
Climate/Terrain: Any land
Organization: Solitary, pair, or pride (4-10)
Crystalline cats are fierce predators and often attack from ambush.
Harmonics (Su): A crystalline cat can cause its body to resonate in a rich range of tones. These harmonics have two possible effects. They can either act as a countersong per the bard's ability or a shatter spell. Crystalline cats are immune to their own shatter ability and the shatter ability of other crystalline cats. Creating a countersong tone or a shatter tone is a standard action. Caster level 15; save DC 15.
Immunities (Ex): Crystalline cats are immune to poison, petrification, and acid.
Implant (Ex): A crystalline cat that hits with a claw attack can inject a crystal prism into the opponent's body. The affected creature must succeed at a Fortitude save (DC 14) to avoid implantation. Often the crystalline cat uses this ability on an unconscious or otherwise helpless creature (which gets no saving throw). In 24 hours, the host falls extremely ill (-10 to all ability scores, minimum 1). The prism grows rapidly inside the host. When implanted, it is Fine. On the second day, its growth to Diminutive size deals 1d10 points of damage to the host. Each successive day, it increases one size category and deals an additional 1d10 points of damage. It bursts forth from the host when any one of the following conditions is met: It kills the host, it grows to be one size category smaller than the host, or it reaches Large size. If the newly created crystalline cat loses its host before reaching Large size, it continues to grow one size category each day. A crystalline cat is not sufficiently developed to move and attack and is considered helpless until it reaches Large size. Any damage shatters crystalline cats smaller than Large. A remove disease spell rids a victim of the prism, as does a successful Heal check (DC 20). If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.
Improved Grab (Ex): To use this ability, the crystalline cat must hit with a claw or bite attack. If it gets a hold, it can rake.
Pounce (Ex): If a crystalline cat leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Rake (Ex): A crystalline cat that gets a hold can make two rake attacks (+5 melee) with its hind legs for 1d6+1 damage each. If the crystalline cat pounces on an opponent, it can also rake.
Wound (Ex): The damage a crystalline cat deals doesn't heal naturally. Only a heal spell or a healing spell of 6th level or higher can heal it.
Skills: *Crystalline cats chime softly when they walk and thus have a -4 racial penalty to Move Silently checks. Because their crystalline bodies reflect and refract light, they receive a -4 penalty to Hide checks in areas of bright sunlight.
Treasure: Although it carries no treasure, when a fully developed crystalline cat is killed, the quartz crystals forming its body are worth 2d12 x 100 gp. The bodies of undeveloped crystalline cats (those below Large size) don't yield treasure.