Ghillie Dhu by Parma Thalion
Small Fey (Earth, Shapechanger, Water)
Hit Dice: 8d6+64 (92 hp)
Initiative: +0
Speed: 0 ft. (0 squares), fly 25 ft. (good), swim 5 ft. (1 square)in splint mail armor; base speed 5 ft. fly 30 ft. swim 10 ft.
Armor Class: 26 (+1 size, +9 natural, +6 splint mail armor), touch 11, flat-footed 26
Base Attack/Grapple: +4/-1
Attack: Bows +4 melee (1d4 -1)
Full Attack: Bows +4 melee (1d4 -1) or bite +4 melee (1d4 -2) or knifes +5 ranged (1d3 -1) or slam +4 melee (1d3 -2) or sting +4 melee (1d3 -2) or swords +5 ranged (1d3 -1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear cones, gaze, paralysis, ray, summon
Special Qualities: Blindsight, change shape, detect evil, flight, low-light vision
Saves: Fort +10, Ref +8, Will +10
Abilities: Str 8, Dex 21, Con 27, Int 18, Wis 18, Cha 21
Skills: Balance 0, Climb -8, Concentration +16, Decipher Script +8, Escape Artist 0, Heal +8, Hide +6, Jump -8, Knowledge (nature) +8, Listen +4, Move Silently -2, Sleight of Hand -2, Spellcraft +8, Spot +4, Swim -15, Tumble -7
Feats: Agile,Improved Precise Shot,Lightning Reflexes

Environment: Any,Temperate,Warm land,aquatic,forests,mountains
Organization: Solitary, Brace, Family (2-5), Patrol (5-20), Flight (20-40), Clan (40-60), or Nation (60+)
Challenge Rating: 10
Treasure: None
Alignment: Usually neutral good
Advancement: 9-16 HD (Small); 17-24 HD (Medium)
Level Adjustment: -


Small flying fairy creature. Loves trees and despises humans. She will protect birches ferociously.

Ghillie Dhu is a small Fairy. She's a woodland fairy that has black hair, wears green and/or earthen colored clothes. Her eyes are piercing blue. Her wings are long, silvery and nearly transparent.

When she is not fighting, she is usually creating stories or music. Like all fairies, Ghillie Dhu loves music and will play either her fiddle or pan pipes whenever she can. Cake is one of her favorite foods, but when she can't get cake, she eats her other favorite: mushrooms.

Wooded areas, usually with creeks, are her favorite hideouts. The more birch trees and the more water for her to swim in, the happier she is.

Combat
When forced to fight, it is usually only as a defense, either of herself, or her friends. Being small, she is incredibly quick and hardly noticeable. She can use swords, but her favorite weapons are bows and knives.


Fear Cones (Sp): These effects usually work like the fear spell. If a fear effect allows a saving throw, it is a Will save (DC 10 + 1/2 fearsome creature’s racial HD + creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). All fear attacks are mind affecting fear effects.
Gaze (Su): A gaze special attack takes effect when opponents look at the creature’s eyes. The attack can have almost any sort of effect: petrifaction, death, charm, and so on. The typical range is 30 feet, but check the creature’s entry for details. The type of saving throw for a gaze attack varies, but it is usually a Will or Fortitude save (DC 10 + 1/2 gazing creature’s racial HD + gazing creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). A successful saving throw negates the effect. A monster’s gaze attack is described in abbreviated form in its description. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. Opponents can avoid the need to make the saving throw by not looking at the creature, in one of two ways. Averting Eyes: The opponent avoids looking at the creature’s face, instead looking at its body, watching its shadow, tracking it in a reflective surface, and so on. Each round, the opponent has a 50% chance to not need to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment against that opponent. Wearing a Blindfold: The opponent cannot see the creature at all (also possible to achieve by turning one’s back on the creature or shutting one’s eyes). The creature with the gaze attack gains total concealment against the opponent. A creature with a gaze attack can actively gaze as an attack action by choosing a target within range. That opponent must attempt a saving throw but can try to avoid this as described above. Thus, it is possible for an opponent to save against a creature’s gaze twice during the same round, once before the opponent’s action and once during the creature’s turn. Gaze attacks can affect ethereal opponents. A creature is immune to gaze attacks of others of its kind unless otherwise noted. Allies of a creature with a gaze attack might be affected. All the creature’s allies are considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to make a saving throw against the gaze attack each round. The creature also can veil its eyes, thus negating its gaze ability.
Paralysis (Ex): This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a Fortitude saving throw (the DC is given in the creature’s description). Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.
Ray (Sp): This form of special attack works like a ranged attack. Hitting with a ray attack requires a successful ranged touch attack roll, ignoring armor, natural armor, and shield and using the creature’s ranged attack bonus. Ray attacks have no range increment. The creature’s descriptive text specifies the maximum range, effects, and any applicable saving throw.
Summon (Sp): A creature with the summon ability can summon specific other creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature’s entry). Roll d%: On a failure, no creature answers the summons. Summoned creatures automatically return whence they came after 1 hour. A creature that has just been summoned cannot use its own summon ability for 1 hour. Most creatures with the ability to summon do not use it lightly, since it leaves them beholden to the summoned creature. In general, they use it only when necessary to save their own lives. An appropriate spell level is given for each summoning ability for purposes of Concentration checks and attempts to dispel the summoned creature. No experience points are awarded for summoned monsters.
Blindsight (Ex): This ability is similar to blindsense, but is far more discerning. Using no visual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The ability’s range is specified in the creature’s descriptive text. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature’s description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn.
Change Shape (Su): A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. A creature cannot change shape to a form more than one size category smaller or larger than its original form. Changing shape results in the following changes to the creature:

  • The creature retains the type and subtype of its original form. It gains the size of its new form.
  • The creature loses the natural weapons, movement modes, and extraordinary special attacks of its original form.
  • The creature gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
  • The creature retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
  • The creature retains the ability scores of its original form.
  • The creature retains its hit points and saves.
  • The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
  • The creature is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    Detect Evil (Sp): This special ability duplicates the effects of a detect good spell. It can usually be cast at will.
    Flight (Su): A creature with this ability can cease or resume flight as a free action. If the ability is supernatural, it becomes ineffective in an antimagic field, and the creature loses its ability to fly for as long as the antimagic effect persists.

    Earth Subtype: This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.

    Shapechanger Subtype: A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shapes has the shapechanger subtype. Traits: A shapechanger possesses the following traits (unless otherwise noted in a creature’s entry).

  • Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature’s description.

  • Proficient with any armor mentioned in the creature’s description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.

    Water Subtype: This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.

    Society
    Ghillie Dhu is very happy around her friends. She is easy going and a wonderful listener, but impatient when she has something she deems important to say. Being a fairy, she is quick to judge, and can be difficult to get along with if in a bad mood. Even other fairies know better than to get too near Ghillie when she is not happy. Ghillie does not have a home, but lives in the trees of wherever she feels like. Occasionally she will get together with her fairy friends and make wonderful music.

    This creature has not yet been play tested.
    This is not a kender type creature.

     



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