Faerie Folk



Introduction to Faerie Folk

Faerie Folk are races of creatures who are generally considered the magical offspring of gods.

 

Centaurs

Languages
Classes
Modifiers
Ressur.
ST Mod.
ST Max.
Common, Horse
All
Con +1, Wis +1
50%
+1
7
Dex -2
XP Modifier
Natural AC
Height
Weight
Melee Special
+2
9
6'8" - 9'0"
950 - 1,100
1D6 / 1D6

Centaurs are tall half-men, half-horses. They are widely considered the most kind, compatible, and learned of the Faerie Folk. They can carry friends, and do so gladly. As a draw back, they somtimes have real trouble getting through tight spaces, and require large meals to sustain themselves.

Their hooves do 1D6 each, and they can attack with their two front hooves once in a round if they make no weapon attack (or attack with both using the "attacking with both weapons" -2/-4 penalty). Centaurs may charge using a lance for double damage. They can take no unarmed styles. Due to their large bodies, Centaurs gain 4 additional hitpoints when they are created but they take damage as large creatures and require incredible amounts of food and water. They fear dragons and giants greatly.

Fremlins

Languages
Classes
Modifiers
Ressur.
ST Mod.
ST Max.
Common,
See
Dex +2, Int +1
50%
+1
7
Gremlin
Below
Mag +1, Str -4
XP Modifier
Natural AC
Height
Weight
Melee Attack
+2
9
1'0" - 1'6"
10 - 20
None

Fremlins are plump, slate-colored gremlins with wings. They have batlike wings which allow them to fly and they are often mistake for imps. They never wear clothing and rarely use weapons. They love to play practical jokes (they earn XP for such jokes). Fremlins are afraid of almost everything and are usually nearly useless in combat; weapons scaled down to their size do 1/3 the damage. Fremlins can be all classes but Paladins, Rangers, Ronins, and Druids.

Giant-kin

Languages
Classes
Modifiers
Ressur.
ST Mod.
ST Max.
Common, Giant
All
Str +2, Wis -2
50%
+2
6
XP Modifier
Natural AC
Height
Weight
Melee Special
+6
6
9'6" - 11'0"
700 - 800
None

Giant-kin are much smaller giants (but still the largest of all the playable classes). They are exceptionally huge and receive 13 additional hitpoints at first level. Their voices are thunderous and deep, but few hear them since Giant-kin generally live in isolation. Giant-kin generally adventure to increase their knowledge or their treasure hordes. Giant-kin can cast detect magic, diminution, and alter self once a day, but not in combat. Diminution allows the Giant-kin to shrink to half his size for one hour x his level. Alter self allows the Giant-kin to appear any size, but this effect is an illusion.

Giant-kin have their own weapons which do massive amounts of damage (like a two-handed sword that does 1D10 x2), but they also enjoy using large human weapons (like two-handed halberds and two-handed swords) in just one hand without penalty. Giant-kin can use their blocks to swat away large missles (like catapault and ballista fire). They may also catch these missiles and throw them back. Giant-kin folk take damage as large creatures. They must make saving throws even against beneficial magic.



Tengu

Languages
Classes
Modifiers
Ressur.
ST Mod.
ST Max.
Common, Bird
All
None
50%
None
9
XP Modifier
Natural AC
Height
Weight
Melee Special
None
10
5'0" - 6'0"
60 - 150
Dive, 100ft: D6

These are bird folk, with bird beaks and faces, bird wings on their backs, and manlike structure to their feathered covered bodies. Their feathers can be anywhere from dark black to bright peacock plumage. They are merry; they love to fly, play and adventure. Tengu are exceptional whistlers.

Tengu can fly at double their movement and carry people in their feet claws. They are -1 to their damage and attack rolls indoors, and are an additional -3 to their attack rolls in excessively tight spaces.

Tabaxis

Languages
Classes
Modifiers
Ressur.
ST Mod.
ST Max.
Common, Cat
All
Dex +1
50%
None
9
XP Modifier
Natural AC
Height
Weight
Melee Special
+3
6
5'0" - 6'6"
85 - 200
Claws: D3/D3

Tabaxi are graceful, feline humanoids with retractable claws. Their coasts range from light yellow to jet black, and some even have stripes or spots on their coats. In dangerous situations the Tabaxi can be exceptionally deadly - they are almost never ambushed or surprised. Like humans, they can be caring and gentle or feral and cruel. They enjoy scaring Tengu, though they hold no real racial hatred towards any race.

Tabaxis twirl and somersault when using their melee attack. If they score a hit with their front paws (D3/D3), their rear claws can rake for (D4/D4) in addition. Thay have incredible senses of smell, infravision 120 feet, and a 10% chance per level to use the thief's find traps skill, regardless of their class. When killed, a Tabaxi may make a saving throw versus death. If it succeeds, it may gain to 1 hitpoint and continue to live, breathe and fight (the Tabaxi's eyes open with chilling alarcity and it flips to its feet after 1D4 rounds). Any wounds the Tabaxi had suffered are there, but they no longer hinder or effect it. A Tabaxi may do this nine times in its life.

Nymphs

Languages
Classes
Modifiers
Ressur.
ST Mod.
ST Max.
Common, Nymph
All
Int +1
50%
+1
7
XP Modifier
Natural AC
Height
Weight
Melee Special
+3
9
4'6" - 6'0"
80 - 150
None

To quote the Monstrous Manual, "a nymph's beauty is beyond words". These creatures are incredible radiant women with their own musical language. Nymphs feel strongly about the sanctity of nature and may call animals or use animal empathy at 10% per level. They are vaguely elf-like, though they have various colorful (or prismatic) skin tones. They may also use a charm power with a chance of 10% per level.

A Nymph may use her charm power to blind someone if she wishes (the beauty destroys sight). If a Nymph disrobes, any humanoid, beast, or faerie person who sees it must make a saving throw versus death or die immediately (a nymph rarely employs this power unless she has some very special reason). Nymphs are immune to all sleep and charm spells and spell-effects. Nymphs can also be male, but their race name is Faun.



Kuo-Toa

Languages
Classes
Modifiers
Ressur.
ST Mod.
ST Max.
Common, Fish
All
Wis +1, Con-1
50%
+1
7
XP Modifier
Natural AC
Height
Weight
Melee Special
+2
10
3'0" - 4'6"
25 - 100
None

These are fiercely religous fishpeople who are deeply naieve, highly playful, and very dedicated. They love the water, and worship an entire pantheon of Sea Gods. 'Topside Kua-toa', as they are often called, are generally adventuring to gain knowledge of the world above and ocassionally spread the good word of the Sea Gods. They are often kidnapped and enslaved by humans hoping to exploit their visual capacity.

They can move and swim freely in water. They stand at about dwarf height. They are completely immune to all poison and paralysis. Despite their eyes being set on the sides of their heads, they have excellent independent monocular vision, with a 180-degree field of vision and the ability to spot movement even though the subject is invisible, astral, or ethereal. Kuo-toa also have 60-foot ultravision and the ability to sense vibrations. They can communicate telepathically with others of their race easily, but must make a magic check to communicate with other races telepathically. This communication with other races is a 'one-way channel'.


Pegataurs

Languages
Classes
Modifiers
Ressur.
ST Mod.
ST Max.
Common, Horse
All
Dex +1, Con -1
0%
None
9
XP Modifier
Natural AC
Height
Weight
Melee Special
+3
8
6'0" - 8'0"
700 - 900
Hooves: D4 / D4

Pegataurs are smaller more agile cousins of Centaurs, but they have the upper halves of elves. They fly using pegasus wings and tend to build their cities high up on mountain tops. They may not be raised from the dead. They are far more serious than most Centaurs, and have a relationship with them much like Elves do with humans - quiet distance. They do not require the copious amount of food and water that Centaurs require.

Their hooves do 1D4 each, and they can attack with each of them once in a round if they make to weapon attack. They can take no unarmed styles. They have infravision 60 feet.


Saurials

Languages
Classes
Modifiers
Ressur.
ST Mod.
ST Max.
Common, Horse
All
Varies
50%
None
9
XP Modifier
Natural AC
Height
Weight
Melee Special
+4
8
6'0" - 8'0"
700 - 900
None

Coming Soon


Thri-Kreen

Languages
Classes
Modifiers
Ressur.
ST Mod.
ST Max.
Common, Insect
All
Dex +1, Con -1
50%
None
9
XP Modifier
Natural AC
Height
Weight
Melee Special
+7
8
6'0" - 8'0"
700 - 900
See Below

Coming Soon


The Free Folk of Avalun

Languages
Classes
Modifiers
Ressur.
ST Mod.
ST Max.
Varies
All
Varies
50%
None
9
XP Modifier
Natural AC
Height
Weight
Melee Special
+2
Varies
5'0" - 6'6"
100 - 300
See Below

The Free Folk of Avalun, or Avalunians, are a collection of animal peoples who live in the mystical land of Avalun. They grew up on its mysterious shores or its fantastic cities, but they dare not share the directions to the planar gates that lead to the place. Indeed, they are often captured by pesky magicians looking to seek out Avalun's vast magical resources.

The Free Folk of Avalun have varied appearances, but they are all animals that stand upright like humans. They are not Tabaxis, Tengu, or other such Faerie Folk since those folk grew separate from Avalun and are more humanoid than animalian. Avalunians are mainly mammals; they speak common and the language of their species. A list of examples follows:

Race AC Languages Modifiers Melee Special
The Fox Peoples 9 Fox Int +1, Wis -1 Claws: D3
Extremely cunning, adept at all manners of sneaking around.
They can use a detect lie or know alignment skill once per day.
 
The Bear Peoples 8 Bear Con +1, Wis -1 Hug: 2D4
Venerable race, known for their inclusiveness and insatiable hunger
Can climb walls/trees at 75%. May always hunt for self or others.
 
The Rabbit Peoples 9 Rabbit Dex +1, Wis -1 Paws: D2
Quick race of skittish folk, widely known for speed and agility.
May escape at triple movement and may make full move and all attacks
 
The Hound Peoples 9 Dog Wis +1, Int -1 Bite: D6
Varied race, adept at finding and hiding things.
May detect person, object, or ideas twice per day.
 

These are by no means the only Avalunians, just the most commonly found ones.

 

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Source Information: Information on this page was supported using The Complete Book of Humanoids by Bill Slavicsek (1), the Monstrous Manual (2) by Tim Beach, and the Monstrous Compendium Annuals, Volume 2 - 4 (3, 4, 5). All of these books were released by TSR in the 1990s and are now out of print.

 

 
 
D&D and AD&D is © TSR and Wizards of the Coast
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All additional material presented here is © Amir Rao 2003.