Creature creation

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Rock of the Fraternity
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Creature creation

Post by Rock of the Fraternity »

Hey, all. I created a pair of Fey for an upcoming project. Would you guys help me determine the correct Challenge Rating? Any other comments are also highly welcome, of course. ^_^

Skyndalför (Sylvan)
CN Medium Fey

Init. +3; Senses low-light vision, Perception +5

AC: 13, touch 13, flat-footed 10 (+3 Dex.)
HP: 23 (4D6+4)
Fort. +2, Ref. +7, Will +4
DR 10 / cold iron, oakwood

Speed 30 ft.
Melee dagger +3 (1d4)
Ranged dagger +3 (1d4)
Magic
Spells/day: 4 / 2; save DC 14 + spell level
Spells known: 2 – Enthrall, Wood shape
1 – Charm person, Detect radiation, Endure elements, Unnatural lust
0 – Create water, Detect magic, Know direction, Light, Lullaby, Purify food and drink

Str 10, Dex 16, Con 12, Int 12, Wis 10, Cha 19
Base Atk +2, CMB +2, CMD 15
Feats Run, Skill focus (Profession: driver or trapper)
Skills Bluff +8, Craft (alchemy or mechanical) +7, Disable device +6, Escape artist +9, Knowledge (engineering or geography) +5, Knowledge (nature) +6, Perception +5, Perform (dance) +9, Profession (driver or trapper) +7, Stealth +8, Survival +5
Languages Domain language, Sylvan
SQ Alternate form, Bane, Spell dance

Environment temperate forests and hills
Organization solo, pair, gang (4 – 8)
Treasure
Advancement by character class

Special abilities
Alternate form (Su): A Skyndalför can assume the form of a fox four times per day, as per Beast shape I, for a duration of four minutes per use.
Bane (Su):A Skyndalför's bane is oakwood, but only when it is purposefully presented as such; they are not afraid of naturally-occurring oak trees and branches, although they prefer to avoid them. Injuries dealt to them by oakwood bypass their DR just as cold iron does.
Spell dance (Su):A Skyndalför can conceal the activity of casting one of the spells granted to them by their Fey heritage as a Bard with the Spellsong feat can by combining a casting with a Perform (dance) check. They can not so disguise spells they learn to access due to acquiring class levels.

While not hugely clever, Skyndalför are more flexible than many other Fey. They are keenly aware of the possibilities offered by mortals' endless drive to master their environment through science and technology, and take pleasure in sampling them for their own amusement.
Skyndalför typically appear as beautiful human women, averaging at around 5 ft. 7 in height, with dark hair and eyes, and lightly-tanned skin. Some rare specimens have bright red hair and pale eyes. All Skyndalför have lightly pointed ears, which might cause casual observers to mistake them for Half-Elves; when among the more xenophobic mortals, they tend to arrange their hair or wear bandanas to hide this fact.
Skyndalför prefer to lair in deep forests, where they use their Wood shape spells and Alternate form ability to construct temporary lairs, like hollow trees and burrows. They rarely stay in one place for a long time, preferring to move around their territory or leave for someplace new on a regular basis. Their diet is predominantly vegetarian, but they develop an uncontrollable hunger for meat around the nights of the full moon. If they know mortals to dwell nearby, they typically steal from their supplies; if no mortals are available for exploitation, they trap their own.
When mortals are around, Skyndalför pay close attention to them. Anything new that the fleeting creatures come up with has their interest, and they enjoy using their physical and magical charms to trick their victims into explaining and handing over the latest toy. New, fast means of transportation are a source of endless excitement and delight to the flighty Fey, and they have been known to set up gangs near busy roads, using teamwork to flag down travellers and entrance them into giving up their vehicles. The more cunning Skyndalför have been known to make a lifestyle out of tricking people into providing them with first-class arrangements and tickets for mass transit like trains and cruise ships.
On the whole, Skyndalför are not hugely fond of other Fey, regardless whether they are benign or not. Many of the more 'playful' Fey, like Fauns and Satyrs, will happily seek their company, but Skyndalför only grudgingly indulge other Fey so they will leave them alone afterward, instead of following them around. Skyndalför are generally of the opinion that other Fey look down on them for their interest in mortal technology and are either trying to force them to abandon their interests or become slaves in all but name – with one exception. Despite their alignment differences, Skyndalför get along famously with Gremlins, sharing with them an interest in taking apart devices once they have lost interest in playing with them or the fuel has run out.
Skyndalför like mortals and regularly procreate with those they are sure are firmly under their control, but do not think of them as equals. Rather, they consider them to be a combination of playthings and clever animals, who exist to entertain them. That being said, if a Skyndalför is alerted to the fact that her thieving and seductions have caused actual harm to mortals, they tend to flustered embarrassment, and can generally be relied upon to return what they have taken and provide reparation. Some families living in backwood villages have become the confused but grateful recipients of monthly gifts of fresh meat and forest vegetables, delivered to their doorstep in the dead of night, because an ancestor suffered harm at the hands of a now penitent Skyndalför.



Skyndalför (Arak)
CE Medium Fey

Init. +3; Senses Darkvision 120 ft., low-light vision, Perception +5

AC: 13, touch 13, flat-footed 10 (+3 Dex.)
HP: 30 (6D6+6)
Fort. +3, Ref. +8, Will +5
DR 10 / cold iron, oakwood

Speed 30 ft.
Melee pistol, dagger +4 (1d4, x3)
Ranged pistol, coat +4 (1d4, x3); pistol, dagger +4 (1d4, x3)
Magic
Spell-like abilities: Pass without trace 3/day, Touch of idiocy 1/day, Unnatural lust 3/day
Spells/day: 5 / 4
Spells known:
2 – Blindness/Deafness, Enthrall, Suggestion, Wood shape
1 – Charm person, Dancing darkness, Detect radiation, Endure elements
0 – Create water, Detect magic, Ghost sound, Know direction, Lullaby, Puriffood and drink

Str 10, Dex 16, Con 12, Int 12, Wis 10, Cha 21
Base Atk +3, CMB +3, CMD 16
Feats Exotic weapon proficiency (firearms), Run, Skill focus (Profession: driver or trapper)
Skills Bluff +12, Craft (alchemy, gunsmith or weaponsmith) +7, Disable device +8, Escape artist +9, Knowledge (engineering or geography) +6, Knowledge (nature) +6, Perception +7, Perform (dance) +11, Profession (driver or trapper) +8, Stealth +9, Survival +6
Languages Domain language, Arak, Sylvan
SQ Alternate form, Bane, Daylight vulnerability, Lead immunity, Spell dance, Spell-like abilities

Environment temperate forests and hills
Organization solo, pair, gang (3 – 10)
Treasure Masterwork coat pistol, masterwork dagger pistol
Advancement by character class

Special abilities
Alternate form (Su): A Skyndalför can assume the form of a magpie five times per day, as per Beast shape I, for a duration of six minutes per use.
Bane (Su): A Skyndalför's bane is oakwood, but only when it is purposefully presented as such; they are not afraid of naturally-occurring oak trees and branches, although they prefer to avoid them. Injuries dealt to them by oakwood bypass their DR just as cold iron does.
Daylight vulnerability: As normal for Shadow Fey.
Lead immunity: Arak Skyndalför take no damage from lead, unless improved with a magical bonus.
Spell dance (Su):A Skyndalför can conceal the activity of casting one of the spells granted to them by their Fey heritage as a Bard with the Spellsong feat can by combining a casting with a Perform (dance) check. They can not so disguise spells they learn to access due to acquiring class levels.

Born from the magical experiments of a fugitive Sith upon in utero fetuses, Arak Skyndalför are the daughters of Sylvan Skyndalför, infused with the stuff of Shadow and forever lost to the sun.
As interested in enjoying the latest mortal innovations as their Sylvan cousins, Arak Skyndalför find themselves hampered by the daylight vulnerability that comes with their Shadow-infused blood. Forced to approach mortals under cover of night, and forever annoyed by how their intended victims are more suspicious of them than of their – to their thinking – inferior Sylvan counterparts, Arak Skyndalför play vicious games with the mortals they do manage to trick in order to salve their injured pride. Rather than befuddle a mortal and trick him into handing things over, they charm them into abandoning home and family for the Skyndalför's home territory, and there commit spiteful acts of torture and murder.
Arak Skyndalför appear as human women who average 5 ft. 7 in height, with dark hair and eyes and lightly pointed ears, but their skins are forever a creamy pale due to their lack of exposure to sunlight. Unlike their Sylvan counterparts, Arak Skyndalför resent having to hide their inhuman traits, and aggressively display their pointed ears, and even apply touches of pale makeup to exaggerate their pallour and bring out their dark eyes when among themselves. If challenged, they will flee without shame, but not before having attacked whoever has upset them at least once with their trusty firearms.
Skyndalför prefer to avoid other Fey, especially fellow Arak, with the exception of their own kind and Gremlins, with whom they share a love of taking apart mechanical devices they have no further need for, and for playing cruel tricks on mortals; there are far too many powerful Arak who like to put them to use as court entertainers, using their skills as dancers and treating stories of technologies they have sampled as though they were stand-up comedy, or simply use them as concubines. When among each other, they are surprisingly sociable and cooperative, combining their Craft skills to forge the weapons and create the gunpowder they like to carry with them on their forays into the mortal world.
Arak Skyndalför prefer to fashion elaborate underground lairs for themselves, especially under derelict graveyards, but anywhere will do in a pinch. They always install escape tunnels that lead into hollowed-out trees, allowing them to flee in their magpie forms if something goes wrong. Gangs of Skyndalför get together to dig out especially large lairs, where they can set up their forges, alchemical laboratories and torture chambers. They are willing to play host to Gremlins, provided their spiteful allies agree not to mess up the Skyndalför's property, but focus their attentions outward. If a lair is discovered by enemies – be it mortals or other Arak – Skyndalför will abandon them without hesitation, but they hold terrible grudges and will look for an opportunity to take revenge on whoever disturbed their home, or else on their loved ones.
When it comes to food, Arak Skyndalför generally prefer fruits and vegetables, most of which they gather in the wild. If they find themselves lairing close to mortals who have made the mistake of creating especially bountiful acres, vegetable gardens and fruit orchards, however, Skyndalför will help themselves. Like their Sylvan counterparts, Arak Skyndalför feel a need for meat on the three nights of the full moon. They gang up to hunt down large prey like deer, elk, bears or humanoids; solitary Skyndalför prefer attacking small, weak creatures, like rabbits, household pets and small barnyard animals.
Mistmaster
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Re: Creature creation

Post by Mistmaster »

And abilities scores? However, I would say 4r for the first one and 5 for the second.
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Rock of the Fraternity
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Re: Creature creation

Post by Rock of the Fraternity »

Ability scores are there; between spells known and base attack. ^_^
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