This page is part of the character sheet for Pathfinder, covering non-playable Fey creatures.
Mysterious, capricious denizens of the First World, the fey are one half nature spirit, one half minor demigod and one half natural creature. If you realize how little sense that makes, you are beginning to understand how the fey operate.
- Evil Is Petty: None of them are very powerful, and all of them seem to like wrecking stuff just to be assholes.
- Our Monsters Are Weird: The term "Gremlin" covers several beings from sources that aren't normally associated with Fey, from alien abduction to rogue taxidermy.
- Troll: They are delighted by confusion and anger.
Fungal gremlins who live in anthills. Their stats can be found in Bestiary 5 or online here.
- Eyeless Face: Nunos have no eyes, and just a smooth expanse of fungal flesh between their caps and their lipless mouths.
- Mushroom Man: They resemble humanoid fungi, with a broad cap instead of hair and beards of fungal filaments.
- Pest Controller: Nunos have a strong affinity for ants: the swarming insects never attack them, while the nunos themselves can control them as they please and make their homes within and beneath anthills.
Filthy urban scavengers perpetually infested with vermin. Their stats can be found in Bestiary 4 or online here.
Aquatic gremlins with a mad curiosity and a penchant for stealing trinkets. Their stats can be found in Bestiary 4 or online here.
Frightening gremlins who not only enjoy destroying things, but love to trick people into destroying their own treasured belongings. Their stats can be found in Bestiary 5 or online here.
Gremlins with a revolting and violent sense of humor based on the misfortunes of others. They are loved ny no-one, not even other gremlins. Their stats can be found in Bestiary 5 or online here.
Cruel sea-borne gremlins who torment and kill sailors and sabotage ships. Their stats can be found in Bestiary 3 or online here.
Sneaky and sadistic gremlins who live underground, jinkins hold long grudges and enjoy cursing magical items. Their stats can be found in Bestiary 2 or online here.
Urban gremlins who focus their torments on the religious and the scholarly. Their stats can be found in Bestiary 4 or online here.
Maniacally destructive gremlins who live for sabotage, the more complicated the target, the better. Their stats can be found in Bestiary 2 or online here.
Particularly intelligent gremlins with psychic talents. Their stats can be found in Strange Aeons: In Search of Sanity or online here.
Erinat gremlins are obsessed with conflict and discord. They love nothing more than starting fights — the more inane and pointless the struggle, the better. Their stats can be found in Andoran: Birthplace of Freedom or online here.
Deranged gremlins who enjoy violence with the same vigor other gremlins reserve for destroying devices or pulling pranks. Their stats can be found in Bestiary 2 or online here.
The wild hunt is an awe-inspiring and enigmatic group of fey who stalk and pursue their chosen prey between worlds. Those few who have caught glimpses of these elusive beings and lived to tell the tale speak of clouds of green mist filled with spectral hounds, archers who fire bolts of magic with inhuman accuracy, and the sound of a melodious horn echoing for miles across the landscape.
Wild Hunt Hound
Wild hunt hounds are expert trackers that take the lead against elusive prey. When left to their own devices, they seek out creatures that are notoriously difficult to track, collecting minor trinkets as trophies of their achievements.
Wild Hunt Horse
The sapient mounts of the wild hunt. When they are not participating in a hunt, wild hunt horses enjoy constructing complicated courses through land and sky and racing each other for ever-changing stakes.
Wild Hunt Archer
Wild hunt archers are methodical hunters who fire their bows with uncanny accuracy. Since wild hunt archers tend to be slower on foot than most of their companions, they will often rely on wild hunt horses to provide increased mobility.
Wild Hunt Scout
Wild hunt scouts relish the chance to seek revenge upon those who have wronged or insulted the wild hunt. They grow bored quickly when the stakes are not lethal, yet they rarely let their bloodlust cloud their tactical choices.
Wild Hunt Monarch
Wild hunt monarchs command dozens of other wild hunt fey. While their followers can travel on personal missions, these majestic leaders can rally the hunt to follow them anywhere without question. Wild hunt monarchs set the terms of each specific hunt, depending upon the prey and their own whims.
Fey corrupted by the influence of Cyth-Vsug. This template can be applied to any fey creature with at least two hit dice.
Fey corrupted by the Winter Queen, turned into monsters of rime and frost.
Their 3.5 stats can be found in Carnival of Tears or online here.
Terrifying fey that feed on the psyches of other creatures. This template can be applied to any humanoid.
- Abstract Eater: They feed on minds and thoughts.
- Appearance Is in the Eye of the Beholder: Hallucinatory Camouflage makes an unknown look like an unremarkable person to every one but the target of their Victimize ability, who see them as they truly are. When they take on a more specific disguise with their Assume Likeness ability, it functions through hallucinations in everyone who sees them rather than a typical illusion or shapeshifting.
- Bizarre Alien Senses: Though they exist in the Material Plane, they perceive the world through a constant haze of nightmares from the Dimension of Dreams.
- Black Speech: Unknown gain Aklo as a bonus language when they're created.
- Designated Victim: Their Victimize ability essentially lets them designate one, as most of an unknown's abilities work in context to a target designated by it.
- Doppelgänger: An unknown can disguise itself as someone its Victimize target personally knows, automatically changing its manenrisms based on the Vicimize target's own memories to sell the disguise.
- Nightmare Sequence: When a creature's Charisma damage from an unknown's Psyche Erosion equals their Charisma score, they fall into a coma where they suffer constant terrifying dreams of an unknown hunting them. If this damage is healed before a few days pass, that's the end of it, but if not then the unknown in their dream catches them and they become a mindless thrall, becoming a full unknown over time.
- Seeing Though Anothers Eyes: An unknown can share its senses with its thralls.
- Stealth Hi/Bye: Part of their Dream Movements ability lets them teleport as per dimension door, but only if arriving at or leaving a location within view of their Victimize target, giving the impression that they can simply appear or disappear.
- Tracking Device: A supernatural version. An unknown can mark a creature with its Victimize ability, after which it always knows that creature's location and the shortest route to them, even across planes.
- Voice Changeling: Unknown can cast vocal alteration at will.
- The Voiceless: Unknown are mute and must use their ventriloquism spell-like ability to verbally communicate.
- Was Once a Man: The original unknown are believed to have been fey beings that became lost in the Dimension of Dreams, where they were remade by the dreaming minds of other creatures. Most unknown play this straighter, as they were sentient beings that were transformed into unknown when their psyches were fully consumed.
- Wolverine Claws: Unknown gain claws as part of their transformation.
- Would Hurt a Child: They prefer to feed on children or other helpless targets, as such meals are the least dangerous to prey on.
- Wound That Will Not Heal: Not a wound per-say, but Charisma damage taken from their Psyche Erosion ability can't be healed normally so long as it is also the target of their Victimize ability. Should this Charisma damage equal their Charisma score, all ability damage ceases to heal normally.
Infused with the primal power of winter's chill, a winter fey possesses the power to freeze its victims with a mere touch. This template can be applied to any fey without the fire subtype.
Ugly, weak, stupid and too pathetic to even be considered true Gremlins, Mites find solace only in their kinship with insects and other vermin.
- Butt-Monkey: Mites are small, weak, and extremely ugly. They are firmly at the bottom of the Underdark's vicious food chain and easily tossed about by everyone else — even goblins look down on them.
- Fantastic Racism: They hate and resent dwarves and gnomes even more deeply than they do everyone else, to the point of getting combat bonuses against them.
- Pest Controller: They share a bond with vermin, and can tame and control them, such as by controlling swarms of smaller vermin or using larger specimens as mounts.
Bulabars are the tinkers of the First World, thought to personify the evolution of tool use in nature.
Ambush hunting fey that prefer to eat sentient beings, though not before talking to them.
Their stats can be found in Gallows of Madness or online here.
- Fauns and Satyrs: They're quite similar to satyrs, but differ in being more morally principled and in female fauns existing, although they're not as common as the males. They do not appreciate being mistaken for satyrs, and the first fauns originated (and many still originate) from the union of satyrs and human women.
- Half-Human Hybrid: The first fauns were the children of satyrs and human women, and in the setting's present time it's still far from unheard of for fauns to be born this way.
- Horned Humanoid: Like their mythological inspirations, they have goat horns on their otherwise humanoid heads.
- True-Breeding Hybrid: The first fauns were the children of satyrs and particularly Good-aligned human women. Many are still born this way, but for the most part fauns have become a self-perpetuating species in their own right independent of humans and satyrs.
- You Gotta Have Blue Hair: While many grigs have natural brown hair, just as many have green or silver locks.
Mockingfey originally stem from the First World, where theyre regarded as entertainment by locals and nuisances by visitors.
Fey that seek to "fix" living creatures, though they do not understand the harm their actions bring.
Their stats can be found in Gallows of Madness or online here.
- Horned Humanoid: They have curling, pointed goatlike horns, courtesy of their fiendish fathers.
- Non-Human Humanoid Hybrid: Half nymph, half fiend.
- Self-Made Orphan: Most nymphs who bear forlarren children die in childbirth. On those occasions where the nymph survives, her child will likely kill her anyway.
- Tragic Monster: Most of them don't want to be evil, but unfortunately the fiendish part of their nature usually forces them to.
Redkind are simple and secretive fey that feed on fear like the far more dangerous bogeyman does, but they work in quieter and subtler ways.
- Achilles' Heel: Situational Blindness, an ability that means they have a hard time seeing anything that can't see them and anything that covers itself is completely hidden even if they normally wouldn't be. The description even mentions closing your eyes or hiding under a blanket as effective ways to hide from their perception.
- Casting a Shadow: In darker areas their Twisted Shadows ability animates shadows into leering and writhing shapes, leaving those who seem them shaken.
- Things That Go "Bump" in the Night: Redkind are essentially lesser boogeymen, tickling simple and childlike fears like darkness, loneliness, strangers, or the abject paranoia of the unknown.
- Voluntary Shapeshifting: They can take the form of a cat, a spider, a snake, or a child.
Calpinas are strange fey whose bodies have a combination of insectile and humanoid features. They view their victims as little more than sources of nutrition, but remain intensely curious creatures and may sometimes, albeit rarely, interact with other creatures without harmful intentions.
Choxani embody those aspects of nature that resemble other things, from a chameleon changing color to a cloud blown into the shape of a dog.
- Charm Person: They can magically coerce passersby and turn enemies into allies.
- Nice Girl: Dryads are some of the few outright nice fey, and mostly just want to be left alone. They fight back with lethal force if their trees are threatened, since they die if the tree they are bonded to is cut down.
- Plant Person: They resemble humans or elves with wooden flesh, bark instead of skin and leaves and blossoms for hair.
Once beings that represented both the good and bad of fire, since corrupted into sadistic pyromaniacs.
Predatory fey that delight in vandalizing homes, murdering pets, and stealing children.
The subterranean Fey who accidentally spawned the derro, plenty of normal pechs are still kicking around the planes. They're pretty chill as long as you don't interrupt their work.
Malicious and furtive, boggarts are believed to be brownies that were mistreated or somehow corrupted.
Ekekehs are intelligent aquatic creatures similar to dolphins and hold themselves up as proof that humanoids dont have a monopoly on civilization.
Frosty chiselers were once master craftsmen and artisans of the fey. Either under the perverted sway of the Witch Queen or consigned to prolonged exile from the verdant lands of their people, these artists found themselves changed by a creeping cold that spread from their hearts to envelope their entire beings.
Their 3.5 stats can be found in Carnival of Tears. Their Pathfinder 1st Edition stats are online here.
Gerbies are the fey of interspecies empathy and communication, devoted to fostering harmony and friendship.
Often exiled from the First World for their experimentation with necromancy and disregard for boundaries, orphnes are elegant and sadistic fey obsessed with death, pain, and undeath. Blessed with the ability to channel negative energy, their presence sustains the dead and withers living things.
Their stats can be found in Down the Blighted Path or online here.
Tiny, immensely magical and very curious fey.
- Amazing Technicolor Population: Their skin is usually a light cerulean blue.
- Invisibility: They can turn invisible at will.
- Our Fairies Are Different: Tiny humanoids with pointed ears, light blue skin, colorful butterfly wings and the ability to produce pixie dust with various magical effects.
- Winged Humanoid: They resemble diminutive humanoids with butterfly wings.
- Fauns and Satyrs: They're a race of exclusively male hedonists with a penchant for seducing young women, and a separate race from fauns. Interestingly, the first fauns were (and many later ones still are) actually born from the copulation of satyrs with particularly Good women.
- Horned Humanoid: Like their mythological inspirations, they have goat horns on their otherwise humanoid heads.
- One-Gender Race: All satyrs are male, and as such they have to copulate with women from humanoid species in order to reproduce.
Mysterious creatures from the island of Nuat with an uncanny ability to hide in plain sight.
Rejected from the courts of the fey realms, danthiennes sometimes called gossip pixiesnevertheless delight in courtly intrigue. They adore the trappings of wealth and class, but lack a deeper understanding of politics, and focus most of their energy on personal entertainment and accumulating wardrobes of rich fabrics and random jewelry. These tiny fey spend their time skulking around academies, guilds, and noble courts, stealing valuables and influencing mortal minds to create drama.
- Alpha Bitch: Pretty much a whole race of them. They like to spread rumors about people and rarely care if the person suffers bad consequences as a result as well as being able to "bond" with humanoids in a way that seems beneficial but slowly drains said humanoid's charisma. A group of them is even called a "clique".
Strange and enigmatic creatures from the First World, dawn pipers are not wholly flesh and bone but infused with a raw creative power.
The enigmatic barrow hound is a native to the First World, and can often be found among the shifting forests and untamed woodlands of that realm. It is known to be a noble and obedient creaturea rare trait among the wily feyand those who command the respect of a barrow hound can rest assured knowing that the beast will protect with its life whatever charge they assign to it.
Their stats can be found in Fangwood Keep or online here.
In the elegant, darkly beautiful courts of the fey, coryphaes entertain and protect their rulers. They live to refine their dances, honing their skills and forever in search of a liege worthy of such boundless dedication and perfection.
Their stats can be found in Down the Blighted Path or online here.
Remaceras represent the idea of transformative rebirth. As a culture, they consider it their calling to help keep creaturesand indeed all of existencefrom stagnating.
Distant and seemingly unapproachable, nymphs are actually another race of fey that are almost entirely good. Their legendary beauty is not always easy to control, however.
- Beware the Nice Ones: A nymph treats those who respect her and her abode with kindness, and is a fierce protector against those who would want to despoil it.
- Nice Girl: Nymphs are some of the few outright nice fey. They rarely use their blinding beauty unless people try to harm them or their homes.
- One-Gender Race: They're all female.
- Shameless Fanservice Girl: Nymphs rarely wear clothes, instead preferring to display their bodies.
- So Beautiful, It's a Curse: Their beauty is legendary for very good reasons, and can bewitch almost any being. However, nymphs have no real control over it, which can be a problem; it's one thing to avoid the attentions of some random mortals, but it's quite another thing when it's, say, a powerful mage or a demon that becomes obsessed with a nymph.
Boggles are frenetic and capricious fey who love to run and cavort through the woods, pulling pranks on animals, people, monsters, and their fellow fey.
Cold riders were once princes of the forest, honored knights of the Willow Kings, or otherwise powerful fey in the service of an Eternal Monarch. Brought before the Witch Queen, these noble gallants watched in horror as she plunged her cruel icicle-nails into their chests and tore out their steaming hearts before their eyes. In the gaping gore of their chest wounds, the Witch Queen packed the month-old rotting hearts of slaughtered stags, and then breathed life anew into the tortured fey with an icy kiss. A cage of frozen armor wrapped about them and they rose as wintry antlered abominations. Their songs were stolen and their love of green and beauty replaced with cold hate and undying love for the Witch Queen.
Their 3.5 stats can be found in Carnival of Tears. Their Pathfinder 1sy Edition stats are online here.
- Horse of a Different Color: They ride either magically cold-resistant creatures, undead mounts or ethereal steeds created through magic.
Creatures created when unknown stimuli cause a metamorphosis in a remacera. Where remaceras embody rebirth, escorites represent the inevitability of entropy, teaching the careless immortals of the First World to fear cessation.
Descended from fey exiles from the First World, sorrow stitchers are born unable to feel love or joy and seek to inflict this torment on others. Their stats can be found in '"Seers of the Drowned City'' or online here.
- Official Fan-Submitted Content: The sorrow stitcher was created by Crystal Malarsky as part of Paizo's RPG Superstar competition in 2015.
Originally created by Curchanus as both shepherds and stewards for his many animals, these creatures were corrupted by Lamashtu when she slew their god. Their true name and purpose abandoned, they have existed from that point on as predators and murderers. Their stats can be found in '"Seers of the Drowned City'' or online here.
- Official Fan-Submitted Content: The heart thief was created by Walter Sheppard as part of Paizo's RPG Superstar competition in 2015.
- Gaia's Vengeance: Nuckelavees exist to be protectors of the waters, and will viciously and violently avenge pollution and despoilment of the bodies of water they guard.
Alps are troublesome fey who disturb the dreams and drink the blood of sleeping victims.
Banelights are cruel fey who stalk mortals in the darkness and loathe the increasing ubiquity of mortalmade light.
The emissaries of Queen Frilogarma and the Court of Ether in the Darklands.
Fickle creatures that delight in causing pain.
Ankous are the servants of powerful fey nobles who rule with cold-iron fists, and whose subjects live in terror of a visit from the dark ones. They cannot permanently kill those of the First World, but they can make victims long for oblivion.
Otherworldly and alien fey who rule domains of primeval wilderness, to which they brook no intruders.
- The Blank: They have only a pale glowing light where their face should be.
- Combat Clairvoyance: How their Anticipation ability works, letting them add their Wisdom modifier to initiative and armor class.
- Combat Tentacles: In combat a whisperer attacks with tendrils of mist that inflict, deep, bloodless, crater-shaped wounds.
- Curse: Their Inescapable Curse makes the victim increasingly obsessed with the Primeval Landscape and unwilling to leave it. If forced to leave they become severely ill, doing their best to return to it and automatically teleporting back to where they were when they were first cursed if they ever fall asleep.
- Death World: A whisperer's Primeval Landscape creates this on an area with a 5 mile radius. Animals and plant creatures become supernaturally hostile, nearly every sentient being that dies within it creates a haunt, and undead and evil fey run rampant, all while is slowly grinds down the minds of those within it. It's also all under the effect of a Grand Perilous Demesne, which creates a number of high CR hazards and traps.
- Expy: Of Slenderman.
- Fantastic Drug: Evil fey find a whisperer's alien presences euphoric.
- The Fair Folk: One of the most alien and malevolent examples in the setting.
- Flight: They have no movement except their fly speed.
- Flunky Boss: Evil fey flock to whisperers and undead rise from their victims. Oftentimes these minions will be what fight any intruders, with them none the wiser to the whisperer's existence.
- Green Thumb: They have multiple spell-like abilities to weaponize, communicate with, or move through plants.
- Home Field Advantage: Within their Primeval Landscape, the whisperer rules supreme.
- Humanoid Abomination: Humanoid in general appearance, but a ghostly figure that rules over a domain of madness and hostile wilderness. They also speak Aklo, an irregularity among fey.
- "Instant Death" Radius: A whisperer has an Aura of Whisperers that forces those within it to save against the whisperer's Primeval Landscape once per round rather than once a day. That's a maximum of five failed saves before instant death, and even then that's if they encounter the whisperer before ever failing normally.
- Intangible Man: A whisperer is incorporeal, meaning they're essentially intangible at all times.
- I Work Alone: Whisperers never work together, though they may collect assorted undead and fey minions.
- The Lost Woods: While whisperers can appear in any natural environment, like deserts or mountains, their various spells meant to work with plants and animals function best in forests.
- Manchurian Agent: They can cast triggered suggestion at will, which they enjoy using to spread grief and self-destruction. For example, a whisperer may command someone to break the heart of someone they love the next time they meet, then go drown themselves.
- The Maze: All skill checks made to navigate within a whisperer's Primeval Landscape are increased by 20 and spells that offer guidance must beat a caster check or offer incorrect results that lure other deeper into the whisperer's grasp.
- Mind over Matter: They can cast telekinesis at will.
- Mind Rape: Being in a whisperer's Primeval Landscape is severely taxing on the sanity, requiring a Will save every day. After the first failure, ordinary things being to seem unsettling and ominous to you. After the second, the terrain around you seems to shift and warp while sounds are twisted into atonal parodies or blocked out by eerie whispering. After the third, hallucinations crowd out actual events and your perception bears little relationship to reality. After the fourth your body begins to suffer when autonomic processes begin to fail as pain and paranoia take hold. Failing the fifth immediately kills you as the metal stress finally causes your body to give out altogether.
- Nightmare Sequence: Whisperers can cast both dream and nightmare at-will, and while the former is meant to deliver a message rather than a nightmare, the information a whisperer chooses to convey and the appearance they can make their dream messenger take lets it qualify.
- Night of the Living Mooks: Due to the supernatural mental pressure a whisperer's Primeval Landscape creates, many creatures that die within it become undead and haunts are commonplace. Such undead are about the only things a whisperer doesn't attempt to destroy for trespassing.
- Powers Do the Fighting: Whisperers rely on their various abilities to kill intruders without ever revealing themselves, and even in direct combat their attacks form from the mist around them rather than any direct means.
- Psychic-Assisted Suicide: Their usual use of their Compel Sacrifice ability, which allows them to suggest self destructive actions in their suggestion spells without the Fighting from the Inside that such commands usually allow for.
- Resurrective Immortality: When slain, a whisperer's Rejuvenate ability lets them reappear in their Primeval landscape at the next full moon. This can only be prevented by destroying the effect before they can return.
- Stealth Expert: Besides their high Stealth bonus and spell-like abilities meant for quick repositioning, their Unsuspected ability means that when creatures save against a whisperer's bilities they don't even know they made a save unless there's clear visual evidence.
- Wound That Will Not Heal: Its Cursed Wound ability creates these. Damage dealt by its mist tendrils doesn't heal naturally and resists magical healing.
Ancient, powerful and regal fey who watch over rural countrysides and wildernesses, providing their inhabitants with their formidable protection in exchange for reverence and offerings of food and drink.
- Amazing Technicolor Population: Glaistigs usually have greenish skin.
- Dishing Out Dirt: Glaistigs are creatures of the earth and exert a great deal of magical control over it, such as by blasting foes with jagged shards of stone, petrifying targets or summoning earth elementals; in particular, they tend towards the interpretation of elemental earth as including nature- and plant-based powers. Conversely, however, they lose access to much of their powers if lifted away from the ground, and air attacks suppress their normal health regeneration.
- The Fair Folk: They are based on Scottish fairies, and particularly hearken back to Celtic fairy lore. They are immensely powerful but very fickle, and their presence is a double-edged blessing for those living in their lands. Glaistigs take under their protection vast territories of wilderness and rural land, and the people living in their territories enjoy their protection from outside threats and natural calamites such as droughts and blights in exchange for gifts of food, drink and craft. If a glaistig is offended, however — and they are easily offended, by anything from lack of proper appeasement to being told any sort of lie — she can and will scourge the land with hexes, curses and blights, and her presence alone is enough to incite people into frenzied, uncontrollable dancing.
- Garden Garment: Glaistigs typically wear long, flowing robes, skirts and gowns woven out of leaves.
- Monochromatic Eyes: Their eyes are solid yellow, with no pupils and no distinct irises and scleras.
- One-Gender Race: They're always and exclusively female.
- Whip It Good: They can create temporary whips out of kinetic energy to use as weapons in combat.