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SeelieThis small white whimsical-looking creature darts about swiftly on pink-colored gossamer wings.

Seelie (CR 6)

XP 2,400
CN Small Fey
Init +11; Senses Detect chaos, detect evil, detect good, detect law, low-light vision; Perception +14

DEFENSE

AC 22, touch 19, flat-footed 14 (+7 dex, +1 dodge, +3 natural, +1 size)
hp 39 (8d6+8)
mp 29
Fort +3, Ref +13, Will +12
Defensive Abilities Charmed Life, Invisibility; DR 10/cold iron; Resist Holy 15; SR 17
Weakness Shadow

OFFENSE

Speed 20 ft., Fly 60 ft. (perfect)
Melee Longsword +12 (1d6-1/19-20)
Range Longbow +12 (1d6-1/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Lethe Arrow, Spring Breeze, Zephyr Arrow
Special Abilities White Wind
Spells Known (FC CL 8th, Concentration +12)

At will (DC 14) – Dancing Lights, Daze, Holy Orb, Ghost Sound
1st (DC 15) – Color Spray, Cure, Light, Mage Armor, Regen, Silent Image
2nd (DC 16) – Blur, Cure II, Heal, Jitterbugs, Light II, Magic Mouth

STATISTICS

Str 8, Dex 24, Con 13, Int 16, Wis 18, Cha 18
Base Atk +4; CMB +2; CMD 19
Feats Combat Casting, Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +16, Bluff +14, Escape Artist +16, Fly +22, Knowledge (nature) +14, Perception +14, Sense Motive +15, Stealth +20, Use Magic Device +14
Language Common, Sylvan
Gear Longsword, longbow, quiver (10 arrows)

SPECIAL ABILITIES

Charmed Life (Ex)

A seelie gains a +4 luck bonus on all saves against figment-based illusions and compulsion effects.

Invisibility (Su)

A seelie remains invisible even when it attacks. This ability is constant, but the seelie can suppress or resume it as a free action.

Lethe Arrow (Su)

1/day, a seelie shoots out a blue arrow towards her opponent within 60 ft. The seelie must makes a ranged touch attack (+11), if it hits, the attack deals 8d6 points of wind damage and inflicts Silence status effect for 1d6 rounds (Will save DC 19 to negate). Blue mages may learn this ability as a 5th level spell (Knowledge: Nature DC 25).

Spring Breeze (Su)

1/day, a seelie surrounds herself in a bluish-yellow breeze within a 30-ft.-radius. Creatures within the area of effect must make a Will save (DC 17) or be inflicted with Sleep status effect for 1d6 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Nature DC 21).

White Wind (Su)

1/day, a seelie can emit a gust of white wind that heals allies other than itself within 20 feet for an amount equal to the seelie’s current hit points in damage. The healing received per creature is capped at 10 per hit die attained for the caster (ex: 7 hit dice would mean a cap of 70 healing for each creature). Blue mages may learn this ability as a 4th level spell (Knowledge: Nature DC 23).

Zephyr Arrow (Su)

5/day, a seelie shoots out a green arrow towards her opponent within 60 ft. The seelie must makes a ranged touch attack (+11), if it hits, the attack deals 3d6 points of wind damage and knocks her opponent back 10 ft. (Fortitude save DC 16 to negate). Blue mages may learn this ability as a 2nd level spell (Knowledge: Nature DC 19).