TEXT: DarK
  TM
  Fey
  ADAM W. ROY
  
  CREDITS
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  ©2013 Open Design LLC. All rights reserved.
  www.koboldpress.com
  TM
  Designer: Adam W. Roy
  Additional Design: Wolfgang Baur
  Editor: Jim White
  Cover Artist: Frank Hessefort
  Interior Artists: Frank Hessefort
  Art Director and Graphic Design: Marc Radle
  Publisher: Wolfgang Baur
  Accountant: Shelly Baur
  TABLE OF CONTENTS
  Fey Courts of Midgard 
  Bestiary of Malevolent Fey
     Aridni  
     Beli  
     Bereginyas  
     Boloti  
     Bucca  
     Chernomoi  
     Clurichaun  
    Dark Satyr  
     Domovoi  
     Dorreq  
     Fey Water Strider (Gerridae)  
     Mamura  
     Mavka  
     Naina  
  2
  3
  4
  4
  5
  6
  7
  7
  8
  10
  10
  11
  12
  13
  13
  Da rK Fey
     Nichny  
     Qwyllion  
     Scheznyki  
     Zubnaya  
    Fey Animal Template  
  Known Fey of Midgard
     By Type  
     By CR  
  14
  15
  17
  18
  19
  19
  20
  
  2
  The elves, the shadow fey, and their various allies and 
  servitors such as goblins, hags, halflings, brownies, sprites, 
  and quicklings all operate in loose alliances called “courts”. 
  While each of these courts has a geographical center, it 
  would be more accurate to say that each revolves around 
  its ruler. Some travel from palace to palace or roam the 
  planes. Others are more grounded in a particular locale 
  or two, but the court generally dies with its ruler. A clean 
  transition of power to a new generation usually involves 
  the court taking on a new name to reflect its new ruler. 
  Status embodies power in court, and currying favor with a 
  court’s current (or future) ruler is always a good idea.
  The River Court: This fey court lies near the Grand 
  Duchy of Dornig, and its single castle hides deep in 
  the Arbonesse Forest. A few of its members were once 
  powers in Dornig before the Retreat, and the River Court 
  offers an open door to elfmarked nobles from Dornig 
  within the sheltering leaves of the Arbonesse. 
   The River Court is ruled by His Implacable Majesty 
  Ulorian the First, the River King, Master of the River 
  Road, and Lord of the Exiles. He can unleash all the fury 
  of a flash flood when driven to anger, which happens 
  as often as you might expect. In recent years the River 
  Court has been much reduced and weakened, as it is 
  mostly a court of water spirits: nixies, lorelei, rusalka, 
  merrow, and others. It also contains a large number of 
  magical beasts and talking animals better suited to spying 
  than warfare. Rumors of its connection to an oceanic 
  court of Lost Arbonesse remain entirely unconfirmed.
  The Shadow Court (the Summer Court): Led by 
  the Queen of Night and Magic, Sarastra Aestruum, said 
  to be the daughter of Hecate, Goddess of Magic, and a 
  legendary elf named Oberon, once king of the Sun Court. 
  Her realm is an increasingly active one, once allied with 
  House Stross, and known to be most concerned with 
  the Crossroads region. Indeed, the Shadow Court can 
  be reached by walking the Shadow Road of Niflheim 
  from Zobeck or other regions of the Crossroads into the 
  shadowed side of the Elflands.  
   The Shadow Court is deeply fond of dueling, and 
  its likely heir, the Black Prince, is a noted hunter who 
  frequently sends his hounds to drag down those who 
  intrude on the Margreve Forest (see the “Fey Hunters & 
  Shadow Hounds” article in Kobold Quarterly #20).
  The Sun Court: This is the legendary home of the 
  brightest of the Fair Folk, a land lost with the sinking of 
  Lost Arbonesse. Some claim that a single shadow path, 
  slender as a reed, still leads to the Sun Court, where 
  the elves live in splendor, but this is likely little more 
  than a fond hope. Its ruler was King Oberon, and its 
  knights-errant rode the various ley-line roads to bring 
  elvish justice to villains, monsters, and miscreants. Some 
  say that one such knight of the Sun Court still travels 
  Midgard, an elvish paladin of Khors and his greatest 
  champion.
  The Court of a Million Stars: Distant beyond all 
  knowing, this Court is led by a masked King and Queen 
  of uncertain form, mysterious even by fey standards. The 
  Court itself is reached either by flight into the heavens, or 
  by walking the Starlit Road and it features strange living 
  stars, lantern archons, kytons, and even stranger planar 
  creatures among its denizens. In many ways, this is the 
  most planar and otherworldly of the fey courts, with 
  connections to the Hells and Heavens.
  The Moonlit Court (the Winter Court): Led by 
  the Mad Moonlit King Ludovico, a shadow fey married 
  to the Queen of the Shadow Court, this is among the 
  weakest and most scattered of courts. It capers with 
  demons and consorts with the darkest hags and horrors, 
  always flirting with the edge of the abyss. Not a place 
  for the squeamish, it is believed to lie near the Shadow 
  Court, as the royal couple still seems to have some 
  relationship and the Mad King is sometimes able to assert 
  his authority in the Shadow Court. At other times, rumor 
  has it that the Moonlit Court is more a genteel prison 
  than a royal seat.
  Hunter’s Court, Storm Court, and Spider Court: 
  A number of other courts are said to exist, though little is 
  known about them. The Hunter’s Court, for instance, has 
  fallen to the worship of that Dark God, and it is said to 
  embody pure violence and bloodshed, attacking all those 
  visitors who refuse to give it homage and fealty. Some 
  claim that the Storm Court is a fey court, though most 
  would say it is the hall of Perun and his shield maidens. 
  There is even said to be a lost Spider Court deep in the 
  Underworld, though this court was scattered by the 
  conquests of the Empire of the Ghoul.
  Fey Courts oF 
  MiDgar D
  
  3
  When the elves abandoned Midgard and returned to the 
  Elflands over 400 years ago, not all of their fey servants went 
  with them. Some stayed by choice; some were abandoned 
  as tainted, feral broods; some have remained to become 
  servants of local gods or humans mages. Most of them are 
  angry at humans for their corruption of, and rebellions 
  against, the elven courts and empires in Midgard. Many 
  seek to take back some of their fallen fey glory and treasure 
  from humans and dwarves by stealing from, corrupting and 
  killing their ancient enemies.
  Aridni  
   
    
   
   
        CR 6
  This ashen-faced faerie flutters on grey moth wings. Upon 
  spotting its prey, it raises a diminutive bow, a green-glowing 
  arrow knocked and at the ready. It grins, winks, and lets the 
  magical arrow fly unerringly towards its victim.
  XP 2,400
  NE Small fey
  Init +9; Senses low-light vision; Perception +9
  DEFENSE
  AC 20, touch 17, flat-footed 14 (+5 Dex, +1 dodge, +3 
  natural, +1 size)
  HP 33 (6d6+12)
  Fort +4, Ref +10, Will +5
  Defensive Abilities greater invisibility; DR 5/cold iron; 
  SR 11
  OFFENSE
  Speed 20 ft., fly 60 ft. (good)
  Melee kukri +8 (1d3/18–20)
  Ranged shortbow +8 (1d3/×3)
  Special Attacks slaver arrows
  Spell-Like Abilities (CL 8th; concentration +11)
  Constant—greater invisibility (Aridni can suppress or 
  resume this effect as a free action)
  At Will—dancing lights, daze, flare (DC 13), detect magic, 
  read magic
  1/day—baleful polymorph (DC 18), beast shape II (tiny or 
  small only), mage armor
  STATISTICS
  Str 9, Dex 21, Con 14, Int 12, Wis 11, Cha 16
  Base Atk +3; CMB +1; CMD 16
  Feats Dodge, Improved Initiative, Weapon Finesse
  Skills Acrobatics +14, Bluff +12, Escape Artist +11, Fly 
  +20, Intimidate +9, Perception +9, Knowledge (local) +7, 
  Sense Motive +6, Stealth +18
  Languages Aklo, Trade Tongue, Elven, Gnoll
  ECOLOGY
  Environment temperate forests, grasslands (Reth-Saal)
  Organization gang (2–4) or band (6–11), usually in the 
  company of gnoll or human slavers
  Treasure standard (kukri, shortbow with 20 arrows, 
  other treasure)
  SPECIAL ABILITIES
  Greater Invisibility (Su) Aridni can remain invisible even 
  when attacking. This ability is constant, but the Aridni 
  can suppress or resume it as a free action.
  Slaver Arrows (Su) When Aridni fire their arrows, they 
  can decide to add a magical effect as a free action in 
  addition to normal lethal damage:
  •  Confusion–The target must succeed on a DC 14 Will 
  save or become confused for 2d4 rounds.
  •  Fear–The target must succeed on a DC 14 Will save or 
  become panicked 2d4 rounds. Those making the save 
  are only shaken for one round.
  Bestiary oF 
  Ma levolent Fey
  
  4
  Bereginyas   
   
   
        CR 4
  These small, winged faeries are appear to be made out of grey 
  mist, and can conceal themselves completely in the fogbanks 
  and clouds of mist shrouding their mountainous lairs.
  XP 1,200
  NE Tiny fey
  Init +5; Senses low-light vision; Perception +9
  DEFENSE
  AC 26, touch 17, flat-footed 20 (+5 Dex, +1 dodge, +9 
  natural, +1 size)
  hp 22 (5d6+5)
  Fort +2, Ref +9, Will +5
  Defensive Abilities gaseous form; DR 10/cold iron
  •  Hideous laughter–The target must succeed on a DC 14 
  Will save or laugh uncontrollably and take no actions 
  for 2d4 rounds.
  •  Sleep–The target must succeed on a DC 14 Will save 
  or fall asleep for 2d4 minutes.
  These “Slaver Pixies” (called “Didko” in Centaur), are 
  evil pixies suborned by the Slavers of Reth-Saal. They use 
  their fey powers to subdue and disable caravan guards and 
  potential captives. They are more rugged and ruthless with 
  different spell-like abilities than normal pixies.
  Feats Dodge, Improved Initiative
  Skills Bluff +9, Fly +12, Perception +9, Stealth +14 (+18 
  in ice and snow); Racial Modifiers +2 Perception, +4 
  Stealth in ice and snow
  Languages Aklo, Trade Tongue, Dwarven
  ECOLOGY
  Environment Any Terrain (Cold)
  Organization solitary, pair, gang (3–6), mob (7–12)
  Treasure standard
  SPECIAL ABILITIES
  Ice Arrows (Su) These icy bolts do 1d4 damage plus 1d4 
  non-lethal cold damage, and the target becomes fatigued 
  from the icy chill if they fail a DC 16 Fort save. If the 
  target makes the save, they cannot be affected by this cold 
  effect for 24 hours. The fatigued condition ends when the 
  target recovers from the nonlethal damage. This effect 
  can make a creature exhausted if it is already fatigued.
  These malevolent ice sprites (known as “Patzinaki” in 
  Northland Dwarvish) are the servants of Boreas, evil god 
  of the North Wind. They are a plague upon the people of 
  the Northlands, ambushing unwary prey with icy arrows 
  and freezing spell-like powers. They especially delight in 
  disrupting Northland feasts and making off with the holiday 
  cakes. They have an irrational fear of Northland druids and 
  their snow bear companions.
  Designer’s Notes: 
  Aridni
  These vicious little beasties were actually the 
  inspiration for the entire project. “What if the Slavers 
  of Reth-Saal enslaved pixies and warped them to 
  serve their own evil ends?” Aridni are the ambushers/
  snipers that attack the caravan before human and 
  gnoll slavers rush in with their man-catcher tools to 
  snatch up slave stock. The name is an obscure Eastern 
  European name for faerie.
  Designer’s Notes: Beli
  Beli were an attempt to create arctic faeries, which 
  you don’t see in games or literature that often outside 
  of Santa’s Elves. They are fey that have willingly 
  entered into the service of the evil god Boreas of the 
  North Wind. He has rewarded them with powers 
  and weapons of ice and cold. “Patzinaki” is an 
  intentional mis-transliteration of a Russian word 
  meaning “bad little people”.
  Beli   
   
    
                              CR 3
  Small, nearly translucent white fey with icy gull wings, 
  these vicious and deadly winter faeries can blend almost 
  perfectly with their snowy environment, except for their 
  beady black eyes.
  XP 800
  NE Small fey (cold)
  Init +7; Senses low-light vision; Perception +9
  DEFENSE
  AC 18, touch 15, flat-footed 14 (+3 Dex, +1 dodge, +3 
  natural, +1 size)
  hp 18 (4d6+4); fast healing 3 (works only when the 
  temperature is below freezing)
  Fort +2, Ref +7, Will +4
  Immune cold
  Weaknesses vulnerability to fire
  OFFENSE
  Speed 30 ft., fly 30 ft. (average)
  Melee ice dagger +3 (1d3 plus 1d4 cold)
  Ranged shortbow +6 (1d4 plus 1d4 cold plus fatigue)
  Special Attacks ice arrows
  Spell-Like Abilities (CL 6th; concentration +8)
  At will—invisibility (Beli can suppress or resume this 
  effect as a free action)
  3/day—chill metal (DC 14), chill touch (DC 13)
  STATISTICS
  Str 11, Dex 16, Con 12, Int 8, Wis 11, Cha 14
  Base Atk +2; CMB +0; CMD 14
  
  5
  Boloti  
   
    
   
                   CR 4
  This leering aquatic fey is a small water faerie, resembling 
  a cross between a grey frog and a damp scarecrow, with 
  small tendrils sprouting from all its extremities. It has water 
  wings seemingly made out of jellyfish flesh, allowing it to jet 
  through the water at high speeds.
  XP 1,200
  CE Small fey (water, amphibious)
  Init +8; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 21, touch 16, flat-footed 16 (+4 Dex, +1 dodge, +5 
  natural, +1 size)
  hp 33 (5d6+15)
  Fort +4, Ref +8, Will +4 
  OFFENSE
  Speed 20 ft., swim 60 ft.
  Melee trident +6 (1d6+3)
  Special Attacks vortex (1/day, 10-20 ft. deep, 1d3+3 
  damage plus drowning, DC 15), water mastery, water coils
  Spell-Like Abilities (CL 7th; concentration +10)
  At will—detect magic, water walk
  3/day—control water, create water, daze (DC 13), 
  flare (DC 13), invisibility, obscuring mist, quench, see 
  invisibility, water breathing
  1/day—wall of ice (DC 17)
  OFFENSE
  Speed 20 ft., fly 60 ft. (good)
  Melee slam +8 (1d4-1)
  Special Attacks smother
  STATISTICS
  Str 9, Dex 20, Con 12, Int 13, Wis 12, Cha 11
  Base Atk +2; CMB +11; CMD 26; Racial Modifiers 
  +10 to CMB and CMD
  Feats Dodge, Stealthy, Weapon Finesse
  Skills Acrobatics +13, Bluff +8, Escape Artist +15, Fly 
  +19, Perception +9, Knowledge (local) +9, Stealth +19 
  (+25 in mist or fog); Racial Modifiers +6 Stealth in 
  mist or fog
  Languages Aklo, Elven, Giant, Sylvan
  ECOLOGY
  Environment Cold Mountains
  Organization flight (2–4) or flock (6–11)
  Treasure incidental
  SPECIAL ABILITIES
  Gaseous Form (Su) Due to their semi-gaseous nature, 
  bereginyas are immune to bludgeoning and slam attacks, 
  and gain complete concealment (50% miss chance) in fog 
  or mist. Bereginyas gain a +10 racial bonus to their CMB 
  and CMD, and take no penalty for size difference.
  Smother (Ex) If it successfully grapples and pins an 
  opponent, the bereginya has stuck a semi-solid gaseous 
  tendril down the target’s throat, and the victim begins 
  to suffocate. Use the suffocation rules in the Pathfinder 
  RPG Core Rulebook. If the grapple/pin is broken, the 
  suffocation effect ends and the bereginya must re-
  establish the pin. If the bereginya is killed, the grapple/
  pin immediately breaks.
  These cunning faeries (whose name means “mist dancers” 
  in Old Elvish) are known to drain strength and vitality 
  from their victims, often by hiding in fog banks and letting 
  their victims breathe them in and choke on their foul 
  essence. They are most commonly found in the Cloudwall 
  Mountain range, but can be found in any foggy or misty 
  mountainous region.
  Designer’s Notes: 
  Bereginyas
  Bereginyas were written up immediately after the 
  Aridni in an attempt to create a type of fey (gaseous) 
  that we hadn’t really seen before, just like the Beli. 
  Bereginya is a pre-Christian term from the Romania/
  Ukraine area, referring to spirits that could be 
  placated through sacrifice.
  
  6
  STATISTICS
  Str 16, Dex 19, Con 17, Int 12, Wis 11, Cha 17
  Base Atk +2; CMB +5; CMD 19
  Feats Dodge, Improved Initiative, Stealthy
  Skills Bluff +11, Knowledge (nature) +9, Perception +8, 
  Sense Motive +8, Spellcraft +9, Stealth +18, Swim +11
  Languages Aklo, Aquan, Trade Tongue, Sylvan
  SQ aquatic, amphibious
  ECOLOGY
  Environment any swamp, river or lake
  Organization solitary or pair
  Treasure standard
  SPECIAL ABILITIES
  Vortex (Su) A boloti can transform into a vortex of 
  swirling, churning water once per day. This ability 
  functions identically to the whirlwind ability, but it can 
  only be used while the boloti is underwater. A boloti 
  cannot leave a body of water while in vortex form.
  Water Mastery (Ex) A boloti gains a +2 bonus on attack 
  and damage rolls if both it and its opponent are in 
  water. If the opponent and the boloti are both touching 
  the ground, the boloti takes a –4 penalty on attack and 
  damage rolls.
  Water Coils (Su) Once per day as a standard action, a 
  boloti can cause a field of rubbery water coils to appear 
  in a body of water anywhere within 100’ of the boloti, 
  exploding from the water’s surface and reaching for any 
  creature in a 40 ft. radius for 2d6 rounds.
    Every creature within the area of the spell is the target 
  of a combat maneuver check made to grapple each round 
  at the beginning of the boloti’s turn, including the first 
  round the water coils appear. Creatures entering the area 
  of effect are also automatically attacked. The coils do not 
  provoke attacks of opportunity and cannot be damaged, 
  but the effect can be dispelled.
    The CMB of the coils is +10 and the CMD is 20. If the 
  coils succeed in grappling a foe, the target takes 1d4+2 
  damage and becomes grappled. Grappled opponents 
  cannot move without breaking the grapple first. Roll the 
  attack once per round and apply the result to all creatures 
  in the area of effect. Any waters within the area of effect are 
  considered stormy water for the purposes of Swim checks.
    The water coils receive a +5 bonus on grapple checks 
  made against opponents already grappled, unless the 
  opponents are standing on solid ground. Each round the 
  coils succeeds on a grapple check, it deals an additional 
  1d4+2 points of damage, and the boloti can force the 
  target to move 10’ towards the water, or 10’ down, if it is 
  already in the water. Normal drowning rules apply for 
  submerged characters.
  These “bog faeries” (known as “Uriska” in Draconic) are 
  small, swamp-dwelling faeries who delight in drowning 
  unsuspecting victims in shallow pools and springs, and 
  robbing their corpses of shiny objects. They use their vortex 
  and water coil abilities to immobilize their victims and drag 
  them to their watery graves. They often work with vodyanoi 
  and will o’ wisps to create cunning ambushes.
  Bucca 
   
    
       
   
         CR 2
  These tiny, obsidian-skinned and bat winged fey always 
  have a hungry look, leering with razor-sharp fangs showing 
  and licking their leathery bat-like faces with their forked, 
  purple tongues.
  XP 600
  NE Tiny Fey
  Init +6; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
  hp 26 (4d6+12)
  Fort +4, Ref +6, Will +3
  Weaknesses vulnerability to sunlight
  OFFENSE
  Speed 20 ft., fly 20 ft. (good)
  Melee bite +2 (1d3), starknife +2 (1d2 plus poison)
  Ranged starknife +4 (1d2 plus poison)
  Spell-Like Abilities (CL 3rd; concentration +6)
  At will—invisibility
  3/day—darkness, daze (DC 13), locate object
  STATISTICS
  Str 10, Dex 15, Con 17, Int 13, Wis 9, Cha 16
  Base Atk +2; CMB +0; CMD 13
  Feats Improved Initiative, Stealthy
  Skills Bluff +10, Escape Artist +11, Perception +6, Sense 
  Motive +6, Sleight of Hand +9, Stealth +19
  Languages Aklo, Elvish, Undercommon
  SQ poison use
  ECOLOGY
  Environment Underground
  Organization solitary, pair, gang (3–6), mob (7–12), 
  often with a derro patrol
  Treasure double
  SPECIAL ABILITIES
  Poison Use (Ex) Bucca are not at risk of poisoning 
  themselves when handling poison. They use medium 
  Designer’s Notes: 
  Boloti
  These were an attempt to create a vicious, water 
  dwelling sprite that didn’t duplicate nymphs, sylphs, 
  naiads, nor vodyanoi. It almost didn’t make the cut 
  until I came up with the water coils ability, which is 
  basically an aquatic variation of the black tentacles 
  spell. I’m a little concerned it’s overpowered for a  CR 
  4 creature. “Boloti” is an obscure Eastern European 
  word meaning evil spirit or fey. “Uriska” is a Kievan 
  term that references dragon or bear spirits.
  
  7
  spider venom to poison their starknives, and generally 
  carry six doses at all times. 
  Medium Spider Venom—injury; Save Fort DC 14; 
  Frequency 1/round for 4 rounds; Effect 1d2 Strength 
  damage; Cure 1 save.
  Vulnerability to Sunlight (Ex) A bucca takes 1 point of 
  lethal damage for every minute it is exposed to sunlight.
  Bucca (singular and plural) are tiny, underground faeries 
  who are also known as “snatchers” because love to steal 
  from miners and hoard precious minerals and gems in tiny, 
  trap-filled crevices. They are often enslaved by derro as 
  “treasure seekers”. They are the bane of the dwarves of the 
  Ironcrag Cantons.
  Chernomoi   
   
                    CR 1
  These “scalies” resemble nothing so much as tiny, bat-
  winged dragonkin. They fill the same role in dragon lands 
  as brownies do in human and elven lands.
  XP 400
  N Tiny fey
  Init +8; Senses low-light vision; Perception +6
  DEFENSE
  AC 21, touch 17, flat-footed 16 (+4 Dex, +1 dodge, +4 
  natural, +2 size)
  hp 8 (1d6+4)
  Fort +4, Ref +6, Will +2; +2 vs. illusion
  DR 5/cold iron; SR 14 
  OFFENSE
  Speed 20 ft., fly 20 ft. (good)
  Melee kukri +6 (1d2-1/18–20)
  Spell-Like Abilities (CL 7th; concentration +10)
  At will—detect magic, invisibility, mage hand, mending, 
  message, open/close, prestidigitation, read magic
  1/day—detect poison, dimension door (self only), greater 
  invisibility
  STATISTICS
  Str 9, Dex 18, Con 18, Int 12, Wis 11, Cha 16
  Base Atk +0; CMB -3; CMD 11
  Feats Dodge, Improved Initiative, Weapon Finesse
  Skills Acrobatics +8, Bluff +7, Craft (any one) +5, Escape 
  Artist +8, Fly +14, Perception +6, Sense Motive +4, 
  Stealth +16 (+20 in deserts); Racial Modifiers +2 
  Perception, +4 Stealth in deserts
  Languages Aklo, Draconic, Sylvan, Trade Tongue
  ECOLOGY
  Environment any hill or mountain
  Organization solitary, pair, or troupe (2–5)
  Treasure double
  Chernomoi (which means “lair sprite” in Draconic) often 
  reside discreetly in a dragon lair or dragonkin household, 
  cleaning and tidying up at night, and only occasionally 
  keeping a small trinket or shiny gemstone as compensation. 
  They appear as tiny, winged dragonkin, dressed in metallic 
  armor made of small coins and semi-precious stones. They 
  are terrified of wyverns and tor drakes, and will not lair 
  in any household keeping these kinds of draconic pets 
  or guardians. Otherwise, they are very protective of their 
  draconic masters, and will raise an alarm if an intruder goes 
  otherwise undetected. They will fight with their tiny blades 
  and breath weapons if cornered, though they will always 
  choose flight from danger as a first option.
  Clurichaun   
   
   
    CR 4
  These shy fairies appear as small fey herdsmen wearing tan 
  hide armor, hide boots, cloaks and cowls, all trimmed in fur. 
  They carry small glaives made from antlers and polished 
  from use. They are often mounted on woodland creatures, 
  such as dire weasels or snowy owls.
  XP 1,200
  LN Small fey
  Init +7; Senses low-light vision; Perception +16
  DEFENSE
  AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 
  size)
  hp 45 (6d6+24)
  Fort +5, Ref +8, Will +7
  DR 5/cold iron or magic; SR 13
  OFFENSE
  Speed 20 ft.
  Melee antler glaive +7 (1d8+3/x3)
  Designer’s Notes: Bucca
  These fey provide a low level underground encounter 
  while trying to steer clear of the “faeries frolicking 
  in the woods” trope. They exist to annoy dwarves, 
  gnomes, rogues, and greedy PCs. Bucca seems to be 
  a local variation from the same root source as “Blud”, 
  “Beli”, “Boloti”, and “Bereginya”.
  Designer’s Notes: 
  Chernomoi
  I was finishing the Player’s Guide to the Dragon 
  Empire when I was roughing out these monsters, and 
  decided I needed one or two dragon fey. Having been 
  a big long-time fan of pseudodragons, faerie dragons, 
  and Adam Daigle’s Book of Drakes, I wanted to see if 
  I could create a hybrid dragon/fey that didn’t retread 
  old territory. As the text says, these are basically an 
  attempt to create a fun and useful draconic variation 
  of the brownie from the Pathfinder RPG Bestiary. 
  Chernomoi is a variation on the name of the evil 
  wizard from the Russian epic The Ballad of Russlan 
  and Ludmilla.
  
  8
  Space 5 ft.; Reach 5 ft. (10 ft. with antler glaive)
  Special Attacks antler glaive
  Spell-Like Abilities (CL 7th; concentration +9)
  Constant—detect snares and pits, endure elements, magic 
  weapon (antler glaive only), speak with animals
  At will—calm animals (DC 13), charm animal (DC 13), 
  detect animals or plants, hide from animals, water walk
  3/day—barkskin, cure light wounds, hold animal (DC 14), 
  jump, longstrider, summon nature’s ally I, tree shape
  1/day—commune with nature, cure serious wounds, 
  freedom of movement, neutralize poison, nondetection, 
  remove disease, tree stride, summon nature’s ally III
  STATISTICS
  Str 15, Dex 16, Con 17, Int 11, Wis 15, Cha 17
  Base Atk +3; CMB +4; CMD 17
  Feats Improved Initiative, Toughness, Weapon Focus 
  (antler glaive)
  Skills Handle Animal +20, Knowledge (nature) +9, 
  Knowledge (local) +9, Perception +16, Perform (sing) 
  +9, Perform (dance) +9, Sense Motive +11, Stealth +13, 
  Survival +15 (+19 when tracking); Racial Modifiers 
  +8 Handle Animal, +8 Perception, +4 Survival (+8 
  when tracking)
  Languages Common, Elven, Halfling, Sylvan
  ECOLOGY
  Environment temperate forests
  Organization solitary, pair, family (3–6), or common 
  (7–10)
  Treasure standard (antler glaive, masterwork hide 
  armor, other treasure)
  SPECIAL ABILITIES
  Antler Glaive (Ex) Clurichan carry glaives made from fey 
  antlers which are enchanted as long as a clurichan holds it. 
  Clurichan can magically extend or shrink an antler glaives 
  as a free action to either give a 10 ft. reach or attack an 
  adjacent target. The glaive also allows them to disarm and 
  trip opponents without provoking attacks of opportunity.
  The clurichaun were the hunters, herders and equerry of 
  the Elven nobility. Some stayed behind after the Retreat 
  to help undo the damage of the human rebellions and the 
  Mage Wars. While not inherently evil, they are hostile to 
  all humans and will often attack human wizards, warlocks 
  and sorcerers on sight. If they can be moved to a friendly 
  attitude through Diplomacy or a charm spell or effect, 
  they make very good guides, scouts and hunters. They 
  are sometimes found as thralls or rangers for the Red 
  Hags, especially in Verrayne, but they are unwilling and 
  distrustful allies at best.
  Dark Satyr   
   
   
        CR 6
  This grinning humanoid would look like a handsome satyr, 
  save for his obsidian-colored skin, glowing red pupil-less 
  eyes, insectoid legs, and antennae.
  XP 2,400
  CE Medium fey (outsider)
  Init +2; Senses darkvision 60 ft., low-light vision; 
  Perception +17
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+2 Dex, +1 dodge, +6 
  natural)
  hp 76 (8d10+32)
  Designer’s Notes: 
  Clurichaun
  Clurichaun is an old term in Irish/Gaelic mythology, 
  and generally refers to the more vengeful version 
  of leprechauns. The creature came out of the idea 
  that the elves of Midgard eat meat, if I read Court of 
  the Shadow Fey correctly, and therefore must have 
  herdsmen. The antler glaive puts a unique spin on 
  fey, in this case providing reach weapons for low-
  level combat.
  
  9
  Fort +6, Ref +8, Will +8
  DR 5/cold iron or magic
  Immune acid, electricity
  OFFENSE
  Speed 40 ft.
  Melee dagger +12 (1d4+4 plus poison/19–20)
  Ranged shortbow +10 (1d6 plus poison/×3)
  Special Attacks sleep poison
  Spell-Like Abilities (CL 7th; concentration +11)
  At will—dancing lights, ghost sound (DC 14)
  3/day—fear (DC 18), beast shape II, sleep (DC 15), 
  suggestion (DC 17)
  STATISTICS
  Str 18, Dex 15, Con 18, Int 12, Wis 14, Cha 19
  Base Atk +8; CMB +12; CMD 24
  Feats Dodge, Iron Will, Mobility, Weapon Finesse
  Skills Bluff +15, Diplomacy +11, Intimidate +15, 
  Knowledge (planes) +8, Perception +17, Perform (wind 
  instruments) +15, Sense Motive +13, Stealth +13, 
  Survival +13; Racial Modifiers +4 Perception, +4 
  Perform, +4 Survival
  Languages Aklos, Sylvan, Trade Tongue
  ECOLOGY
  Environment Any Desert
  Organization solitary, pair, clutch (3–6), or murder 
  (7–11)
  Treasure standard (dagger, mwk alien pipes, shortbow 
  with 20 arrows, other treasure)
  SPECIAL ABILITIES
  Alien Piping (Su) A dark satyr can confuse and injure 
  his enemies by playing weird, ear-bending harmonies 
  on his alien pipes, made from the beaks, cartilage 
  and throat sacs of a dorreq. When the dark satyr 
  plays a tune on his pipes, all creatures within a 60 ft. 
  radius must make a DC 18 Will save or be affected by 
  contagion, confusion, hideous laughter, irresistible dance, 
  or mass charm monster, depending on what alien and 
  otherworldly music the dark satyr chooses to play. A 
  creature successfully saving against this sonic, mind-
  affecting effect cannot be affected the piping for 24 hours, 
  but are still subject to attack by the satyr’s other spell-like 
  abilities. The save DC is Charisma-based. The dark satyr 
  can use each of these spell-like effects once per day.
  Designer’s Notes:  
  Dark Satyr
  I wanted to create mutated Wasted West versions of 
  current fey creatures: dark satyr instead of normal 
  satyr, tentacled dorreq instead of hairy korred, deadly 
  mamura instead of frolicking pixie or sprite, and 
  qwyllion as the dark version of the nymph. Making a 
  dark satyr’s alien pipes from dorreqi body parts sets 
  the weird noir tone for the Wasted West.
  
  10
  Sleep Poison (Ex) Dark satyrs coat their weapons with 
  a sleep poison made from the brain fluids of dorreqi, 
  and any creature not immune to poison injured by a 
  dark satyr blade or arrow must succeed on a DC 18 
  Fortitude save or fall asleep for 2d6 rounds. The save DC 
  is Constitution-based.
  Dark Satyrs are twisted and vicious versions of normal 
  fauns, ones who have gone from worshipping nature and 
  life to worshipping the Great Old Ones of the Wasted West 
  and the Realms Beyond. They adore battle, pain and torture. 
  They are known as the diplomats and spokesmen of the 
  Great Old Ones, although their manic speech and alien logic 
  can be hard to follow (DC 16 Linguistics or Sense Motive 
  check to understand a Dark Satyr each round, even if using 
  a common language). They are often found at the feet of the 
  Great Walkers, making hypnotic and alien harmonies with 
  swarms of dorreqi (page 10)
  Domovoi 
    
   
                  CR 6
  Known as durak in goblinoid tongues, these fey humanoids 
  resemble nothing so much as large, stony goblins, with the 
  same oversized heads and leering grins, but with mossy 
  beards as well as massive shoulders and forearms. These 
  large limbs give them reach and powerful slam attacks.
  XP 2,400
  CN Medium fey
  Init +5; Senses low-light vision; Perception +11
  DEFENSE
  AC 21, touch 13, flat-footed 19 (+1 Dex, +1 dodge, +8 
  natural, +1 size)
  hp 68 (8d6+40)
  Fort +6, Ref +7, Will +8
  Immune acid, electricity
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +12 (2d6+4)
  Space 5 ft.; Reach 10 ft.
  Spell-Like Abilities (CL 8th; concentration +11)
  At will— alter self, invisibility
  3/day— deeper darkness, dimension door, haste
  STATISTICS
  Str 19, Dex 13, Con 18, Int 6, Wis 10, Cha 16
  Base Atk +8; CMB +11; CMD 25
  Feats Dodge, Improved Initiative, Iron Will, Toughness
  Skills Bluff +14, Intimidate +14, Perception +11, 
  Stealth +12
  Languages Trade Tongue, Dwarven, Elvish
  ECOLOGY
  Environment Any
  Organization solitary or pair
  Treasure standard
  The domovoi were the portal guards and house lackeys of 
  the elvish nobility, and some were left behind – some say 
  on purpose. These smirking stragglers typically seek work 
  as tireless sentinels and fey button men, collecting debts for 
  criminal syndicates. They can use alter self and invisibility 
  at will, and delight in frustrating the progress of would-be 
  thieves and tomb robbers, and roughing up weaker creatures 
  with their powerful, stony fists. They are most commonly 
  found in the ruins of Old Valera and Old Thorn, as well as 
  the Necropoli of Spintarra and Siwal. The Siwalese fey are 
  sandier in appearance and have beards of rope and twine. 
  These desert domovoi are known as “pa’athara” in Siwalese.
  Dorreq  
    
   
   
        CR 6
  These twitching balls of tentacles surround an inhuman face 
  dominated by a squid-like beak.
  XP 2,400
  NE Medium aberration (fey)
  Init +8; Senses darkvision 30 ft.; Perception +10
  DEFENSE
  AC 23, touch 14, flat-footed 19 (+4 Dex, +9 natural)
  hp 44 (8d8+8)
  Fort +5, Ref +8, Will +5
  Immune critical hits; Resist acid 10, cold 10, electricity 10
  OFFENSE
  Speed 20 ft.
  Melee bite +10 (1d6+4), 2 tentacles +8 (1d6+2 plus 
  grapple)
  Space 5 ft.; Reach 10 ft. (5 ft. with bite)
  Special Attacks entanglement, tentacle pull
  Spell-Like Abilities (CL 8th; concentration +8)
  3/day—blink, dimension door, haste, shatter
  Designer’s Notes:  
  Domovoi/Durak
  Domovoi means “house spirit” in Russian and they 
  are often associated with the Gaelic brownie and 
  doorways. This was an attempt to create a fighting 
  fey that still retained a fey’s cunning, skills, and 
  glamours. Durak is a very rude word in Russian. 
  “Pa’athara” is an intentional corruption of a South 
  Asian word meaning “house spirit”.
  Designer’s Notes: 
  Dorreq
  The tentacled dorreqi are mutated Wasted West 
  versions of the hairy korred. Dorreq is a misspelled 
  reversal of korred.
  
  11
  STATISTICS
  Str 19, Dex 19, Con 13, Int 11, Wis 8, Cha 6
  Base Atk +6; CMB +30; CMD 44; Racial Modifier 
  +20 to CMB and CMD
  Feats Great Fortitude, Improved Grapple, Improved 
  Initiative, Multiattack
  Skills Climb +25, Intimidate +9, Perception +10, Stealth 
  +15; Racial Modifiers +10 Climb
  Languages Aklo
  SQ wasteland stride
  ECOLOGY
  Environment Any Desert (Wasted West)
  Organization solitary, pair, gang (3-6) or swarm (7-12)
  Treasure incidental
  SPECIAL ABILITIES
  Entanglement (Su) Any creature within 10 ft. of a dorreq 
  must make a successful DC 16 Reflex save each round or 
  become entangled for one round. The save is Dexterity-
  based. The dorreq can ignore or release a creature in 
  the area of effect as a free action. A dorreq can entangle 
  any creature within its reach, but it can only grapple two 
  Small, two Medium, or one Large or bigger creature at 
  one time. Regardless of how many creatures the dorreq 
  entangles or grapples, it still has only one bite attack.
  Tentacle Pull (Ex) A dorreq can choose to make a combat 
  maneuver check on any creature within 10 ft. as a free 
  action. If successful, this check pulls an opponent closer to 
  the dorreq by up to 10 ft., where it can be grappled and/or 
  bitten. This ability only works on creatures of a size equal 
  to or smaller than the dorreq. Creatures pulled in this way 
  do not provoke attacks of opportunity from the dorreq, 
  but are subject to moving through the threatened squares 
  of creatures allied to the dorreq, such as a dark satyr.
  Wasteland Stride (Su) This ability works like tree stride, 
  but the dorreq can use it to sink into and appear out of 
  any sandy or rocky ground, and the range is only 30 ft. 
  The dorreq can use this ability as a move action once 
  per round.
  Mages who study the Wasted West disagree whether the 
  dorreqi are something who slipped through with the Great 
  Old Ones during the Mage Wars, or if they are korred 
  (Pathfinder RPG Bestiary 2) who have been twisted and 
  warped by the alien radiations of the Walkers. Regardless 
  of their origins, they are most commonly found swarming 
  on and around the Walkers of the Wastes, tootling strange, 
  alien harmonies through their beaks.
   
  They swarm and attack any non-Realms creatures 
  approaching too close to their Walker masters. They prefer 
  to drop on their victims from above, pinning them in a 
  grapple attack with their many tentacles and biting them 
  with their large chitinous beaks.
  Fey Water Strider (Gerridae) 
        CR 1
  These large water-striding insects resemble a strange cross 
  between camels and wingless, long-legged locusts. They 
  have a large hollow in the small of their backs (mid-thorax) 
  where a rider can comfortably sit, even at high speeds or 
  on choppy water. The gerridae have long, looping antennae 
  that a rider can use to steer.
  XP 400
  N Large animal (fey)
  Init +2; Senses low-light vision; Perception +7
  DEFENSE
  AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size)
  hp 15 (2d8+6)
  Fort +6, Ref +5, Will +1
  OFFENSE
  Speed 10 ft., climb 10 ft., swim 80 ft.
  Melee bite +3 (1d4+3), 2 claws -2 (1d4+1)
  Special Attacks rend (2 claws, 1d4+4)
  Space 10 ft.
  STATISTICS
  Str 16, Dex 15, Con 17, Int 2, Wis 13, Cha 7
  Base Atk +1; CMB +5; CMD 17
  Feats Endurance, Run
  Skills Perception +7, Swim +17; Racial Modifiers +2 
  Perception, +10 Swim
  SQ bred to the saddle, docile, waterborn
  ECOLOGY
  Environment any ocean, lake or river
  Organization solitary, pair, or herd (3–24)
  Treasure none
  SPECIAL ABILITIES
  Bred to the Saddle (Ex) Gerridae do not take 
  any penalties to their movement or speed due to 
  encumbrance or carrying a single rider.
  Docile (Ex) Unless specifically trained for combat by the 
  Handle Animal skill, a gerridae’s claws are considered 
  secondary attacks.
  Waterborn (Ex) The gerridae can use its Endurance 
  and Run feats while on water, but not while on land or 
  climbing. They treat stormy waters as normal rather 
  Designer’s Notes:  
  Fey Water Strider
  Gerridae is the scientific Latin term for water 
  strider bugs. The kernel for this creature came 
  out of a lighthearted thread in the Journeys to the 
  West project forums: “What if a pirate-wizard grew 
  giant water striders and the pirates used them like 
  jet-skis to board cargo ships?” I gave them the elven 
  husbandry background to make them fit with the 
  rest of the text.
  
  12
  than difficult terrain. A gerridae takes one point of lethal 
  damage for every hour spent on land, away from any 
  significant body of water.
  Known as “gerridae” in Elvish, these large fey creatures 
  were enchanted and bred by the Elven Empire. Elven mages 
  started with normal water striders, then through elaborate 
  magical procedures and complex cross-breeding programs, 
  the mundane water striders were turned into large, docile 
  mounts who can cross large bodies of water quickly while 
  carrying a humanoid rider.
   
  Since the elven retreat from Midgard almost five 
  centuries ago, many of the gerridae have gone feral, 
  and while normally shy and docile, they can attack in 
  furious swarms if hunted or surprised in their claimed 
  territories. Some enterprising elfmarked Barsellan pirates 
  have domesticated them and use the water striders as 
  chasers and boarding craft when taking on Bemmean and 
  Septime ships.
  Mamura  
    
   
   
        CR 5
  This tiny monstrosity seems to be an amalgam of dead 
  amphibians and fish. It has a slimy, scaly, vaguely 
  humanoid form with three clawed arms arranged radially 
  about its body. It has a head like an octopus, with eight 
  compound eyes and sixteen small tentacles ringed all 
  the way around. On top of its head is a small, whip-like 
  prehensile tail like a stingray. Its slimy green bat-like wings 
  seem too small to allow it to fly, but it flies very well.
  XP 1,600
  NE Small aberration (fey)
  Init +8; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 19, touch 17, flat-footed n/a (+4 Dex, +2 displacement, 
  +2 natural, +1 size)
  hp 51 (6d8+24)
  Fort +6, Ref +11, Will +5
  DR 10/cold iron; SR 16
  Special Defense alien eyes, displacement
  OFFENSE
  Speed 20 ft., fly 30 ft. (average)
  Melee 3 claws +3 (1d4-1), whiptail sting +8 (1d2 plus 
  poison)
  Ranged poison darts +8 (1d2 plus poison)
  Special Attacks mamura poison
  Spell-Like Abilities (CL 6th; concentration +9)
  At will—invisibility, levitate
  3/day— blink, daze (DC 13), hypnotism (DC 14)
  STATISTICS
  Str 8, Dex 18, Con 19, Int 17, Wis 11, Cha 16
  Base Atk +4; CMB +2; CMD 18
  Feats Diehard, Improved Initiative, Weapon Finesse
  Skills Acrobatics +13, Escape Artist +13, Fly +15 
  Intimidate +12, Perception +9, Stealth +17, Survival +9
  Languages Aklo, Elven, Goblinoid, Sylvan, Trade Tongue
  SQ distraction
  ECOLOGY
  Environment Any Desert (Wasted West)
  Organization solitary, clutch (2–4), or brood (5–9)
  Treasure standard
  SPECIAL ABILITIES
  Alien Eyes (Ex) Due to its numerous eyes, a mamura can 
  be neither flat-footed nor flanked.
  Distraction (Su) Due to the alien and forbidding aura of 
  the mamura, any spellcaster within 20 ft. suffers a +4 to the 
  DC of any defensive casting or other concentration checks.
  Displacement (Su) The mamura is one degree out of 
  phase with Midgard’s five dimensions. This causes it to 
  appear blurry and indistinct in bright light conditions. In 
  low or dim light conditions, it gains 20% concealment. It 
  gains a +2 displacement bonus to its AC, Reflex save, and 
  CMD at all times. These bonuses are already calculated in 
  the stat block above.
  Mamura Poison (Ex) A mamura’s whiptail sting and 
  poison sting are coated with a naturally secreted poison. 
   
  Type injury; Save Fort DC 17; Frequency 1/round for 4 
  rounds; Effect 1d2 Dex damage; Cure 1 save
  Known as “blud” in Goblin, mamura are the twisted faeries 
  of the Western Wastes. Formerly known as “polevoi”, or 
  “field sprites”, they were once good-aligned, pixie-like fey 
  creatures. The hapless creatures have now been corrupted 
  by the foul magic of the Mage Wars and the arrival of the 
  Walkers. Now they are twisted, alien things with movement 
  and distraction powers. They babble constantly, but their 
  talk is mostly nonsense. Some sages say their babble is 
  sometimes prophetic as their minds dwell in multiple 
  dimensions in time as well as space, and this allows them to 
  talk to, even interpret for, Great Walkers and other creatures 
  of the Realms Beyond. They are known to occasionally align 
  themselves with powerful goblin tribes or evil wasteland 
  sorcerers for their own unknowable purposes. Some greater 
  mamura have even been reported to master casting spells 
  from the Illumination school.
  Designer’s Notes: 
  Mamura
  In the mutated bestiary of the Wasted West, the 
  deadly mamura replaces the frolicking pixie or 
  sprite. Think of them as Cthulhu in miniature, but 
  not as cuddly. Mamura is an obscure Mediterranean 
  term for an evil spirit.
  
  13
  Mavka  
    
   
   
       CR 11
  These former dryads have been turned into vampiric 
  monstrosities by the Black Prince of Morgau. They have burnt 
  and blackened skin and dried burnt twigs for hair. They have 
  clawed hands and feet that resemble burnt and twisted roots. 
  They have pupil-less red eyes that burn with a hellish green 
  flame, and they ride cauchemar nightmare mounts.
  XP 12,800
  CE Medium undead (fey)
  Init +6; Senses darkvision 90 ft.; Perception +20
  DEFENSE
  AC 23, touch 15, flat-footed 20 (+2 Dex, +1 dodge, +8 
  natural, +2 profane)
  hp 88 (16d8+16)
  Fort +5, Ref +7, Will +13; +2 vs. effects from good 
  creatures
  DR 10/cold iron or magic; Immune cold, electricity, 
  undead traits; Resist acid 10, fire 10
  Weaknesses vulnerability to sunlight
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +16 (1d8+3)
  Spell-Like Abilities (CL 16th; concentration +20)
  Constant—deathwatch, detect chaos, detect good, detect 
  evil, detect law, detect magic, protection from good
  At will—bleed (DC14), curse water, detect undead, hide 
  from undead
  3/day—darkness, death knell (DC 16), desecrate, silence
  1/day—animate dead, bestow curse (DC 17), blindness/
  deafness (DC 17), contagion (DC 17), deeper darkness
  Spells Known (CL 16th; concentration +20)
  4th (2/day)—inflict serious wounds (DC 18), slay living 
  (DC 18), summon monster IV (undead or abyssal/
  fiendish only)
  3rd (3/day)—defile armor (Pathfinder RPG Advanced 
  Player’s Guide), dispel magic, greater magic weapon, 
  summon monster III (undead or abyssal/fiendish only), 
  vampiric touch
  2nd (4/day)—bull’s strength, corruption resistance, hold 
  person (DC 16), invisibility, scare (DC 16), summon 
  monster II (undead or abyssal/fiendish only)
  1st (4/day)—bane (DC 15), cause fear (DC 15), inflict 
  light wounds (DC 15), magic weapon, read magic 
  summon monster III (undead or abyssal/fiendish only)
  0 (at will)—dancing lights, daze (DC 14), flare (DC 14), 
  ghost sound (DC 14), ray of frost, resistance, spark
  STATISTICS
  Str 17, Dex 15, Con —, Int 13, Wis 13, Cha 18
  Base Atk +12; CMB +15; CMD 27
  Feats Combat Casting, Dodge, Improved Initiative, Iron 
  Will, Mobility, Toughness, Weapon Focus (slam)
  Skills Fly +21, Intimidate +23, Perception +20, Spellcraft 
  +20, Stealth +21
  Languages Abyssal, Aklo, Trade Tongue
  SQ cauchemar nightmare mount
  ECOLOGY
  Environment Any
  Organization solitary, pair, or coven (3)
  Treasure double
  SPECIAL ABILITIES
  Cauchemar Nightmare Mount (Su) A mavka is bonded 
  to a cauchemar nightmare when they are created. Mavka 
  are encountered with their mounts 95% of the time.
  Vulnerability to Sunlight (Ex) Mavka loathe sunlight, 
  for the merest glimmer sets their corrupted flesh aflame. 
  Each round of exposure to direct sunlight deals 2d6 
  damage to a mavka.
  Mavka are Dryads who have been perverted into undead 
  monstrosities by the vampires of Morgau. The sages of 
  Verrayne say they are three known mavka, once sisters, 
  originally named Mica, Anthelia and Saramantha, but are 
  now called Murthia, Ectopia and Lucretia, respectively.  
   
  Upon his conquest of Morgau the Black Prince Lucian 
  had the dryads and their trees killed, had raised the corpses 
  as powerful undead, and bonded the new undead with 
  cauchemar nightmares (Pathfinder RPG Bestiary) instead of 
  trees as a final corruption. Mavka are the mortal enemies of 
  Red Hags, who call these undead horrors “Greenbanes”.
  Naina                                                CR 12
  These drakes are resplendent in their natural form, plumed 
  and scaled in glittering, multicolored hues. They appear 
  as elderly homespun human crones or as young, beautiful 
  elfmarked women in their humanoid form.
  XP 19,200
  LE Large fey (drake, esoteric – Medium in humanoid form)
  Init +3; Senses darkvision 60 ft., detect chaos, detect 
  good, detect evil, detect law, detect magic, low-light 
  vision; Perception +21
  DEFENSE
  AC 25, touch 13, flat-footed 21 (+3 Dex, +1 dodge, +12 
  natural, –1 size)
  hp 161 (14d12+70)
  Fort +14, Ref +12, Will +15
  DR 10/magic; Immune poison, paralysis, sleep
  Designer’s Notes: 
  Mavka
  Mavka is an obscure Eastern European term for witch 
  or evil spirit. This creature is similar to the other 
  Wasted West creatures in that it is a twisted, evil 
  version of an existing fey. However, this backstory is 
  set in Morgau and Doresh, rather than the Wasted 
  West, so the backstory doesn’t become too repetitive, 
  much as Brandon Hodge and I love tentacles…
  
  14
  OFFENSE
  Speed 40 ft., fly 120 ft. (good)
  Melee Bite +11 (2d6+6/19-20), 2 claws +6 (1d8+4)
  Space 10 ft. (5 ft. in humanoid form); Reach 10 ft. (5 ft. in 
  humanoid form)
  Special Attacks breath weapon (20-ft. cone, poison, 
  paralysis, or sleep, Fortitude DC 19, usable every 1d4 
  rounds), rend (2 claws, 1d8+6)
  Spell-Like Abilities (CL 7th; concentration +11)
  Constant—detect chaos, detect good, detect evil, detect 
  law, detect magic
  At will—dancing lights, darkness, endure elements, faerie 
  fire, invisibility
  3/day—charm person (DC 15), hypnotic pattern (DC 16), 
  hypnotism (DC 15)
  1/day—charm monster (DC 18), deeper darkness, dispel 
  magic, dominate person (DC 19), locate object/person
  Spells Known (CL 7th; concentration +11)
  3rd (4/day)—deep slumber (DC 17), hold person (DC 17) 
  2nd (6/day)—hideous laughter (DC 16), scare (DC 16), 
  web (DC 16)
  1st (7/day)—mage armor, magic missile, ray of 
  enfeeblement (DC 15), silent image (DC 15)
  0 (at will)—daze (DC 14), flare (DC 14), mend, mage 
  hand, ray of frost, read magic, resistance
  STATISTICS
  Str 19, Dex 16, Con 21, Int 15, Wis 18, Cha 18
  Base Atk +7; CMB +11; CMD 23
  Feats Acrobatic, Dodge, Combat Casting, Iron Will
  Skills Acrobatics +24, Fly +28, Intimidate +21, 
  Knowledge (arcana) +19, Knowledge (nature) +12, 
  Knowledge (planes) +12, Perception +21, Spellcraft +19, 
  Stealth +16; Racial Modifiers +4 Fly
  Languages Draconic, Elven, Sylvan, Trade Tongue, 
  Undercommon
  SQ change shape
  ECOLOGY
  Environment Any desert or mountain (Dragon Empire)
  Organization solitary, pair, or coven (3–5)
  Treasure double
  SPECIAL ABILITIES
  Breath Weapon (Su) The naina can decide whether to 
  breathe a 20 ft. cone of poison, paralysis, or sleep gas 
  when it attacks with its breath weapon. A naina can use 
  its breath weapon every 1d4 rounds and only in draconic 
  form. The Fortitude save for all three effects is DC 19.
  •  Poison - inhaled; Frequency 1/round for 6 rounds; 
  Effect 1d3 Con damage; Cure 1 save
  •  Paralysis - inhaled; Frequency 1/round for 4 rounds; 
  Effect paralyzed for 2d4 rounds; Cure 1 save
  •  Sleep – inhaled; Frequency 1/round for 6 rounds; 
  Effect sleep as the spell with no HD limitation (CL 
  7th); Cure 2 consecutive saves
  Change Shape (Su) A naina can change shape as a free 
  action at will. A naina can only change shape between 
  two fixed forms: draconic and humanoid. A naina cannot 
  alter either form’s appearance or shape using this ability, 
  and damage sustained in one form will appear in the 
  other form.
  These “dragon crones” are said to be faerie drakes who have 
  learned to take the shape of old human wise women, and 
  are able to use their sorcerous powers in their humanoid 
  forms. They are used as spies, infiltrators and agent 
  provocateurs by the Dragon Empire. Some Northlanders 
  and Rothenian sages say they are actually creatures of Baba 
  Yaga, and she can speak through them and use their bodies 
  to physically manifest.
  Designer’s Notes: Naina
  Naina (obscure: “elf” or “witchy crone”) is an attempt 
  to create a powerful dragon/fey hybrid that can 
  challenge and confound a high-level party, and whose 
  loyalties are unknown, even shifting.
  Nichny  
    
   
   
       CR 11
  These ancient fey creatures resemble nothing so much as 
  humanoid black cats dressed in sumptuous, if archaic, 
  clothing.
  XP 12,800
  NE Medium fey (outsider)
  Init +4; Senses darkvision 60 ft.; Perception +27
  DEFENSE
  AC 26, touch 15, flat-footed 21 (+4 Dex, +1 dodge, +11 
  natural)
  hp 117 (18d6+54)
  Fort +9, Ref +15, Will +17
  Defensive Abilities freedom of movement, luck 
  aura; DR 10/cold iron and magic; Immune charm, fear, 
  poison, sleep; Resist acid 10, cold 10, electricity 10, fire 
  10; SR 24
  Weaknesses vulnerability to gold and orichalcum (see 
  text under freedom of movement)
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee 2 claws +11 (1d6+3), bite +13 (2d4+3)
  Spell-Like Abilities (CL 9th; concentration +13)
  Constant—detect chaos, detect evil, detect good, detect 
  law, detect magic, freedom of movement
  At will—deep slumber (DC 17), invisibility, magic missile, 
  ray of frost
  3/day—blink, change shape, deeper darkness, dimension 
  door, haste
  1/day—teleport without error, word of recall
  STATISTICS
  Str 17, Dex 19, Con 17, Int 18, Wis 18, Cha 19
  
  15
  Base Atk +9; CMB +12; CMD 26
  Feats Alertness, Combat Casting, Deceitful, Dodge, 
  Iron Will, Mobility, Multiattack, Spring Attack, Weapon 
  Finesse
  Skills Bluff +27, Climb +24, Diplomacy +25, Disguise 
  +27, Intimidate +25, Knowledge (arcana) +25, 
  Knowledge (planes) +25, Perception +27, Sense Motive 
  +27, Spellcraft +25
  Languages Aklo, Elven, Protean, Sylvan
  SQ imbue luck, soothsaying
  SPECIAL ABILITIES
  Freedom of Movement (Ex) A nichny ignores difficult 
  terrain, cannot be entangled or otherwise grappled 
  or impeded in it movement as if under the effect of 
  a constant freedom of movement spell. This ability is 
  negated for grapple attempts if the attacker is wearing 
  gold or orichalcum gauntlets and/or using a gold or 
  orichalcum chain as part of its attack.
  Imbue Luck (Sp) Once per day nichny can enspell a small 
  gem or stone to bring good luck. If the nichny gives this 
  lucky stone to another creature, the bearer receives a +1 
  luck bonus on all saving throws for 24 hours. This ability 
  is the equivalent of a 2nd-level spell.
  Luck Aura (Su) A nichny is surrounded by an aura of 
  luck. All allied creatures within 10 ft. of the nichny gain a 
  +1 luck bonus to all rolls and checks. All enemies of the 
  Nichny take a -1 luck penalty to all rolls and checks. The 
  nichny can activate or suppress this aura as a free action.
  Soothsaying (Sp) Once a week, a nichny can call upon 
  oracular powers. They can answer up to three questions 
  about the past, present or future in three sentences or less 
  per prophecy, but the answers may be in the form of a 
  paradox or riddle, and one of them will always be a lie.
  The nichny are highly xenophobic and gleefully carnivorous 
  fey who dwell in the deep, primeval forests of Midgard. 
  Known as dolia (“fate speakers”) in Old Elvish, elven 
  legends say the nichny welcomed the first elves to Midgard, 
  as if they had been present since its creation.
   
  These same ancient legends also say the nichny gifted 
  the first Emperor of the Elves with three prophecies. One, 
  humans would cause a great schism and estrangement 
  among the elves, and cause them to flee Midgard. Two, 
  a half-elven half-human child would be the doom of all 
  elvenkind. The third is said to be so horrific, the elves 
  have suppressed all knowledge of it with their most 
  powerful magics. 
   
  Even with their most puissant divination spells, the 
  mages of Bemmea have been unable to determine the nature 
  of the final prophecy. Like all nichny prophecies, ancient 
  legends state two are true and one is false, but it is never 
  known which one is a lie until the other two become true. 
  It is said to this day, if someone successfully binds a nichny 
  with gold or orichalcum chains, they can be forced to 
  answer any three questions. As always, two answers will be 
  true and one will be a lie. Then the nichny and their chains 
  disappear, never to be seen again.
  Qwyllion 
    
   
   
        CR 8
  This hideous, reeking creature resembles a toothless, 
  cadaverous hag, with large eyes glowing with unearthly 
  green light, and claw-like hands tipped with ragged, razor 
  sharp claws.
  XP 4,800
  NE Medium aberration (fey)
  Init +9; Senses darkvision 60 ft., low-light vision; 
  Perception +14
  Designer’s Notes: 
  Nichny
  This is another creature taken from Russlan and 
  Ludmilla. The story involves a fey spirit in the shape 
  of a cat that Russlan and his friends (the Russian 
  version of the Argonauts) have to catch and bind to 
  a tree with chains of gold to obtain the answer to a 
  cryptic riddle. With this creature, I wanted to create 
  a Midgard fey version of the witches from “Jason and 
  the Argonauts”. They have the answers you seek, but 
  they may not be the answers you want, and you run 
  the risk of being eaten to get them.
  
  16
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+2 Dex, +1 dodge, +8 
  natural)
  hp 91 (10d8+50)
  Fort +7, Ref +8, Will +10
  Defensive Abilities disruptive; DR 10/cold iron; 
  Resist acid 10, cold 10, electricity 10, fire 10
  Weaknesses vulnerability to purification magic
  OFFENSE
  Speed 30 ft. 
  Melee 2 claws +9 (1d8+2)
  Special Attacks deadly gaze, domination gaze, 
  nauseating aura
  Spell-Like Abilities (CL 7th; concentration +9)
  Constant—deathwatch
  At will—bleed (DC12), curse water
  3/day—contagion (DC14), darkness, death knell (DC14)
  1/day—blink, bestow curse (DC15), deeper darkness
  STATISTICS
  Str 14, Dex 20, Con 19, Int 12, Wis 13, Cha 14
  Base Atk +7; CMB +9; CMD 24
  Feats Diehard, Endurance, Improved Initiative, 
  Intimidating Prowess, Iron Will
  Skills Bluff +15, Escape Artist +18, Intimidate +17, 
  Perception +14, Stealth +18
  Languages Aklo, Trade Tongue, Goblin, Sylvan
  ECOLOGY
  Environment Any Desert (Wasted West)
  Organization solitary (plus one thrall and 2d6 fast 
  zombies)
  Treasure incidental
  SPECIAL ABILITIES
  Deadly Gaze (Su) Any creature within 20 ft. of the 
  qwyllion looking directly at the monster must succeed on 
  a DC 19 Fortitude save or lose 1d3 levels. The save DC 
  is Constitution-based. A humanoid slain by a qwyllion’s 
  death gaze rises as a fast zombie (Pathfinder RPG 
  Bestiary) under the qwyllion’s control 2d4 hours later. 
  This is a death effect. If a character succeeds on their 
  Fortitude save, they become immune to the effect for the 
  next 24 hours.
  Disruptive (Ex) Due to the hideous and nauseating 
  nature of the qwyllion, any spellcaster within 40 ft. of the 
  qwyllion suffers a +4 to the DC of any defensive casting 
  or other concentration checks. This applies even if the 
  spellcaster is not affected by any of the qwyllion’s other 
  special abilities.
  Domination Gaze (Su) As the dominate person spell, this 
  is a gaze attack with a 20 ft. range; Will DC 19 negates. 
  The save DC is Wisdom-based. 
   A humanoid dominated by a qwyllion gains a +4 bonus 
  on all Fort saves, and gains beast shape III and shatter as 
  spell-like abilities, each ability usable once per day. 
   If a character succeeds in their initial save, they 
  become immune to the domination effect for the next 
  24 hours. Any attempt to make the victim do anything 
  clearly suicidal (like step off a high cliff, not just attack 
  creature of the monster’s choice) grants an immediate 
  saving throw to end the domination effect. The qwyllion 
  can only dominate one living creature at a time. If the 
  qwyllion dominates a second creature, the first victim 
  is released with full memory of the knowledge of who 
  dominated them and their actions while dominated.
  Nauseating Aura (Su) The qwyllion is so hideous, reeking 
  and corrupt, any creature within 20 ft. of the qwyllion 
  must succeed on a DC 19 Fortitude save or gain the 
  sickened condition while they remain in the area of effect, 
  and 2d8 rounds afterwards. The save DC is Constitution-
  based. If a character succeeds in their initial save, they 
  become immune to the effect for the next 24 hours.
    Natural and magical beasts (including animal 
  companions and familiars) will not come closer to the 
  qwyllion than 20 ft. (treat as protection from evil, but 
  with a 20 ft. radius and only affects animals and beasts), 
  unless charmed or dominated. Any animal or beast 
  forced by magical or physical means into the area of 
  effect takes a -4 nausea penalty to all rolls until they 
  escape the area of effect, and 2d8 rounds afterwards.
  Vulnerability to Purification Magic (Ex) Due to their 
  polluted and corrupted essences, qwyllion are especially 
  vulnerable to divine and celestial purification magic. Any 
  blessing or purification spell cast on a qwyllion does 1d6 
  points of damage per level of the spell (i.e. a 1st level bless 
  spell will do 1d6 points of damage, whereas a neutralize 
  poison spell will inflict 4d6 of damage to the qwyllion). 
  Inverse or profane versions of these spells, such as curse 
  water, heal the qwyllion by the same amount.
  Qwyllion (singular and plural – the name means 
  “polluter” in Old Elvish) are nymphs who have been 
  twisted by the perverted nature of the Wasted West into 
  vicious corruptions of their former selves. They have 
  become hideously ugly and gained a deadly gaze attack 
  in the bargain. They can also dominate a living creature 
  with a mere glance if they so choose. Qwyllion and their 
  dominated undead servants and thralls are often used 
  by goblin sorcerers and evil mages to guard desecrated 
  temples and despoiled gardens.
  NEW FEAT
  Thralldom’s Mark (Heritage Feat)
  You were the thrall of a qwyllion, and retain some of the 
  aberrant traits from your thralldom.
  Designer’s Notes: 
  Qwyllion
  The qwyllion is a mutated Wasted West and darker 
  version of the nymph. Qwyllion is an intentional 
  misspelling of a Gaelic word meaning witch or elf.
  
  17
  Benefit: The former qwyllion thrall gains a +2 bonus on all 
  Fort saves, and gains beast shape II as a spell-like ability, 
  usable once per day.
  See the Midgard Player’s Guide series for additional 
  information on heritage feats.
  Scheznyki   
   
   
       CR 9
  These small, vicious fey look like dirty, lazy dwarves dressed 
  in burlap pants and shirts tied on with dirty twine and 
  frayed rope. They are usually bootless with broken, dirty 
  toenails and wear rough burlap and leather tams as hats.
  XP 6,400
  CE Small fey
  Init +2; Senses darkvision 60 ft., detect good, detect law, 
  detect magic, low-light vision; Perception +22
  DEFENSE
  AC 22, touch 14, flat-footed 19 (+2 Dex, +1 dodge, +8 
  natural, +1 size)
  hp 105 (14d6+56)
  Fort +10, Ref +11, Will +14
  Immune sleep; SR 18
  Weaknesses magic hat and beard (see text)
  OFFENSE
  Speed 20 ft., climb 15 ft.
  Melee heavy pick +12 (1d4+4/19-20/x4)
  Ranged masterwork hand crossbow, repeating +11 
  (1d3/19-20/x3)
  Spell-Like Abilities (CL 9th; concentration +12)
  Constant—detect good, detect law, detect magic
  At will—dancing lights, darkness, faerie fire, invisibility*, 
  fly* (*only when wearing vanisher hat – see text)
  1/day—deeper darkness, dispel magic, dominate person 
  (DC 17), locate object/person
  Spells Known (CL 9th; concentration +12)
  3rd (4/day)—deep slumber (DC 16), hold person (DC 16)
  2nd (6/day)—hideous laughter (DC 15), scare (DC15), 
  web (DC 15)
  1st (7/day)—mage armor, magic missile, ray of 
  enfeeblement (DC 14), silent image (DC 14)
  0 (at will)—bleed (DC 13), daze (DC 13), flare (DC 13), 
  mage hand, ray of frost, read magic, resistance
  STATISTICS
  Str 19, Dex 15, Con 18, Int 15, Wis 16, Cha 16
  Base Atk +7; CMB +10; CMD 29
  Feats Alertness, Defensive Combat Training, Dodge, 
  Combat Casting, Great Fortitude, Improved Critical 
  (heavy pick), Iron Will
  Skills Climb +21, Fly +21, Intimidate +18, Knowledge 
  (dungeoneering) +19, Perception +22, Sense Motive 
  +22, Spellcraft +19, Stealth +23; Racial Modifiers +4 
  Stealth
  Languages Elven, Undercommon, Trade Tongue
  SQ vanisher hat (fly, invisibility at will, see sidebar)
  ECOLOGY
  Environment any underground
  Organization solitary, pair, or gang (3–8)
  Treasure standard (repeating hand crossbow, heavy 
  pick, vanisher hat, other treasure)
  Known in Trade Tongue parlance as “vanishers”, these 
  small, vicious, dwarf-like fey haunt abandoned quarries and 
  ancient ruins, killing and robbing unsuspecting visitors. 
  Legend says the scheznyki (singular and plural) are lazy 
  dwarves corrupted by the shadow fey. Now these cruel and 
  cunning fey make their lairs in drowned and abandoned 
  mines from the Northlands, to the tumbledown ruins of the 
  Wastelands, to the endless tomb complexes of Nuria-Natal.
   
  Their shadow elf masters have given them magical hats 
  which allow them to fly and become invisible at will as a free 
  action. These hats can be stolen and used by adventurers (see 
  sidebar), but the scheznyki will attempt to retrieve them by 
  any means necessary. Their locate object ability has triple the 
  normal range when searching for their hats.
   
  If an adventurer can successfully grapple a scheznyki, 
  they can attempt to cut their beard with a light magical or 
  cold-iron slashing weapon (treat the beard as an object or 
  barrier: hardness 10, hp 35). If the attacker successfully cuts 
  off the beard, the scheznyki loses access to all spell-like and 
  spell casting abilities. If the scheznyki loses its hat and beard 
  at the same time, it falls into a deep, wasting coma and will 
  die in 24 hours or when next exposed to sunlight. If this 
  occurs, the scheznyki’s body crumbles into dust and blows 
  away one round later. If the scheznyki’s beard is magically 
  mended or regrown, or its hat restored to its head before 
  this happens, the scheznyki recovers fully and immediately.
  NEW MAGIC ITEM
  Vanisher Hat
  Aura moderate transmutation; CL 5th
  Slot head; Price 10,000 gp; Weight -
  DESCRIPTION
  This hat grants a non-scheznyki wearer the ability to 
  become invisible or fly three times a day each (CL 5th). The 
  hats normally appear to be rough burlap tams, but a true 
  seeing spell or spell-like effect reveals them to be golden, 
  bejeweled coronets.
  Requirements Craft Wondrous Item, fly, invisibility, 
  obscure object and creator must be Shadow Fey. Cost 
  5,000 gp
  Zubnaya 
    
   
   
         CR 1
  This tiny fey looks like a cross between a tiny elf and a 
  praying mantis. It wears scale armor made from children’s 
  teeth and carries a spiked chain made from humanoid fangs.
  XP 400
  NE Tiny fey
  
  18
  Init +4; Senses darkvision 30 ft., low-light vision; 
  Perception +6
  DEFENSE
  AC 26, touch 14, flat-footed 24 (+4 armor, +2 Dex, +8 
  natural, +2 size)
  hp 12 (2d6+5)
  Fort +2, Ref +7, Will +4
  DR 5/cold iron or magic; Immune sleep; SR 11
  OFFENSE
  Speed 15 ft., fly 20 ft.
  Melee toothed (spiked) chain +5 (1d4-1 plus wounding)
  Ranged shortbow +5 (1d3/19-20)
  Special Attacks fly-by attack
  Spell-Like Abilities (CL 3rd; concentration +6)
  Constant—invisibility (zubnaya can activate or suppress 
  at will as a free action), locate object (teeth only)
  3/day—dancing lights, ghost sound (DC 13), faerie fire
  STATISTICS
  Str 8, Dex 19, Con 14, Int 15, Wis 13, Cha 16
  Base Atk +1; CMB -2; CMD 12
  Feats Weapon Finesse
  Skills Acrobatics +9, Climb +4, Fly +13, Escape Artist 
  +9, Intimidate +8, Knowledge (local) +7, Perception +6, 
  Stealth +21; Racial Modifiers +4 Stealth
  Languages Aklo, Elven, Sylvan, Trade Tongue
  ECOLOGY
  Environment any urban or forest
  Organization solitary, pair, or gang (3–8)
  Treasure standard (scale armor made from teeth, 
  toothed chain, other treasure)
  SPECIAL ABILITIES
  Fly-By Attack (Ex) Once per minute, a zubnaya can make 
  a fly-by attack and attempt to yank a tooth out of the 
  target’s mouth with its toothed chain. Treat as a ride-by 
  attack, as per the Ride-By Attack feat, but the zubnaya 
  must be flying instead of mounted, and can change 
  direction after the attack for the second half of its double 
  move. If the zubnaya makes a successful touch attack, it 
  has pulled a random tooth from the target’s mouth. The 
  target suffers the wounding effect of the toothed chain.
  Wounding (Ex) A zubnaya’s non-magical toothed chain 
  acts as if it had the wounding weapon special ability. 
  Creatures hit by the zubnaya’s fly-by attack are hit by the 
  toothed chain and also take 1 point of bleed damage.
  These vicious little fey are known in the Trade Tongue as 
  “tooth thieves”. Natural cowards, they normally steal a baby 
  tooth or two from children while they sleep. They shape 
  the teeth into their weapons and armor, but are not above 
  pulling teeth from a weak or helpless victim.
  Designer’s Notes: 
  Zubnaya
  I wanted a malevolent version of the normally 
  benevolent tooth fairy. Again, I was trying to turn 
  “cute” faerie tropes on their heads. There are some 
  flesh-eating tooth fairies in the movie Hellboy II: The 
  Golden Army, but I made an extra effort to make sure 
  there was no resemblance between my version and 
  their cinematic version, which was pretty awesome. 
  “Zubnaya” is a shortened version of the Russian word 
  for “tooth fairy”.
  
  19
  FEY ANIMALS
  Members of the fey courts have been known to grant the 
  gifts of intelligence and speech to animals, and to convince 
  them to act as spies. They can observe in plain sight and 
  pass on what they see and hear to fuel intrigue at the court. 
  Some talking animals deal directly with adventurers, either 
  to trade information or to trick them into doing some task.
  Creating a Fey Animal
  “Fey animal” is an inherited or acquired template that can 
  be added to a living, corporeal animal (referred to hereafter 
  as the base creature). A fey animal uses all the base creature’s 
  statistics and special abilities except as noted here.
  CR: Same as the base creature +1.
  Type: Creature type changes to fey. It gains the augmented 
  subtype. Do not recalculate Hit Dice, Base Attack Bonus, 
  skills, or saves.
  Alignment: Any chaotic.
  Armor Class: A fey animal’s natural armor bonus 
  increases by +1.
  Special Qualities and Defenses: A fey animal gains 
  darkvision 60 ft. and low-light vision if it didn’t already 
  possess it. It also gains DR 5/cold iron (DR 10/cold iron if 
  it has 11 or more Hit Dice) and SR equal to its CR + 11.
  Speed: All of the fey creature’s movement speeds increase 
  by 10 ft.
  Special Attacks: A fey animal gains the special attack 
  described below. Save DCs are equal to 10 + 1/2 the fey 
  animal’s Hit Dice + the fey animal’s Charisma modifier.
  Death Curse (Su) When a creature slays a fey animal, 
  the slayer is cursed with ill luck unless it makes a 
  successful Will save to resist the curse. If it fails to resist, 
  the victim takes a –2 penalty on all attack rolls, ability 
  checks, skill checks, and saving throws until the curse 
  is removed. The total penalty from multiple fey animal 
  death curses stacks, but the multiple death curses count 
  as a single curse overall for the purposes of removing its 
  effects. A fey creature can see this curse on a creature as 
  an angry red halo around the victim’s head.
  Spell-Like Abilities: A fey animal has a cumulative 
  number of spell-like abilities set by its HD. Unless 
  otherwise noted, an ability is usable 1/day. The CL equals 
  the fey animal’s CR.
  HD
  Spell-Like Abilities
  1-3
  charm person, faerie fire
  4-6
  fly (3/day), tree shape
  7-9
  charm monster, hallucinatory terrain
  10-13
  polymorph (3/day),summon nature’s ally IV
  14-16
  feeblemind, transport via plants
  17+
  mass charm monster, summon nature’s ally VIII
  Abilities: Dex+4, Int +10 (to a maximum score of 12), 
  Wis +2, Cha +4.
  Skills: A fey animal gains a +4 racial bonus on Bluff and 
  Stealth checks, and has skill points per racial Hit Die 
  equal to 6 + its Intelligence modifier. Its racial class skills 
  are Acrobatics, Bluff, Climb, Diplomacy, Fly, Knowledge 
  (nature), Perception, Sense Motive, Stealth, and Swim.
  Languages: Fey animals speak Sylvan plus one other 
  language common to the region.
  KNOWN FEY OF MIDGARD BY TYPE
  Aberration
  Dorreq (CR 6 – page 10)
  Lorelei (CR 7 – MB)
  Mamura (CR 5 – page 12)
  Qwyllion (CR 8 – page 15)
  Animal
  Fey Water Strider (Gerridae) (CR 1 – page 11)
  Dragon
  Alehouse Drake (CR 3 – BOD)
  Faerie Dragon (CR 2 – PFB3)
  Prismatic Drake (CR 14 – BOD)
  Pseudodragon (CR 1 – PFB1)
  River Drake (CR 8 – BOD)
  Tor Drake (CR 13 – BOD)
  Fey
  Aridni (CR 6 – page 3)
  Atomie (CR 1 – PFB3)
  Beli (CR 3 – page 4)
  Bereginyas (CR 4 – page 4)
  Bogeyman (CR 10 – PFB3)
  Boloti (CR 4 – page 5)
  Brownie (CR 1 – PFB2)
  Bucca (CR 2 – page 6)
  Chernomori (CR 1 – page 7)
  Clurichaun (CR 4 – page 7)
  Cold Rider (CR 8 – PFB3)
  Dark Satyr (CR 6 – page 8)
  Domovoi (CR 6 – page 10)
  Dryad (CR 3 – PFB1)
  Faun (CR 1 – PFB3)
  Fey Animal (Template, +1 CR – LLK, and page 19)
  Fey Creature (Template, +1 CR – PFB3)
  Fey Giant Toad (CR 3 – PFB3)
  Forlarren (CR 2 – PFB2)
  Gremlin (CR ½ - 2 – PFB2)
  Grig (CR 1 – PFB2)
  Ice Maiden (CR8 – MB)
  Kelpie (CR 4 – PFB2)
  Kiki Mora (CR 5 – MB)
  Korred (CR 4 – PFB2)
  Leprechaun (CR 2 – PFB2)
  Lurker in Light (CR 5 – PFB2)
  Mite (CR 1/4 – PFB1)
  
  20
  Naina (CR 12 – page 13)
  Nereid (CR 10 – PFB2)
  Nichny (CR 11 – page 14)
  Nixie (CR1 – PFB3)
  Norn (CR 18 – PFB3)
  Nuckelavee (CR 9 – PFB3)
  Nymph (CR 7 – PFB1)
  Pech (CR 3 – PFB2)
  Pixie (CR 4 – PFB1)
  Quickling (CR 3 – PFB2)
  Redcap (CR 6 – PFB2)
  Rusalka (CR 12 – PFB 3)
  Rusalka, Lesser (CR 6 - MB)
  Satyr (CR 4 – PFB1)
  Scheznyki (CR 9 – page 17)
  Shadow Fey (CR 5 – MB)
  Sprite (CR 1/3 – PFB3)
  Twigjack (CR 3 – PFB2)
  Vila (CR 5 – TOM)
  Zubnaya (CR 1 – page 18)
  Magical Beast
  Ala (CR8 – MB)
  Alseid (Deer Centaur) (CR ½ – MB)
  Blink Dog (CR 2 – PFB2)
  Carbuncle (CR 1 – PFB3)
  Cikavak (CR 2 – MB)
  Dragon Horse (CR 9 – PFB2)
  Eel Hound (CR 2 – MB)
  Firebird (CR 8 – MB)
  Giant (Green) Eagle (CR 3/4 – PFB1 
  and MCS)
  Green Hussar (CR 3 – MB)
  Griffon (CR 4 – PFB1)
  Hippogriff (CR 2 – PFB2)
  Kot Bayun (CR 7 – MB)
  Leucrotta (CR 5 – PFB2)
  Pegasus (CR 3 – PFB1)
  Peryton (CR 4 – PFB2)
  Phoenix (CR 15 – PFB1)
  Thunderbird (CR 11 – PFB2)
  Unicorn (CR 3 – PFB1)
  Vapor Lynx (CR 5 – MB)
  Winter Wolf (CR 5 – PFB1)
  Worg (CR 2 – PFB1)
  Plant
  Leshy (CR ½ - 3 – PFB3)
  Leshy, Greater (CR 4 – MB)
  Undead
  Mavka (CR 11 – page 13)
  KNOWN FEY OF 
  MIDGARD BY CR
  CR <1
  Alseid (Deer Centaur) (CR ½ – MB)
  Giant (Green) Eagle (CR 3/4 – PFB1 
  and MCS)
  Gremlin (CR ½ - 2 – PFB2)
  Leshy (CR ½ - 3 – PFB3)
  Mite (CR 1/4 – PFB1)
  Sprite (CR 1/3 – PFB3)
  CR 1
  Atomie (CR 1 – PFB3)
  Brownie (CR 1 – PFB2)
  Carbuncle (CR 1 – PFB3)
  Chernomoi (CR 1 – page 7)
  Faun (CR 1 – PFB3)
  Fey Water Strider (Gerridae)  
      (CR 1 – page 11)
  Grig (CR 1 – PFB2)
  Nixie (CR1 – PFB3)
  Pseudodragon (CR 1 – PFB1)
  Zubnaya (CR 1 – page 18)
  CR 2
  Blink Dog (CR 2 – PFB2)
  Bucca (CR 2 – page 6)
  Cikavak (CR 2 – MB)
  Eel Hound (CR 2 – MB)
  Faerie Dragon (CR 2 – PFB3)
  Forlarren (CR 2 – PFB2)
  Hippogriff (CR 2 – PFB2)
  Leprechaun (CR 2 – PFB2)
  Worg (CR 2 – PFB1)
  CR 3
  Alehouse Drake (CR 3 – BOD)
  Beli (CR 3 – page 4)
  BOD  
   
  Book of Drakes
  LLK   
   
  Pathfinder Campaign Setting: Lands of the Linnorm Kings
  MB   
   
  Midgard Bestiary
  MCS   
   
  Midgard Campaign Setting
  PFB1/2/3 
  Pathfinder RPG Bestiary 1, 2, or 3
  TOM   
   
  Tales of the Old Margreve
  Dryad (CR 3 – PFB1)
  Fey Giant Toad (CR 3 – PFB3)
  Green Hussar (CR 3 – MB)
  Pech (CR 3 – PFB2)
  Pegasus (CR 3 – PFB1)
  Quickling (CR 3 – PFB2)
  Twigjack (CR 3 – PFB2)
  Unicorn (CR 3 – PFB1)
  CR 4
  Bereginyas (CR 4 – page 4)
  Boloti (CR 4 – page 5)
  Clurichaun (CR 4 – page 7)
  Griffon (CR 4 – PFB1)
  Kelpie (CR 4 – PFB2)
  Korred (CR 4 – PFB2)
  Leshy, Greater (CR 4 – MB)
  Peryton (CR 4 – PFB2)
  Pixie (CR 4 – PFB1)
  Satyr (CR 4 – PFB1)
  CR 5
  Kiki Mora (CR 5 – MB)
  Leucrotta (CR 5 – PFB2)
  Lurker in Light (CR 5 – PFB2)
  Mamura (CR 5 – page 12 )
  Shadow Fey (CR 5 – MB)
  Vapor Lynx (CR 5 – MB)
  Vila (CR 5 – TOM)
  Winter Wolf (CR 5 – PFB1)
  CR 6
  Aridni (CR 6 – page 3)
  Dark Satyr (CR 6 – page 8)
  Domovoi (CR 6 – page 10)
  Dorreq (CR 6 – page 10)
  Redcap (CR 6 – PFB2)
  Rusalka, Lesser (CR 6 - MB)
  CR 7
  Kot Bayun (CR 7 – MB)
  Lorelei (CR 7 – MB)
  Nymph (CR 7 – PFB1)
  CR 8
  Ala (CR8 – MB)
  Cold Rider (CR 8 – PFB3)
  Firebird (CR 8 – MB)
  Ice Maiden (CR8 – MB)
  Qwyllion (CR 8 – page 15)
  River Drake (CR 8 – BOD)
  CR 9
  Dragon Horse (CR 9 – PFB2)
  Nuckelavee (CR 9 – PFB3)
  Scheznyki (CR 9 – page 17)
  CR 10
  Bogeyman (CR 10 – PFB3)
  Nereid (CR 10 – PFB2)
  
  21
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
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   15. COPYRIGHT NOTICE 
   Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
   System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
   Pathfinder Roleplaying Game Bestiary, © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams.
   Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; 
  Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, 
  Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal 
  MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, 
  Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ 
  Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams.
   Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; 
  Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael 
  Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. 
  Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
   Pathfinder Roleplaying Game Advanced Player’s Guide, © 2010, Paizo 
  Publishing, LLC; Author: Jason Bulmahn.
   The Book of Drakes, © 2011, Open Design LLC; Authors Adam Daigle and Mike 
  Welham.
   Midgard Bestiary for the Pathfinder Roleplaying Game, © 2012, Open 
  Design LLC; Author Adam Daigle with Chris Harris, Michael Kortes, James 
  MacKenzie, Rob Manning, Ben McFarland, Carlos Ovalle, Jan Rodewald, Adam Roy, 
  Christina Stiles, James Thomas, and Mike Welham
   Midgard Campaign Setting, © 2012, Open Design LLC; Author Wolfgang Baur 
  with Jeff Grubb, Brandon Hodge, Christina Stiles, and Dan Voyce.
   Pathfinder Campaign Setting: Lands of the Linnorm Kings, © 2011, Paizo 
  Publishing, LLC; Authors: Matthew Goodall, Jonathan Keith, Colin McComb, and Rob 
  McCreary.
   Tales of the Old Margreve, © 2010, Open Design LLC; Authors Tim Connors, 
  Eileen Connors, Michael Furlanetto, Jonathan McAnulty, Ben McFarland, Richard 
  Pett, Steven Robert, and Dan Voyce.
   Dark Fey, ©©2013, Open Design LLC; Author Adam W. Roy.  
  OPEN GAME LICENSE Version 1.0a
  CR 11
  Mavka (CR 11 – page 13)
  Nichny (CR 11 – page 14)
  Thunderbird (CR 11 – PFB2)
  CR 12
  Naina (CR 12 – page 13)
  Rusalka (CR 12 – PFB 3)
  CR 13
  Tor Drake (CR 13 – BOD)
  CR 14
  Prismatic Drake (CR 14 – BOD)
  CR 15
  Phoenix (CR 15 – PFB1)
  CR 18
  Norn (CR 18 – PFB3)
  Templates
  Fey Animal (+1 CR - LLK, and  
        page 19)
  Fey Creature (+1 CR – PFB3)
  
  THE EXPANDED 
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  New Paths
  Kobold Press and New Paths are trademarks of Open Design LLC. Pathfinder and associated marks and logos are trademarks of Paizo 
  Publishing, LLC, and are used under license. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.
  This exciting PDF series from 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kobold Press - Open Design/Midgard - Dark Fey.pdf