TEXT:  
   
   
   
  PRODUCT NO. MM302 
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  ABANDONED ARTS©
   PRESENTS: 
   
  FIVE NEW FEY CREATURES FOR USE WITH THE PATHFINDER® ROLEPLAYING GAME 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. 
   
  See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  
  2 
   
  ASRAIS 
   
  A shining humanoid shape flutters about on the breeze. Its hazy form seems to disperse and coalesce in a 
  wispy blur as it swims through the air on the vague suggestions of wings. 
   
  ASRAIS 
  CR 2 
  XP 600; CG Tiny fey 
  Init +4; Senses darkvision 60 ft., detect evil, detect good, low-light 
  vision; Perception +12 
  DEFENSE 
  AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size) 
  hp 5 (2d6-2); fast healing 1 
  Fort -1, Ref +7, Will +5 
  Defensive Abilities blur; DR 5/cold iron; SR 14 
  OFFENSE 
  Speed 20 ft., fly 50 ft. (good), swim 30 ft. 
  Space 2.5 ft.; Reach 0 ft. 
  Special Attacks hypnotic hum 
  Spell-Like Abilities (CL 6th, concentration +8) 
     constant – blur, detect evil, detect good 
     at-will – dancing lights, stone tell 
  STATISTICS 
  Str 6, Dex 19, Con 8, Int 13, Wis 15, Cha 15 
  Base Attack +1; CMB -6; CMD 8 
  Feats Skill Focus (Fly) 
  Skills Acrobatics +10, Fly +16, Knowledge (nature) +7, Perception 
  +12, Sense Motive +8, Stealth +18, Swim +18; Racial Perception +4 
  Languages Aquan, Auran, Common, Sylvan, and Terran 
  SQ coalescence 
  ECOLOGY 
  Environment temperate forests, hills, or plains 
  Organization solitary, pair, flock (3-14), or assembly (15-40) 
  Treasure standard 
  SPECIAL ABILITIES 
   
  Coalescence (Sp or Su) An asrais gains special properties as long as it is in contact with certain natural elements or environments: 
   
     Air: As long as an asrais is airborne, it may enter a gaseous form as a swift action. It retains its supernatural abilities and gains 
  a 20 foot fly speed with perfect maneuverability in this form, which otherwise functions like a gaseous form spell. 
   
     Earth: As long as an asrais is standing on solid earth or unworked stone, it benefits from a pass without trace effect and gains 
  the woodland stride class feature, as a druid. Furthermore, the asrais’ fast healing ability increases to fast healing 3. 
   
     Water: As long as an asrais is submerged in water, it may become invisible as a swift action, as the greater invisibility spell. 
  Though invisible creatures displace water and as such normally benefit only from a 20% concealment chance, the asrais instead 
  gains a 50% concealment chance while invisibly submerged due to the hazy and indistinct shape of the asrais’ natural form. 
   
  Hypnotic Hum (Su) When an asrais enters or passes through a space occupied by a living creature, that creature may succumb 
  to the hypnotic effects of a strange and otherworldly hum that seems to accompany the asrais wherever it goes. A living creature 
  must succeed on a DC 13 Will saving throw or gain the fascinated condition, standing or sitting quietly and watching or looking 
  for the asrais while offering no physical resistance to any further exposure to the hum. A creature that is already fascinated falls 
  into a deep sleep, as though it were affected by a deep slumber spell effect. Both the fascination and the deep slumber effects 
  have nearly-permanent durations; these effects can persist for many years if not broken by an outside force. Any creature that 
  successfully saves against the deep slumber effect is entitled to a new saving throw to break free from the fascination effect. A 
  creature lulled to sleep by the asrais’ hum is magically nourished as it slumbers, and is not at risk of dehydration or starvation. 
  The save DC is Charisma-based. This is a mind-affecting effect. 
   
  The fickle but serious-minded asrais are a fey force for good, and take serious offense to those that would defile or commit evil 
  within the sacred forests and hills that these creatures call home. These creatures often adopt self-appointed roles as guardians 
  in untamed corners of the world, and have been known to use their hypnotic powers to placate entire tribes of evil humanoids, 
  cause whole raiding parties to succumb to sleep in dangerous territories, or lure evil creatures and trespassing adventurers deep 
  into the woods before lulling them into an enchanted slumber for years at a time. 
     An asrais is one foot tall and weighs less than two pounds. 
  
  3 
   
  FROSTJACK 
   
  This rakish, blue-skinned humanoid wields an icy scimitar in one hand as it flits through the air on frosty, 
  insectile wings. A surge of slush and freezing water trails behind the creature wherever it goes. 
   
  FROSTJACK 
  CR 1 
  XP 400; CN Small fey (cold) 
  Init +3; Senses low-light vision; Perception +8 
  DEFENSE 
  AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size) 
  hp 10 (3d6) 
  Fort +0, Ref +6, Will +5 
  DR 5/cold iron; Immune cold, Resist fire 5 
  Weaknesses vulnerability to fire 
  OFFENSE 
  Speed 40 ft., fly 50 ft. (good), swim 40 ft. 
  Melee +1 keen scimitar +2 (1d4-1/15-20x2, plus 1d6 cold) 
  Special Attacks breath weapon (15-ft. cone, 2d6 cold damage, 
  Reflex DC 10 for half, usable every 1d4 rounds), icy breath 
  Spell-Like Abilities (CL 3rd, concentration +6) 
     constant - slipstream 
     at-will – ray of frost, touch of fatigue (DC 13), vanish 
  STATISTICS 
  Str 7, Dex 16, Con 8, Int 14, Wis 14, Cha 16 
  Base Attack +1; CMB -2; CMD 10 
  Feats Toughness, Weapon Focus (scimitar) 
  Skills Acrobatics +9 (+13 jump), Bluff +9, Craft (sculptures) +6, Fly 
  +11, Knowledge (nature) +6, Perception +8, Sleight of Hand +9, 
  Sense Motive +8, Stealth +9, Swim +12 
  Languages Aquatic, Common, and Sylvan 
  SQ hold breath, icewalking 
  ECOLOGY 
  Environment cold hills, lakes, and rivers 
  Organization solitary, gang (2-4), band (6-11) or tribe (20-80) 
  Treasure standard (ice scimitar, other treasure) 
  SPECIAL ABILITIES 
   
  Icewalking (Ex) This ability works like the spider climb spell, but the surfaces that the frostjack climbs must be icy. The frostjack 
  can move across icy surfaces without penalty and does not need to make an Acrobatics skill check to run or charge across ice. 
   
  Icy Breath (Su) A frostjack can expel and shape its frosty breath to create a non-magical, unattended object made of sculpted 
  ice. This ability works like a minor creation spell, except that the frostjack may not create complex items, and any item created 
  melts if it enters an area with temperatures in excess of 70° F. Furthermore, if the frostjack uses this ability to create and wield 
  an appropriately-sized scimitar, the blade gains a +1 enhancement bonus on attack and damage rolls, inflicts +1d6 cold damage, 
  and gains the keen weapon property for as long as it holds the weapon (reflected in the statistics above). The caster level for 
  this ability is equal to the frostjack’s Hit Dice (usually 3). 
     Alternately, the frostjack can use this ability to create a 15-foot-radius area of ice adjacent to its space. Creatures walking on 
  ice must spend 2 squares of movement to enter an icy square, and the DC for Acrobatics skill checks in the area increases by +5. 
     Using this ability in either capacity counts as one use of the frostjack’s breath weapon; the frostjack must wait 1d4 rounds 
  before using this ability a second time, or before attacking with its breath weapon in the traditional way. 
   
  Frostjack are rakish and adventurous fairy creatures whose very essences are suffused with the power of the freezing northern 
  climes that they call home. The frostjack lives for adventure, and takes great pride in its ability to use its icy breath and special 
  powers to overcome larger and more dangerous opponents. The eldest members of a frostjack tribe are often quick to dismiss 
  the escapades of the young as cavalier, frivolous, and irresponsible, despite most having had an adventurous youth of their own. 
     A frostjack is nearly four feet tall and weighs fifty pounds. 
   
   
  SLIPSTREAM AND VANISH: These spells are featured in the Pathfinder® Roleplaying Game: Advanced Player’s Guide ™ by Paizo 
  Publishing, LLC, and both are reprinted in the appendix to this product. Slipstream allows the frostjack to benefit from a 10-foot 
  increase to its ground speed across level ground, or 20 if moving downhill or swimming. Vanish works like an invisibility spell 
  with a 1-round duration. Both spells can also be reviewed online, on the Pathfinder Roleplaying Game Reference Document. 
  
  4 
   
  GROGOCH 
   
  A dirty, bearded figure stands clad in rags and sack-cloth. The long whiskers on its ruddy cheeks twitch in 
  a feline fashion, and it’s bulbous nose wrinkles as it seems to scent the air. 
   
  GROGOCH 
  CR 1/2 
  XP 200; NG Small fey 
  Init +7; Senses blindsense 5 ft.; low-light vision, scent; Perception +0 
  Aura stench (1 round, DC 12) 
  DEFENSE 
  AC 11, touch 10, flat-footed 11 (-1 Dex, +1 natural, +1 size) 
  hp 5 (1d6+2) 
  Fort +2, Ref +1, Will +2 
  Defensive Abilities stability; DR 2/cold iron 
  Weaknesses antipathy 
  OFFENSE 
  Speed 20 ft. 
  Melee club +2 (1d4+1) 
  Ranged sling +0, 50 ft. (1d3+1) 
  Spell-Like Abilities (CL 1st, concentration +0) 
     constant – endure elements 
     at-will – invisibility (self only), mage hand, prestidigitation 
     1/day – magic stone, mending, shillelagh, unseen servant 
  STATISTICS 
  Str 12, Dex 9, Con 15, Int 9, Wis 11, Cha 9 
  Base Attack +0; CMB +0; CMD 9 (13 vs. bull rush or trip) 
  Feats Toughness 
  Skills Climb +9, Craft (sculptures) +3, Craft (stonemasonry) +3, 
  Disguise +3, Sense Motive +4; Racial Climb +4 
  Languages Common and Giant (cannot read) 
  SQ twitching whiskers 
  ECOLOGY 
  Environment temperate mountains, or any urban 
  Organization solitary or clan (10-20) 
  Treasure standard (club, sling, other treasure) 
  SPECIAL ABILITIES 
   
  Antipathy (Su) Grogoch have a serious psychological aversion to practitioners of divine magic, and a supernatural ability to find 
  and identify such persons. A grogoch can determine whether or not a creature that it can detect with its scent ability has the 
  ability to cast divine spells. A grogoch that can smell such a creature must succeed on a DC 15 Will save or be overcome with 
  such trepidation and distress that it is compelled to remain at least 10 feet away from the creature for 1d4 hours. Regardless of 
  whether or not a grogoch succeeds on its saving throw, a grogoch that finds itself within 10 feet of a creature capable of casting 
  divine spells has its Dexterity score reduced by 4 points, as though voluntarily occupying an area affected by an antipathy spell. 
   
  Stability (Ex) Grogoch receive a +4 racial bonus to their CMD against bull rush or trip attempts while on solid ground. 
   
  Twitching Whiskers (Ex) A grogoch’s long, stiff facial hair can help it to detect subtle vibrations in the air and sudden changes in 
  local air pressure, helping it to react more quickly to danger. These whiskers grant the grogoch a +8 bonus on initiative checks, 
  and blindsense to a range of 5 feet. Water or exposure to strong winds, such as those created by a gust of wind spell, confuses 
  these fine senses and negates the bonuses described above for as long as the exposure persists. 
   
  Grogochs are a strange and exclusively male fey species with unusually meager hygienic habits and an even more unusual (and 
  often unfounded) mistrust of holy men and religious figures. Despite this odd prejudice, the grogoch have no aversion to sacred 
  sites, holy places, or the gods themselves. In spite of the shy natures and the unwashed stink of these dwarfish fairy folk, the 
  presence of a grogoch near a rural community is cause for celebration, as one of the fey creatures’ many strange habits is a 
  fondness for chores and housework. Folks who leave out milk or cream for a grogoch often find their chores finished overnight! 
     A grogoch is three and a half feet tall and weighs sixty-five pounds. 
   
  GROGOCH FAMILIARS: Due to the enthusiasm that a grogoch displays with regards to the performance of menial labor and 
  housekeeping-related tasks (mainly by using its prestidigitation, mending, and mage hand spell-like abilities), wizards with busy 
  schedules find that these fey creatures make terribly convenient familiars – that is, if you can stand the smell. In order to gain a 
  grogoch familiar, a spellcaster must be neutral good, have a caster level of 5th, and have the Improved Familiar feat. 
  
  5 
   
  LEANHAUN 
   
  This voluptuous, feminine figure resembles a well-proportioned human woman with several decidedly-
  elven features. A pair of large, colorful butterfly wings protrudes from her bare back. 
   
  LEANHAUN 
  CR 2 
  XP 600; CN Medium fey 
  Init +3; Senses low-light vision; Perception +1 
  DEFENSE 
  AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge) 
  hp 10 (3d6) 
  Fort +1, Ref +7, Will +4 
  DR 5/cold iron; Immune magical sleep effects 
  OFFENSE 
  Speed 30 ft.; fly 40 ft. (good) 
  Melee masterwork dagger +2 (1d4/19-20x2) 
  Ranged masterwork dagger +5, 10 ft. (1d4/19-20x2) 
  Special Attacks muse 
  Spell-Like Abilities (CL 8th, concentration +11) 
     at-will – charm monster (DC 16), lullaby (DC 13) 
     3/day –  daze (DC 13), disguise self, hypnotism (DC 14) 
  STATISTICS 
  Str 10, Dex 17, Con 11, Int 14, Wis 13, Cha 17 
  Base Attack +1; CMB +1; CMD 11 
  Feats Dodge, Persuasive 
  Skills Bluff +9, Diplomacy +11, Disguise +8, Fly +13, Intimidate +11, 
  Knowledge (local) +8, Perform (any) +9, Sense Motive +7 
  Languages Common, Elven, and Sylvan; telepathy 100 ft. 
  ECOLOGY 
  Environment temperate forests, or any urban 
  Organization solitary or pair 
  Treasure standard (masterwork dagger, other treasure) 
  SPECIAL ABILITIES 
   
  Muse (Su) A leanhaun can extend an intimate offer to any creature with an Intelligence score of 3 or higher that succumbs to its 
  charm monster spell-like ability. This seductive offer sounds too good to be true: the leanhaun will serve as the target’s muse in 
  return for a seemingly trivial service. The catch is as simple as it is insidious; the favor is worded in such a way as to be all but 
  impossible to complete. To convince her victim, the leanhaun must succeed on a Bluff skill check opposed by the target’s Sense 
  Motive skill check. If the leanhaun wins the check, the offer sounds plausible to the charmed victim’s ears, and the target is 
  compelled to agree. Such a creature is bound to serve the fey as though under the effects of a geas-quest spell with a duration 
  of 1 year. The effect can only be lifted if the afflicted party can convince another intelligent creature to complete the favor in 
  his place. Combat and other distractions ruin any attempt to deliver the leanhaun’s offer. 
     If the leanhaun fails to convince her victim, the charm person effect is immediately broken, and the leanhaun is magically 
  compelled to serve as a muse for her intended victim for 1 year. The leanhaun must remain within 100 feet of the target, and 
  may not voluntarily leave this 100-foot radius, or directly cause or compel her master to move more than 100 feet away from 
  her. While serving as a muse, the leanhaun’s mere presence grants her new master a +4 insight bonus on Craft, Perform, and 
  Profession skill checks, and a +1 morale bonus on saving throws. If her master voluntarily moves more than 100 feet away from 
  her, the effect is broken and the leanhaun may once again act freely. This is a sonic, language-dependent, mind-affecting effect. 
   
  Though rarely evil, neither does a leanhaun think much of mortal men and women. In some ways, a leanhaun embodies all that 
  sensible mortals fear about the fey: a leanhaun is capriciously devious, dangerously seductive, and ruinously clever. 
     A leanhaun is just over five and a half feet tall and weighs one hundred and thirty pounds. 
   
  LOVELORN LEANHAUN: A leanhaun that succumbs to the service of an intelligent creature with 20 Hit Dice or more quickly 
  becomes enthralled and helplessly loyal to its powerful new master. A lovelorn leanhaun’s alignment changes to match that of 
  her masters, and the muse’s service becomes permanent. If her master has either the good or evil subtype, or an aura of good 
  or evil strong enough to register as “overwhelming” to a detect evil or detect good spell, the lovelorn leanhaun gains a share of 
  her new master’s power for as long as she serves. The leanhaun gains a +8 bonus to her Strength and Constitution scores, the 
  ability to cast spells as a 5th-level bard, and also gains a +4 profane (if evil) or sacred (if good) bonus to Armor Class and the 
  ability to smite good (if evil) or smite evil (if good) 3 times per day as a 5th-level paladin. A lovelorn leanhaun adds +2 to its CR. 
  
  6 
   
  SHEOQUE 
   
  This green-skinned, childlike creature has wild hair entwined with bristling roots and vines, and adorned 
  with brightly-colored flowers throughout. Verdant wings and dangerous thorns sprout from her body. 
   
  SHEOQUE 
  CR 1 
  XP 400; N Small fey 
  Init +6; Senses low-light vision; Perception +8 
  DEFENSE 
  AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size) 
  hp 13 (3d6+3) 
  Fort +0, Ref +6, Will +5 
  DR 1/cold iron; Immune paralysis, poison, polymorph effects, sleep 
  effects, and stunning 
  OFFENSE 
  Speed 20 ft., fly 40 ft. (good) 
  Melee 2 claws +4 (1d3-2) 
  Special Attacks sacred brush, wild growth 
  Spell-Like Abilities (CL 6th, concentration +8) 
     constant – speak with plants 
     at-will – detect snares and pits, endure elements 
     1/day – bless, charm person (DC 13), goodberry, hallow (see text) 
  STATISTICS 
  Str 6, Dex 15, Con 10, Int 8, Wis 15, Cha 14 
  Base Attack +1; CMB -2; CMD 10 
  Feats Improved Initiative, Toughness 
  Skills Fly +11 , Knowledge (geography) +4, Knowledge (nature) +4, 
  Perception +8, Sense Motive +10, Stealth +16; Racial Sense Motive 
  +2, Stealth +4 in light or heavy undergrowth 
  Languages Sylvan (children can always understand a sheoque, no 
  matter what language it speaks) 
  SQ woodland stride 
  ECOLOGY 
  Environment cold and temperate forests 
  Organization solitary, pair, or grove (3-8) 
  Treasure standard 
  SPECIAL ABILITIES 
   
  Sacred Brush (Su) A sheoque is first and foremost a protector of the faerie courts and the natural order of things. To that end, a 
  sheoque can use her hallow spell-like ability to affect a single 10-foot square of light and/or heavy undergrowth. Over time, a 
  grove of sheoque can transform entire swaths of forest into sacred fey dominions. Like a druid’s hallow spell, any undergrowth 
  made holy by a sheoque’s hallow spell-like ability has no impact on the effectiveness of channeled energy. 
     As a standard action, a sheoque can cause an area so hallowed to lash out at a single would-be trespasser or defiler within or 
  adjacent to the holy ground and no more than 60 feet away from the sheoque. The hallowed undergrowth has an attack bonus 
  equal to the sheoque’s Wisdom modifier (usually +2) and deals 1d8 points of bludgeoning and piercing damage on a successful 
  strike. Undead struck by the brush take an additional 1d8 points of damage. 
   
  Wild Growth (Su) As a standard action, a sheoque can cause a 5-foot square of light undergrowth to grow out of fertile earth. 
  The sheoque can produce undergrowth in any adjacent square, and the undergrowth produced by this ability is not magical; it 
  persists for as long as it can grow there. The sheoque may use this ability 12 times per day. 
   
  Woodland Stride (Su) A sheoque may move through any sort of undergrowth at her normal speed and without taking damage 
  or suffering any other impairment. Overgrown areas that have been magically manipulated to impede motion (such as an area 
  affected by an entangle spell), still affect her. 
   
  The childlike sheoque are contradictory creatures. On the whole, sheoque are well-intentioned fey, but they have been known to 
  use their natural magic to charm (and effectively kidnap) human “playmates,” especially children. Long-lived as most fey are, a 
  sheoque might keep a human playmate for years, always meaning to return the mortal to its home “tomorrow.” If a sheoque is 
  sought out and beseeched to return a mortal companion, she is almost certain to comply. The sacred brush and forests that the 
  sheoque call home are always guarded carefully, however, and trespassers are advised not to linger long in a sheoque’s domain. 
     A sheoque is three feet tall and weighs forty pounds. 
  A Common Village Rhyme 
  Small Sharol Shipsail  (or another name here) 
  Disappeared before dawn 
  Sheoque, oh sheoque; where has my Sharol gone? 
  
  7 
   
  APPENDIX 
   
  ADVANCED PLAYER’S GUIDE SPELLS 
   
  Presented below are two spells (slipstream and vanish) featured in the 
  Pathfinder® Roleplaying Game: Advanced Player’s Guide ™, for use with 
  the frostjack’s spell-like abilities (see page 3 of this document). 
   
  SLIPSTREAM 
  School conjuration (creation) [water]; Level druid 2, ranger 2, sorcerer 
  /wizard 2 
  Casting Time 1 standard action 
  Components V, S, M/DF (a few drops of oil and water) 
  Range touch 
  Target creature touched 
  Duration 10 minutes/level (D) 
  Saving Throw Reflex negates (harmless); Spell Resistance no 
   
  You create a low-cresting wave of water that carries the target along 
  the surface of water or the ground. When moving across level ground, 
  the target's speed increases by 10 ft. If going downhill, speed increases 
  by 20 ft. instead, but slipstream provides no movement bonus when going uphill. While swimming, the slipstream increases the 
  target's swim speed by 20 ft.—if the target does not have a swim speed, this spell grants a swim speed of 20 ft. 
   
  VANISH 
  School illusion (glamer); Level bard 1, sorcerer/wizard 1 
  Casting Time 1 standard action 
  Component V, S 
  Range touch 
  Target creature touched 
  Duration 1 round/level (up to 5 rounds) (D) 
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless) 
   
  This spell functions like invisibility, except the effect only lasts for 1 round per caster level (maximum of 5 rounds). Like invisibility, 
  the spell immediately ends if the subject attacks any creature. 
   
  MONSTER ROLES 
  The following lists categorize all of the monsters in this book by their roles, as described in the Monster Advancement section of 
  the Pathfinder® Roleplaying Game: Bestiary ™. These roles indicate what types of character classes are treated as key classes. 
   
  COMBAT ROLE 
  asrais, frostjack, grogoch, sheoque 
   
  SKILL ROLE 
  leanhaun, lovelorn leanhaun 
   
  MONSTERS BY CHALLENGE RATING 
  The following section lists all monsters included in this document, alphabetically by CR. 
   
  CR 1/2 
  CR 1 
  grogoch 
  frostjack, sheoque 
   
  CR 2 
  CR 4 
  asrais, leanhaun 
  lovelorn leanhaun 
    
   
   
   
   
   
   
   
   
  CREDITS 
   
  Design, editing and art direction by Daron Woodson. Artwork by Katie Brandley and Carlos Torreblanca. 
   
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying 
  Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  Learn more about the Pathfinder Roleplaying Game at www.paizo.com. 
  
  8 
   
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0 © 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 Core 
  Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K 
  Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing. LLC; Authors: Jason Buhlman, Tim Hitchcock, 
  Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. The Book of 
  Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, 
  and Bill Webb; Based on original content from TSR. Pathfinder Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Buhlman, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams. Abandoned Arts Presents: More Gremlins! © 2012, Daron Woodson; Author: 
  Daron Woodson, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Abandoned Arts/More Faeries!.pdf