TEXT: Sphere’s Bestiary: 
  Sphere’s Bestiary: 
  Fey and Feyfolk
  Fey and Feyfolk
  Sphere’s Bestiary: 
  Sphere’s Bestiary: 
  Fey and Feyfolk
  Fey and Feyfolk
  
  Credits
  Author: Andrew Stoeckle, Steven Alpert
  Creative Director: Adam Meyers
  Interior Art: Gennifer Bone, Jacob Blackmon, Ryan Rhodes, Gary Dupuis
  Cover Art: Erin Koral
  Layout: Adam Meyers
  Editing: Johannes Luber
  Spheres Bestiary:  
  Fey and Feyfolk
  This Handbook was created by
  Visit https://www.patreon.com/DropDeadStudios to lend your support.
  
  Contents
  Introduction .......................................................................................3
  Creatures ...........................................................................................4
  Gremlin ............................................................................................................6
  Jogoah ..............................................................................................................10
  Jogoah, Gahongas ....................................................................................11
  Spirit Tree .......................................................................................................15
  Templates ...........................................................................................20
  Fey Noble ........................................................................................................20
  Creating a fey noble ...................................................................................20
  Sample Fey Noble ..........................................................................................21
  Twisted Spirit Tree ........................................................................................22
  Creating a Twisted Spirit Tree ..............................................................22
  Sample Twisted Spirit Tree ...................................................................22
  Martial Monster Traditions .....................................................................23
  Minor Artifacts .........................................................................................23
  Other Content ....................................................................................23
  
  Chapter 1 
  Introduction
  Foreword
  The following are a collection of various fey, built with Spheres 
  of Power and Spheres of Might, which can be easily included in 
  any setting where fey abound as well as those where fey might 
  be more hidden or secretive.
  Whether they be friend or foe, fey are always a welcome ad-
  dition into any story, from local nuisances to miniaturized 
  catastrophes in their own right. Unique to this bestiary are a 
  number of fey which bear roots in non-celtic cultures. Tabletop 
  has traditionally focused on European-style fey folk or very 
  public-knowledge mythology, such as sprites, pixies, naiad, 
  and dryad. This bestiary introduces a number of fey spirits 
  from Japanese mythology, the bakemono and kappa, as well as 
  Native American mythology, the jogoah and powerful trickster 
  coyote spirits, and many others. Also included is more infor-
  mation on courts of Faerie, the fey nobles, powerful lords of 
  their domains and the gifts they bestow upon those they bar-
  gain with or request tasks from.
  Integrating fey, and the fey from this bestiary, into your stories 
  can make for memorable subplots. Fey have always been por-
  trayed as tricksters or mysterious savants of nature, and this 
  book displays both alongside vibrant and detailed backgrounds 
  for each of these fey folk for you to integrate into your games. 
  It is my hope that these new fey will bring new life and colors 
  to the stories you weave and the games you play.
  This handbook is designed to be used as a companion book 
  with the updated Spheres of Power system of magic materi-
  als found in Ultimate Spheres of Power, as well as materials from 
  Spheres of Might, Champions of the Spheres, and other Drop Dead 
  Studios supplement products. Classes, class features, and 
  spheres from these sources are not marked.
  
  Bakemono   
   
   
   
     CR 4
  Initially, this fey resembles a fox or small dog, but it swiftly changes 
  shape.
  XP 1,200
  CN Tiny fey (shapeshifter)
  Init +3; Senses low-light vision; Perception +10
  Defense
  AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge, +2 size)
  hp 39 (6d6+18)
  Fort +5, Ref +8, Will +6
  DR 3/cold iron
  Offense
  Speed 20 ft.
  Melee bite +8 (1d3-2)
  Space 2-1/2 ft., Reach 0 ft.
  Magic
  Caster Level 6; MSB +6, MSD 17, Concentration +8
  Tradition Natural (Lycanthropic); CAM Cha
  Spell Points 8
  Alteration Sphere – Talents Greater Changes, Perfect 
  Imitation, 
  Size 
  Change; 
  (transformation) 
  Animalistic 
  Transformation, 
  Anthropomorphic 
  Transformation, 
  Aquan 
  Transformation, 
  Avian 
  Transformation, 
  Dragon 
  Transformation, Plant Transformation
  • shapeshift, touch, DC 15; Greater Changes (3 traits), 
  concentration, 6 hours with 1 sp
  statistics
  Str 6, Dex 17, Con 16, Int 12, Wis 13, Cha 15
  Base Atk +3; CMB +4; CMD 13
  Feats Dodge, Extra Magic Talent, Weapon Finesse
  Skills Acrobatics +12, Bluff +11, Disguise +11, Escape Artist +12, 
  Intimidate +8, Perception +10, Stealth +20
  Languages Aklo, Common, Sylvan
  special abilities
  Capable Size-change (Sp) A bakemono may change itself up 
  to Huge size with the Size Change talent.
  Persistent Shifter (Sp) When a bakemono spends a spell 
  point to persist shapeshift, the duration is 1 hour per caster level 
  rather than 1 minute per caster level.
  Swift Shifter (Sp) A bakemono may cast shapeshift on itself 
  (and only itself) as a move action.
  Varied Shifter (Su) A number of times per day equal to its 
  Hit Dice, the bakemono may grant itself any talent from the 
  Alteration sphere as a swift action. The bakemono retains this 
  talent until this ability is used again.
  ecOlOgy
  Environment any (Faerie)
  Organization solitary, group (2–5)
  Treasure standard
  In Faerie, bakemono use their powerful shapeshifting skills 
  to survive, avoiding detection, fighting, and hunting. In the 
  mortal realm, some have taken to impersonating the deceased, 
  whether to lure grieving relations into Faerie, to get themselves 
  an adopted home, or for other reasons. Bakemono usually shun 
  violence, preferring to flee using a speedy form or hide in a 
  small space. If pressed they can adopt frightful appearances. If 
  all else fails, a bakemono will grow to Huge size and fight with 
  tooth and claw in the shape of a terrible beast.
  Chapter 2
  Creatures
  
  Coyote Spirit  
   
   
   
    CR 15
  This lithe, almost humanoid figure’s soft cloak billows in the wind, 
  their next steps vanished.
  XP 51,200
  CN Small fey
  Init +10; Senses low-light vision; Perception +33
  Defense
  AC 29, touch 17, flat-footed 23 (+6 Dex, +12 natural, +1 size)
  hp 210 (20d6+140); fast healing 5
  Fort +12, Ref +18, Will +18
  DR 10/cold iron; Resist acid 30, cold 30, electricity 30
  Offense
  Speed 30 ft.
  Melee bite +16 (1d4+1)
  Special Attacks possession (DC 26)
  Magic
  Caster Level 20; MSB +20, MSD 31, Concentration +26
  Tradition Natural (none); CAM Cha
  Spell Points 26
  Alteration Sphere – Talents Animal Mind, Ranged 
  Alteration, 
  Size 
  Change; 
  (transformation) 
  Animalistic 
  Transformation, 
  Anthropomorphic 
  Transformation, 
  Aquan 
  Transformation, 
  Avian 
  Transformation, 
  Dragon 
  Transformation, Plant Transformation
  • shapeshift, close (75 ft.), DC 27; 5 traits, concentration, 
  20 minutes with 1 sp
  Illusion Sphere – Talents Enlarged Illusion, Focused 
  Imagination, 
  Ranged 
  Illusion, 
  Suppression; 
  (sensory) 
  Illusionary Odor, Illusionary Sound, Illusionary Touch
  • illusion, close (75 ft.), maximum size Colossal++++ (150-
  ft. cube), DC 27; concentration, 1 sp, sight, smell, 
  sound, touch
  ◊ Focused Imagination; illusions persist for 2 
  rounds after concentration ends, and can concen-
  trate for 50 minutes
  • trick, close (75 ft.), DC 27, 3 minutes, sight, smell, 
  sound, touch
  Weather Sphere – Talents Climate, Greater Size, 
  Lengthened Weather
  • control weather, maximum severity 5, long (1200 ft.), 
  DC 26; concentration, 20 minutes with 1 sp
  ◊ Climate; 2 miles, +1 sp
  ◊ Lengthened Weather; 20 hours, +1 sp
  statistics
  Str 12, Dex 23, Con 23, Int 18, Wis 19, Cha 22
  Base Atk +10; CMB +10; CMD 26
  Feats 
  Counterspell, 
  Counterspell 
  Mastery, 
  Greater 
  Counterspell, Improved Counterspell, Improved Initiative, 
  Iron Will, Sphere Focus (Alteration sphere), Sphere Focus 
  (Illusion sphere), Toughness, Weapon Finesse
  Skills Bluff +29, Disguise +29, Escape Artist +29, Knowledge 
  (geography) +14, Knowledge (nature) +27, Perception +27, 
  Perform (oratory) +29, Perform (sing) +29, Sense Motive +27, 
  Spellcraft +17, Stealth +33
  Languages Aklo, Common, Elven, Sylvan
  special abilities
  Possession (Su) A coyote spirit may attempt to possess a 
  creature within its natural reach as a standard action. This 
  ability lasts for 20 hours or until the coyote spirit ends the 
  possession as a free or immediate action, or begins a new pos-
  session on another target creature. The target is allowed a DC 
  26 Will save to resist the effect. This save is Charisma-based. 
  A successful save to resist or end a possession prevents that 
  individual coyote spirit from possessing that creature for 24 
  hours. Unless otherwise noted, creatures are aware of a failed 
  possession attempt, having a feeling of a hostile force, but gain 
  no other information. If the coyote spirit is successful, its body 
  is absorbed into the target and its life force occupies the host 
  body.
  The coyote spirit’s possession ability functions as the wraith’s 
  active possession ability (Ultimate Spheres of Power pg. 93), treat-
  ing the coyote spirit’s effective wraith level as 1 when deter-
  mining the possession’s effects, except the duration and DC 
  (as noted above). The host may make a new save to end the 
  possession early any time the coyote spirit would force it to do 
  something against its nature (see the Mind sphere for guide-
  lines). The host is only granted an additional save this way once 
  per round.
  Varied Shifter (Su) A number of times per day equal to its 
  Hit Dice, the coyote spirit may grant itself any talent from the 
  Alteration sphere as a swift action. The coyote spirit retains 
  this talent until this ability is used again.
  ecOlOgy
  Environment desert, Faerie desert
  Organization single
  Treasure standard
  Coyote spirits are mighty tricksters, delighting in all manner of 
  deception and jest, as well as telling improbable stories of their 
  own exploits. Those who weather their attention in good hu-
  mor and listen appreciatively to their stories are often reward-
  ed with guidance or insight, while those the coyote spirit finds 
  to be poor sports are often subject to increasing annoyance, 
  at least until the capricious spirit grows bored. Few creatures 
  have the power to truly threaten them; such are to be outwit-
  ted or avoided altogether, though the challenge of one-upping 
  powerful opponents draws some coyotes into dangerous games 
  and sticky situations from which they may need aid to escape. 
  Lesser creatures that seek to injure them are usually left alive, 
  to be mocked and pestered for their imprudence. A few pow-
  erful fey lords have coyote spirits in their courts, whether for 
  entertainment, espionage, or simply for company.
  
  Curupira  
   
   
   
   
     CR 3
  This small fey is clad in leaves and has flame-red hair streaked with 
  orange, so bright that you almost miss its backwards feet.
  XP 800
  CN Small fey
  Init +7; Senses low-light vision; Perception +9
  Defense
  AC 15, touch 15, flat-footed 11 (+3 Dex, +1 dodge, +1 size)
  hp 27 (5d6+10)
  Fort +3, Ref +7, Will +5
  DR 3/cold iron
  Offense
  Speed 20 ft., climb 20 ft.
  Melee dagger +5 (1d3-2)
  Ranged blowgun +5 (1)
  Space 5 ft., Reach 5 ft.
  Magic
  Caster Level 5; MSB +5, MSD 16, Concentration +7
  Tradition Natural (none); CAM Cha
  Spell Points 7
  Illusion Sphere – Talents Complex Illusion, Focused 
  Imagination, 
  Suppression; 
  (sensory) 
  Illusionary 
  Odor, 
  Illusionary Sound, Illusionary Touch
  • illusion, close (35 ft.), maximum size Huge (15-ft. cube), 
  DC 14; concentration, 1 sp, sight, smell, sound, touch
  ◊ Complex Illusion; split illusions into separate 
  components, 1 sp
  ◊ Focused Imagination; illusions persist for 2 
  rounds after concentration ends, and can concen-
  trate for 50 minutes
  ◊ Suppression (glamer); choose one sense (sight) 
  +5 circumstance bonus to Stealth when observed, 
  no armor check penalty to Stealth; (sound) sniping 
  penalty reduced by 5; (touch) targets of melee at-
  tacks need to pass DC 15 - points of damage dealt 
  to notice attacks, +5 circumstance bonus to pick 
  pockets; (smell) targets tracking by scent take -5 on 
  Perception and Survival
  • trick, close (35 ft.), DC 14; 5 minutes, sight, smell, 
  sound, touch
  statistics
  Str 6, Dex 17, Con 15, Int 12, Wis 12, Cha 15
  Base Atk +3; CMB -1; CMD 12
  Feats Dodge, Improved Initiative, Weapon Finesse
  Skills Acrobatics +11, Bluff +10, Disguise +10, Escape Artist 
  +11, Handle Animal +7, Perception +9, Stealth +19 (+23 in forest) 
  Racial Bonuses +4 Stealth in forest
  Languages Common, Sylvan
  special abilities
  Backwards Feet (Ex) A curupira’s feet face backwards, mak-
  ing tracking them difficult. Any creature attempting to use 
  Survival to track a curupira must succeed on a DC 20 check to 
  realize that the tracks are facing opposite the usual direction. 
  The DC of this check is reduced by 1 for every hour the tracks 
  are followed in the wrong direction.
  Frightful Whistle (Su) A curupira may whistle, forcing hos-
  tile creature’s within 30 feet to make a DC 14 Will save or be 
  frightened for 2 rounds. Creatures that succeed on the save are 
  instead shaken for 1 round. This is a sonic-based mind-affecting 
  fear effect. The DC is Charisma-based.
  ecOlOgy
  Environment Jungle
  Organization solitary, group (2–5)
  Treasure standard
  Curupira dwell in the jungle, tending the beasts that live there 
  and punishing hunters that take more than they need or that 
  hunt mothers caring for their young. They use their frightful 
  whistle and illusions to mislead their foes, shunning direct 
  confrontation.
  Gremlin
  Gremlins are aggressive, tribal feyfolk who closely resemble 
  gnomes, but are distinguished by their long, spindly limbs, 
  pointed ears and sharp teeth. Gremlins are famed as tricksters, 
  pranksters, tinkerers, and are often known to teeter the brink 
  of mean spirited to outright cruel in the “games” they play with 
  others.
  A gremlin sighting is an auspicious occasion, and often indic-
  ative of a larger tribe lurking in the underbelly of a city or in 
  the hills and trees surrounding a sleepy village. While not ma-
  licious, gremlins see their meddling and destructive habits as 
  their gift to others, and rejecting their “art” can anger them to 
  greater destructive rampages, and even lethal ones.
  Gremlin, Book-biter  
   
   
     CR 3
  This hated gremlin has jagged teeth and a maw as wide as its head, 
  tattered ribbons of paper stuck in its teeth. Standing about 2 feet tall, 
  this gray skinned fey’s body is mostly bones and angles, clothes fashioned 
  from what appear to be stained book-leather.
  XP 800
  CE Tiny fey
  Init +3; Senses darkvision 120 ft., low-light vision; Perception 
  +9
  Defense
  AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
  hp 32 (5d6+15)
  Fort +4, Ref +7, Will +5
  DR 5/cold iron; SR 14
  Offense
  Speed 30 ft., climb 20 ft.
  Melee bite +7 (1d3-1)
  Space 2-1/2 ft., Reach 0 ft.
  
  Skills Acrobatics +11, Appraise +6, Climb +19, Escape Artist 
  +11, Perception +9, Sleight of Hand +11, Stealth +19, Use Magic 
  Device +13
  Languages Aklo, Undercommon
  special abilities
  Consume Scroll (Su) 
  A 
  book-biter can devour pages 
  from a spell book, a ritual book, 
  or a scroll as a standard action. 
  Doing so destroys the pages and 
  grants the book-biter a number of 
  temporary hit points equal to the caster level of the object 
  multiplied by 3. These temporary hit points persist for 1 hour 
  per caster level or until the gremlin expends the magic using its 
  gut Magic ability.
  Gut Magic Once a book-biter has used its consume scroll 
  ability, it can cast the contained ritual, sphere effect, or spell 
  using the effect’s normal casting time, making Use Magic 
  Device checks as needed. Successfully doing so expends the 
  consumed scroll.
  Tiny Scoundrel (Ex) Book-biters do not take any size penal-
  ties to CMB when performing the dirty trick or steal combat 
  maneuvers.
  ecOlOgy
  Environment any underground or urban
  Organization solitary, pair, mob (3–12)
  Treasure standard
  Book-biter gremlins as their name suggests, are driven to con-
  sume books, scrolls, and other writings, making them the bane 
  of libraries and academics everywhere. Sometimes referred to 
  as bibliophage gremlins in academic works, relatively few in 
  number due to the persistent disappearance of the research-
  er’s notes, they sneak into repositories of knowledge and gorge 
  themselves, fleeing quickly once discovered. Magical texts are 
  special favorites, leading those arcanists familiar with them to 
  commonly have a ‘kill on sight’ policy regarding book-biters. 
  Librarians support this policy, especially given that the grem-
  lins appear to favor more valuable texts to consume first.
  Gremlin, Fear-gorger   
   
  CR 5
  This gremlin emerges from the shadows, needle teeth displayed in a rig-
  id grin. One hand holds a shield, the other appears to be full of daggers, 
  though a second look reveals them to be its razor-sharp claws.
  XP 1,600
  CE Tiny fey
  Init +3; Senses darkvision 120 ft., low-light vision; Perception 
  +9
  Aura fear aura (30 ft.)
  Defense
  AC 21, touch 15, flat-footed 18 (+3 Dex, +5 natural, +1 shield, +2 
  size)
  hp 52 (8d6+24)
  Fort +5, Ref +9, Will +7
  cOMbat
  Martial Tradition Fey Hooligan (Athletics x2, Scoundrel x2); 
  PAM Cha
  Athletics Sphere – Packages climb, leap, run; Talents 
  Close Quarters Training, Expanded Training, Scale Foe, 
  Unwilling Boost
  • Close Quarters Training; can occupy space with 
  another creature with a successful Acrobatics check
  • coordinated movement (withdraw action, regain martial 
  focus)
  • scale foe (climb) (can attempt Climb check vs. CMD to 
  climb, and gain bonuses while on top of target)
  • Unwilling Boost; move action (or expend focus 
  when missed), provoke AoO using Acrobatics to jump 
  in place of AC, +attacker’s Strength score to jump 
  check
  Scoundrel Sphere – Talents Broke And Broken, Improved 
  Grifting, Playing Dirty
  • marked target (swift action, melee touch attack, bat-
  tered and -2 Perception for 1 round)
  • Playing Dirty; while maintaining martial focus; dirty 
  trick requires standard action to remove
  • (trick); after succeeding on any dirty trick or steal ma-
  neuver, apply 1 (trick)
  ◊ Broke And Broken (trick); after a dirty trick, 
  may attempt steal against same target
  statistics
  Str 8, Dex 17, Con 16, Int 12, Wis 13, Cha 15
  Base Atk +2; CMB +3 (+10 Dirty Trick and Steal); CMD 12 
  (+14 Dirty Trick and Steal)
  Feats Skill Focus (Use Magic Device)B, Weapon FinesseB (trade 
  3 feats for martial tradition)
  
  DR 5/cold iron; SR 16
  Offense
  Speed 30 ft., climb 20 ft.
  Melee claw +9 (1d4-1), bite +9 (1d3-1)
  Space 2-1/2 ft., Reach 0 ft.
  cOMbat
  Martial Tradition Gladiator (Equipment x2, Gladiator 2x); 
  PAM Cha
  Gladiator Sphere – Talents Master Of Fear; (demoraliza-
  tion) Frightful
  • boast (immediate action, roll next attack twice and 
  take better)
  • strike fear (standard action, demoralize 30-ft. radius); 
  Master Of Fear (strike fear can be used as a standard 
  action, no longer costs martial focus)
  ◊ Frightful (demoralization); may add +10 to DC 
  to make frightened instead of shaken, +20 for 
  panicked
  Shield Sphere – Talents Bashing Shield, Smashing Counter
  • bashing shield (using shield to shield bash does not re-
  move shield AC bonus)
  • active defense (AoO, grant self +3 AC plus (deflect) on 
  miss)
  ◊ Smashing Counter (deflect); make shield bash 
  against attacker
  statistics
  Str 8, Dex 17, Con 16, Int 9, Wis 12, Cha 17
  Base Atk +4; CMB +5; CMD 14
  Feats Muscular Reflexes, Weapon FinesseB (Trade 3 feats for 
  martial tradition)
  Skills Acrobatics +13, Climb +21, Escape Artist +13, Intimidate 
  +11, Perception +12, Stealth +21
  Languages Aklo, Undercommon
  special abilities
  Fear Aura (Su) A fear-gorger is cloaked in a 30-foot aura of 
  fear. The first time a creature ends its turn within the aura, it 
  must make a DC 15 Will save or become shaken for as long as 
  it stays within the aura. If the creature succeeds at the saving 
  throw, it cannot be affected again by the aura for another 24 
  hours. This is a fear effect. The DC is Charisma-based.
  Fear-gorge (Su) The fear-gorger grows one size category for 
  every creature within 30 feet of it at the end of its turn that 
  has the shaken condition, to a maximum of Large. Frightened 
  creatures count as 2 shaken creatures and panicked creatures 
  count as 3. This change lasts until the end of the fear-gorger’s 
  next turn.
  ecOlOgy
  Environment any underground or urban
  Organization solitary, pair, mob (3–12)
  Treasure standard (mwk battleaxe, mwk heavy shield)
  These gremlins delight in the fear of others, treating many oth-
  er creatures as prey for their sadistic “play”.
  statistics with size change
  sMall
  Init +2
  AC 20, touch 13, flat-footed 18 (+2 Dex, +5 natural, +2 shield, 
  +1 size)
  Ref +8
  Melee claw +7 (1d6+1), bite +7 (1d4+1)
  Space 5 ft., Reach 5 ft.
  Str 12, Dex 15
  CMB +4 CMD +16
  Skills Acrobatics +12, Climb +19, Escape Artist +12, Stealth +16
  MeDiuM
  Init +1
  AC 18, touch 11, flat-footed 17 (+1 Dex, +5 natural, +2 shield)
  Ref +7
  Melee claw +6 (1d8+2), bite +6 (1d6+2)
  Space 5 ft., Reach 5 ft.
  Str 14, Dex 13
  CMB +6 CMD +17
  Skills Acrobatics +11, Climb +20, Escape Artist +11, Stealth +11
  large
  Init +0
  AC 16, touch 9, flat-footed 16 (+5 natural, +2 shield, -1 size)
  hp 60 (8d6+32)
  Fort +6 Ref +6
  Melee claw +7 (2d6+4), bite +7 (1d8+4)
  Space 10 ft., Reach 10 ft.
  Str 18, Dex 11, Con 18
  CMB +9 CMD +19
  Skills Acrobatics +10, Climb +22, Escape Artist +10, Stealth +6
  Gremlin, Night-stalker   
   
     CR 3
  Shrouded in perpetual shadow, this gremlin’s features are difficult to 
  discern. Those that can pierce the darkness see a hunched and hungry 
  looking creature with oversized eyes and a wicked knife.
  XP 800
  CE Tiny fey
  Init +3; Senses darkvision 120 ft., low-light vision; Perception 
  +9
  Defense
  AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
  hp 37 (5d6+20)
  Fort +4, Ref +7, Will +5
  DR 5/cold iron; SR 14
  Offense
  Speed 30 ft., climb 20 ft.
  Melee dagger +8 (1d2-1)
  Space 2-1/2 ft., Reach 0 ft.
  Special Attacks sneak attack 3d6
  
  Magic
  Caster Level 5; MSB +5, MSD 16, Concentration +7
  Tradition Natural (none); CAM Cha
  Spell Points 9
  Dark Sphere – Talents Lingering Darkness, Wall Of 
  Darkness; (darkness) Thick Darkness; (meld) Clearsight, Hide 
  In Darkness, Step Through Darkness
  • darkness, medium (150 ft.), DC 14; 20-ft. radius be-
  comes dim light, concentration, 5 min. with 1 sp
  ◊ Lingering Darkness; +2 rounds after dropping 
  concentration
  ◊ Thick Darkness (darkness); darkness becomes 
  difficult terrain, imposes -1 penalty on weapon and 
  damage rolls
  ◊ Wall Of Darkness; 8 10-ft. cubes instead of radius
  • meld, touch, DC 14; 5 hours with 1 sp
  ◊ Clearsight (meld); immunity against negative ef-
  fects of blots and darkness, 1 sp
  ◊ Darkvision (meld); 60 ft. darkvision or increase 
  existing darkvision by 30 ft.
  ◊ Hide In Darkness (meld); make Stealth checks to 
  hide while in caster’s darkness, 1 sp
  ◊ Step Through Darkness (meld); teleport 30 ft. 
  from darkness to darkness as move action, 1 sp
  statistics
  Str 8, Dex 17, Con 16, Int 9, Wis 12, Cha 15
  Base Atk +2; CMB +3; CMD 10
  Feats Extra Spell Points, Toughness, Weapon Focus (dagger), 
  Weapon FinesseB
  Skills Acrobatics +11, Intimidate +7, Perception +9, Sleight of 
  Hand +11, Stealth +19
  Languages Aklo, Undercommon
  special abilities
  Coordinated Clearsight (Su) A night-stalker gremlin under 
  the effects of the Clearsight talent is unaffected by any darkness 
  created by any other night-stalker gremlin.
  Light-fright (Ex) A night-stalker gremlin that is exposed to 
  normal or brighter light must succeed on a DC15 Will save or 
  be frightened until it reaches a darker area. On a successful 
  save, it is instead shaken for the same duration and will usually 
  cast darkness at the first opportunity.
  ecOlOgy
  Environment any
  Organization solitary, pair, mob (3–12))
  Treasure standard
  Night-stalker gremlins are frightful creatures, bringing dark-
  ness with them wherever they go. Often working in groups, 
  they isolate the targets of their malice, slowing them with the 
  Thick Darkness talent as the mob the creature, stabbing glee-
  fully. The more fearful the creature appears to be of the dark, 
  the more the night-stalkers will be drawn to it, targeting those 
  bearing torches or other artificial light above other targets. If 
  successful in slaying a creature that was part of a group, they 
  will often take grisly trophies to lay in the path of their victim’s 
  companions to sow fear.
  Gremlin, Trapster   
   
   
     CR 4
  Squinty eyes pear at you from behind the glasses clearly made for a larg-
  er creature. There is a faint, high chuckle from its throat. It gestures 
  upwards as it pulls a string...
  XP 1,200
  CE Tiny fey
  Init +3; Senses darkvision 120 ft., low-light vision; Perception 
  +10
  Defense
  AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
  hp 39 (6d6+18)
  Fort +4, Ref +7, Will +5
  DR 5/cold iron; SR 15
  Offense
  Speed 30 ft., climb 15 ft.
  Melee bite +8 (1d3-1)
  Ranged dart +8 (1d2-1)
  Space 2-1/2 ft., Reach 0 ft.
  cOMbat
  Martial Tradition Alchemical Trapper (Alchemy x2, Trap x2); 
  PAM Int
  Alchemy Sphere – Packages formulae; Talents Snap Toss; 
  (formulae) Improved Acid Flask, Improved Flash Powder
  • formulae, DC 15; use Craft (alchemy) +14; can prepare 
  up to 3 (formulae)
  ◊ Improved Acid Flask (formulae); standard ac-
  tion, 3d6 acid damage, half damage to 5-ft. radius, 
  3 damage to 10-ft. radius, half damage following 
  round
  ◊ Improved Flash Powder (formulae); standard 
  action, 10-ft. radius, Fort save or blind 1 round
  • snap toss (swift action, expend focus to use formulae)
  Trap Sphere – Talents Opportunist, Persistent Trap, Trap 
  Wielder; (dart) Deadly Dart; (snare) Skunk Smoke
  • dart, full-round action (standard action while main-
  taining focus), ranged attack, 40 ft. line, 3d6; or 
  ranged touch w/o base damage using alchemical item 
  or formulae
  ◊ Deadly Dart (dart); dart deals slashing and pierc-
  ing, 3d8 instead of 3d6, 19–20x3 critical threat 
  piercing
  ◊ Opportunist; creatures who are struck by dart 
  or fail their save vs. snare provoke an attack of 
  opportunity
  ◊ Persistent Trap; can increase trap setup time to 
  increase duration of trap
  • snares, full-round action (standard action while main-
  taining focus), Reflex or trigger; (snare), DC 15
  ◊ Tripwire (snare); triggering creature falls prone
  ◊ Skunk Smoke (snare); 5-ft. radius smoke, 
  Fortitude save or sickened
  
  ◊ Trap Wielder; can attempt to apply trap directly 
  to target
  statistics
  Str 8, Dex 17, Con 16, Int 15, Wis 12, Cha 9
  Base Atk +3; CMB +0; CMD 11
  Feats Combat Reflexes, Skill Focus (Craft (alchemy)), Skill 
  Focus (Craft (trap)), Weapon FinesseB
  Skills Acrobatics +12, Appraise +8, Climb +20, Craft (alchemy) 
  +14, Craft (trap) +14, Escape Artist +12, Perception +10, Sense 
  Motive +10, Sleight of Hand +12, Stealth +20
  Languages Aklo, Undercommon
  ecOlOgy
  Environment any urban
  Organization solitary, pair, ambush (3–12)
  Treasure standard (alchemy crafting kit, trap bag, other 
  treasure)
  Trapster gremlins haunt ruins, sewers, and abandoned build-
  ings, laying networks of traps to catch food and torment those 
  foolish enough to enter.
  Gremlin, Trickster   
   
   
      CR 1
  An ugly creature hangs down from a branch, waving. It has an ugly, 
  wrinkled face and its mouth stretches nearly to its ears, revealing razor 
  teeth within. It almost appears to be trying to distract you...
  XP 400
  CE Tiny fey
  Init +1; Senses darkvision 120 ft., low-light vision; Perception 
  +5
  Defense
  AC 15, touch 13, flat-footed 14 (+1 Dex, +2 natural, +2 size)
  hp 8 (1d6+5)
  Fort +2, Ref +3, Will +3
  DR 5/cold iron; SR 12
  Offense
  Speed 20 ft., climb 20 ft.
  Melee bite +3 (1d3-2)
  Space 2-1/2 ft., Reach 0 ft.
  cOMbat
  Martial Tradition Fey Hooligan (Athletics x2, Scoundrel x2); 
  PAM Wis
  Athletics Sphere – Packages run; Talents Close Quarters 
  Training
  • Close Quarters Training; can occupy space with 
  another creature with a successful Acrobatics check
  Scoundrel Sphere – Talents Playing Dirty
  • marked target (swift action, melee touch attack, bat-
  tered and -1 Perception for 1 round)
  • Playing Dirty; while maintaining martial focus; dirty 
  trick requires standard action to remove
  statistics
  Str 6, Dex 13, Con 14, Int 12, Wis 13, Cha 11
  Base Atk +0; CMB -1 (+2 Dirty Trick and Steal); CMD 7
  Feats Skill Focus (Acrobatics), ToughnessB, Weapon FinesseB
  Skills Acrobatics +8, Appraise +2, Climb +13, Escape Artist 
  +5, Perception +5, Sleight of Hand +5, Stealth +13, Use Magic 
  Device +4
  Languages Aklo, Undercommon
  special abilities
  Tiny Scoundrel (Ex) Tricksters do not take any size penal-
  ties to CMB when performing the dirty trick or steal combat 
  maneuvers.
  ecOlOgy
  Environment any underground or urban
  Organization solitary, pair, mob (3–12), or infestation (13–20 
  with 1–3 sorcerers of 1st–3rd level, 1 rogue leader of 2nd–4th 
  level, 2–14 trained dire rats, 2–5 trained venomous snakes, and 
  1–3 rat swarms)
  Treasure standard
  Kleptomaniacal creatures, tricksters live for robbing larg-
  er creatures, the bigger the better. Tricksters often work in 
  groups, enabling them to take on bigger targets. They prefer 
  to leave their victims alive, robbed and battered, as tricksters 
  enjoy embarrassment and fury more than blood. The goods 
  stolen hold little interest to them after the theft, usually being 
  broken, discarded, or just misplaced after being used as a tro-
  phy to boast of the taking to other gremlins.
  Familiar An evil or chaotic neutral 5th-level spellcaster can 
  gain a gremlin trickster as a familiar if she has the Improved 
  Familiar feat.
  Jogoah
  The jogoah are small, humanoid-looking feyfolk, sometimes 
  referred to as pygmies, which stand approximately 2 feet tall. 
  Often playful tricksters, jogoah come in three castes, the ga-
  hongas, gandayah, and the ohdow.
  Gahongas jagoah are joyful stone throwers, and are rumored 
  to be the ones who move rocks around the countryside, having 
  arranged the mountains themselves.
  Gandayah jogoah, or “drum dancers”, are guardians of nature, 
  and protect and nurture crops from out of sight. They were 
  given the moniker “drum dancer” due to the steady beat of 
  their drums being the only sign of their presence, as gandayah 
  are great at hiding from sight.
  Ohdow jogoah are the spiritual protectors. These small, fierce 
  warrior-fey guard the underground from invasion from evil 
  spirits and corrupt beasts.
  Folklore surrounding these fey varies from tribe to tribe, but 
  all the stories that connect them are that those who respect 
  and revere nature are put in high regard by the jogah. Those 
  who disrespect the jogoah or the nature and fields they protect 
  will usually find themselves bewitched and plagued by tricks, 
  damaged campsites, and major setbacks.
  
  Jogoah are generally friendly with the nature-respecting tribes 
  who will live near their homes, and will sometimes do favor for 
  those who leave offerings for them, with tobacco being their 
  favorite.
  Jogoah, Gahongas   
   
  CR 3
  A small fey dressed in simple skins. He is tossing an improbably large 
  rock to one of his kin, laughing as the other misses it, a small tree flat-
  tened in the process.
  XP 800
  CN Small fey
  Init +8; Senses low-light vision; Perception +9
  Defense
  AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
  hp 32 (5d6+15)
  Fort +6, Ref +8, Will +5
  Defensive Abilities rock catching; DR 3/cold iron
  Offense
  Speed 30 ft.
  Melee greataxe +5 (1d10+3)
  Ranged rock throw +7 (3d6+2)
  Space 5 ft., Reach 5 ft.
  Special Attacks rock throwing (60 ft.)
  statistics
  Str 14, Dex 18, Con 17, Int 7, Wis 12, Cha 11
  Base Atk +2; CMB +3; CMD 17
  Feats Great Fortitude, Improved Initiative, Weapon Finesse
  Skills Acrobatics +12, Perception +9, Perform (percussion) 
  +10, Stealth +16
  Languages Common, Sylvan
  special abilities
  Strong Back (Ex) A gahongas calculates its carrying capacity, 
  rock throwing ability, and rock catching ability as if it was two 
  sizes larger.
  ecOlOgy
  Environment Forest
  Organization solitary, group (2–5)
  Treasure standard
  Deceptively strong, the forest fey love to play games involving 
  rolling and catching large rocks. Unfortunately, they frequently 
  forget others lack their ability at such games.
  Jogoah, Gandayah   
   
   
  CR 1/2
  This fey sits, contemplating the crops in a small field planted in a clear-
  ing, leisurely smoking a pipe.
  XP 200
  CG Small fey
  Init +4; Senses low-light vision; Perception +6
  Defense
  AC 11, touch 15, flat-footed 11 (+1 size)
  hp 9 (2d6+2)
  Fort +1, Ref +3, Will +4
  DR 1/cold iron
  Offense
  Speed 30 ft.
  Melee dagger +2 (1d3-2)
  Ranged shortbow +2 (1d4-2)
  Space 5 ft., Reach 5 ft.
  statistics
  Str 6, Dex 11, Con 12, Int 11, Wis 12, Cha 11
  Base Atk +1; CMB -2; CMD 8
  Feats Improved Initiative
  Skills Acrobatics +5, Diplomacy +5, Handle Animal +2, 
  Perception +6, Perform (Percussion) +5, Stealth +9
  Languages Common, Sylvan
  special abilities
  Forecast Harvest (Su) A gandayah can spend a 1 round ac-
  tion to predict the yield of a field of crops. This prediction is 
  accurate, though only accounts for natural weather conditions 
  and normal care.
  Fruitful Blessing (Su) A gandayah can increase the yield of 
  crops in a 1-mile radius. Doing so requires the gandayah to be 
  present in the area at least one day every week for the entire 
  growing season.
  Avian Messenger (Su) At will, as a standard action, a gan-
  dayah can take the form of a robin (Fine-sized) or owl (Tiny-
  sized). This functions as the Unthreatening Form talent of the 
  Fallen Fey sphere with 7th caster level.
  ecOlOgy
  Environment Forest
  Organization solitary, group (2–5)
  Treasure standard
  These peaceful fey are welcome neighbors. Befriending them 
  with gifts, especially strawberries, can yield a bounty at har-
  vest time and good advice about what and where to plant. 
  Gandayah also serve as messengers, taking the form of a robin 
  to bear good news and an owl for bad news.
  Familiar A 5th-level spellcaster within one step of cha-
  otic neutral can gain a gandayah as a familiar if she has the 
  Improved Familiar feat.
  Jogoah, Ohdow  
   
   
   
     CR 3
  More martial than its cousins, the ohdow jogoah holds its bow ready as 
  it examines the tracks before it.
  XP 800
  NG Small fey
  Init +8; Senses low-light vision; Perception +9
  Defense
  AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
  hp 27 (5d6+10)
  Fort +2, Ref +7, Will +5
  
  DR 3/cold iron
  Offense
  Speed 30 ft.
  Melee greataxe +5 (1d10+3)
  Ranged shortbow +7 (1d4)
  Space 5 ft., Reach 5 ft.
  Magic
  Caster Level 5; MSB +5, MSD 16, Concentration +7
  Martial Tradition Natural (none); CAM Cha
  Spell Points 11
  Divination Sphere – Talents (divine) Dowsing; (sense) 
  Ghost Sight, Sense Magic
  • divine, medium (150 ft.), DC 14; (gain information 
  about Magic auras within 150 ft.)
  ◊ Alternate Divinations
  • Fate (Divine Alignment); divine nearby align-
  ment (chosen)
  • Fate (Detect Loyalties); divine things creatures 
  nearby hold valuable
  • Fate (Divine Fate); divine alignment auras of 
  creatures nearby (visible aura)
  • Life (Divine Life); divine wounds and vitality
  ◊ Dowsing (divine); locate specific creature or ob-
  ject, 1 sp
  • sense, personal, DC 14; (gain a sense for 5 hours)
  ◊ Read Magic (sense); decipher and read magical 
  writings, 1 sp
  ◊ Ghost Sight (sense); +5 bonus to Perception to see 
  invisible or ethereal creatures, 1 sp
  ◊ Sense Magic (sense); constant Divine Magic, 35 
  ft., 2 sp
  Fate Sphere
  • consecration, close (35 ft.), DC 14
  ◊ Serendipity (consecration); +1 luck bonus, con-
  centration, 5 rounds with 1 sp
  • word, close (35 ft.), DC 14
  ◊ Hallow (word); provide protections against oppo-
  site alignment, 5 minutes with 1 sp
  Life Sphere – Talents (cure) Restore Health
  • cure, touch, DC 14; 1d8+10, 1 sp
  • invigorate, touch, DC 14; 5 temporary hp
  • restore, touch, DC 14; (mind; remove dazzled, shaken, 
  staggered and lessen frightened to shaken, panicked 
  to frightened) or (body; remove battered, fatigued 
  and lessen exhaustion to fatigued, sickened and lessen 
  nauseated to sickened) or (soul; heal 1d4 ability dam-
  age), 1 sp
  ◊ Restore Health (cure); when restoring body, 
  completely remove exhausted and nauseated; can 
  attempt Magic skill check to remove poison or 
  disease
  statistics
  Str 14, Dex 18, Con 17, Int 12, Wis 13, Cha 15
  Base Atk +2; CMB +3; CMD 17
  Feats Extra Spell Points x2, Improved Initiative
  Skills Knowledge (arcana) +6, Knowledge (planes) +6, 
  Knowledge (religion) +6, Perception +9, Perform (percussion) 
  +8, Stealth +16, Survival +9 Racial Modifiers +8 Survival when 
  tracking aberrations, evil outsiders, and undead.
  Languages Common, Sylvan
  special abilities
  Guardian Against the Underworld (Su) Any weapon an 
  ohdow wield gains the bane property for aberrations, outsiders 
  with the evil subtype, and undead. An ohdow is continually 
  under the effects of the Hallow word of the Fate sphere.
  ecOlOgy
  Environment Forest
  Organization solitary, patrol (2–5)
  Treasure standard
  Unlike other jogoah, the ohdow have a mission: to prevent 
  creatures from the underworld from overtaking their lands, 
  whether in Faerie or the material plane. They are skilled at 
  tracking and fighting such creatures and are quick to help oth-
  ers who also do so.
  Kappa (fey)   
   
   
   
     CR 5
  This green-skinned, turtle-like humanoid has a peculiar, water-filled 
  dish formation on the top of its head.
  XP 1,600
  CN Small fey (water)
  Init +5; Senses low-light vision; Perception +14
  Defense
  AC 20, touch 17, flat-footed 19 (+5 Armor, +1 Dex, +3 natural, 
  +1 size)
  hp 60 (8d6+32)
  Fort +6, Ref +7, Will +9
  Defensive Abilities unarmored training +5; DR 5/cold iron
  Offense
  Speed 20 ft., Swim 30 ft.
  Melee bite +9 (1d4+4), 2 claws +9 (1d4+4)
  Space 5 ft., Reach 5 ft.
  cOMbat
  Martial Tradition Professional Wrestler (Equipment x1, 
  Gladiator x1, Wrestling x2); PAM Wis
  Gladiator Sphere – Talents Master Of Fear; (demoraliza-
  tion) Coward’s Bane
  • boast (immediate action, roll next attack twice and 
  take better)
  • strike fear (standard action, demoralize 30-ft. radius; 
  apply (demoralization) to enemies shaken); Master 
  Of Fear (strike fear can be used as a standard action, 
  no longer costs martial focus)
  ◊ Coward’s Bane (demoralization); roll twice vs. 
  demoralized enemies
  
  Wrestling Sphere – Talents Choke Hold, Greater Grapple, 
  Ground Game, Iron Grip, Shoulder Throw, Talented Tie-up; 
  (slam) Hard Whip
  • Choke Hold; grappled enemies are unable to breathe 
  and may begin suffocating
  • Greater Grapple; move action, make grapple 
  attempt
  • Ground Game; can trip creature when maintaining a 
  grapple or upon becoming grappled
  • Shoulder Throw; upon tripping a grappled creature, 
  can throw target 10 ft. and knock prone
  • slam (immediate action, end grapple and apply (slam))
  ◊ Hard Whip (slam); throw grappled target 15 ft., 
  damaging them
  • snag (swift action, melee touch attack +9, battered un-
  til end of turn or as long as held)
  • Talented Tie-Up; DC 14; can grapple at the end of 
  a charge; grappled target must succeed on Reflex or 
  fall prone
  statistics
  Str 19, Dex 13, Con 19, Int 10, Wis 16, Cha 10
  Base Atk +4; CMB +7 (+10 grapple); CMD 18 (21 vs. grapple)
  Feats Heroic Resolve, Improved Initiative, Muscular Reflexes, 
  Power Attack
  Skills Acrobatics +12, Escape Artist +12, Intimidate +8, 
  Knowledge (nature) +11, Perception +14, Stealth +12, Swim +23
  Languages Aklo, Common, Sylvan
  SQ amphibious
  special abilities
  Powerful Grappler (Ex) Kappa are treated as one size larger 
  for the purpose of determining their CMB and CMD on grap-
  ple attempts.
  Water Dish (Su) If the water dish on the kappa’s head is 
  emptied, the kappa immediately becomes fatigued. If it is 
  not refilled within 1d6 minutes, the kappa becomes exhaust-
  ed. Every hour the bowl remains empty, the kappa takes 1d3 
  Constitution damage. Refilling the dish requires a standard ac-
  tion and water from the kappa’s river. The dish can be emptied 
  by knocking the kappa prone, as a special option that can be 
  performed as part of a grapple, or by getting it to bow politely, 
  which requires a DC 23 Bluff or Diplomacy check. Any crea-
  ture that refills the kappa’s bowl wins its loyalty, raising the 
  kappa’s disposition to helpful toward that creature. The dish 
  can also be sundered by dealing at least 25 damage to it with a 
  sunder combat maneuver. A sundered dish cannot hold water 
  until the kappa receives at least 25 hit points worth of healing.
  ecOlOgy
  Environment temperate rivers
  Organization solitary, group (2–5)
  Treasure standard
  Mischievous river-fey, kappa are known for playing tricks on 
  those that linger near their home rivers. Most kappa contain 
  this to mostly harmless pranks, though some evil kappa delight 
  in drowning their victims. All kappa have a curious penchant 
  for attempting to drag off and drown horses, however, and may 
  be rougher than usual with those that attempt to interfere with 
  this obsession.
  Pratchie  
   
   
   
   
      CR 1
  Six inches tall, covered in woad and wearing a kilt, with a shock of red 
  hair and a broken nose, this tiny fey...Hey! Give me back my wallet!
  XP 400
  CN Tiny fey
  Init +3; Senses low-light vision; Perception +5
  Defense
  AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
  hp 8 (1d6+5)
  Fort +2, Ref +5, Will +2; +2 vs. illusions
  Offense
  Speed 40 ft.
  Melee greatsword +6 (1d8+2/19–20), unarmed strike +6 (1d3+4)
  Space 2-1/2 ft., Reach 0 ft.
  
  cOMbat
  Martial Tradition Fey Hooligan (Athletics x2, Scoundrel x2); 
  PAM Wis
  Athletics Sphere – Packages run; Talents Close Quarters 
  Training
  • Close Quarters Training; can occupy space with 
  another creature with a successful Acrobatics check
  Scoundrel Sphere – Talents Playing Dirty
  • marked target (swift action, melee touch attack, bat-
  tered and -1 Perception for 1 round)
  • Playing Dirty; while maintaining martial focus; dirty 
  trick requires standard action to remove
  statistics
  Str 18, Dex 16, Con 15, Int 8, Wis 13, Cha 9
  Base Atk +0; CMB +4 (+5 dirty trick & steal); CMD 17
  Feats Toughness
  Skills Acrobatics +7, Escape Artist +7, Perception +5, Sleight of 
  Hand +7, Stealth +15
  Languages Common, Sylvan
  special abilities
  Unreasonably Strong (Ex) Pratchies determine their car-
  rying capacity, CMB, CMD, and unarmed strike damage as if 
  they were Medium-sized creatures. This ability has no effect 
  on pratchies that are of a size larger than Medium.
  ecOlOgy
  Environment temperate forests, pubs
  Organization solitary, brawl (2–5), or band (7–12)
  Treasure standard
  Tiny fey prone to drinking, fighting, thieving, and general hoo-
  liganry. Some farmers have found chores mysteriously done for 
  them overnight if they leave liquor out as an offering, though 
  more often liquor is stolen from under lock and key, along with 
  some livestock. Pratchies won’t take from those that can’t 
  afford to lose anything; stealing from the rich is more fun. 
  Considered pests in Faerie, pratchies are more than happy to 
  leave, wandering the worlds in search of adventure, booze, and 
  brawls (preferably all three at once).
  Pratchies advance by class level, often taking striker or con-
  script levels and focusing on talents that improve their ability 
  to fight, thieve, and make a general nuisance of themselves.
  Familiar A neutral, chaotic neutral, or neutral good 7th-lev-
  el spellcaster can gain a pratchie as a familiar if she has the 
  Improved Familiar feat.
  Sluagh Horde  
   
   
   
     CR 7
  The Queen of Air and Darkness sat opposite the Queen of Summer at 
  the stone table. She speaks with the cold steadiness of winter, “One hun-
  dred years and one day have passed; the infernal legion expects their 
  payment.”
  “I know it, all too well.” replies Summer. “I would that there was an-
  other way.”
  “It is a small price to be free from the depredations of the abyss. You 
  know it. Besides, it is not our people who pay.”
  Summer dims, color leaving the scene, “Then do it, send the sluagh.”
  A nod, “One hundred years and a day of peace.”
  XP 3,200
  LE Medium fey (troop)
  Init +5; Senses darkvision 120 ft.; low-light vision, Perception 
  +17
  Defense
  AC 18, touch 16, flat-footed 12 (+5 Dex, +1 dodge, +2 natural)
  hp 90 (12d6+48)
  Fort +9, Ref +13, Will +12; +4 saves vs. mind-affecting
  Defensive Abilities troop traits; DR 5/cold iron; Resist 
  cold and electricity 10
  Offense
  Speed 40 ft., fly 30 ft. (perfect)
  Melee troop (3d6+3)
  Space 15 ft., Reach 5 ft.
  statistics
  Str 17, Dex 21, Con 16, Int 11, Wis 14, Cha 10
  Base Atk +6; CMB +9; CMD 25
  Feats Acrobatic, Dodge, Great Fortitude, Iron Will, Mobility, 
  Toughness
  Skills Acrobatics +24, Fly +32, Heal +14, Intimidate +12, 
  Perception +17, Stealth +20
  Languages Aklo, Infernal, Sylvan
  special abilities
  Bound by Laws Sluagh abide particular restrictions, which 
  they are incapable of violating. They cannot enter consecrated 
  ground (such as temples that are actively in use or areas created 
  by the hallow spell or similar effects), cannot harm creatures 
  presenting a holy symbol, and must always travel widdershins 
  (opposite the sun’s course, from west to east in most settings). 
  They are able to move north and south as they do so, but nev-
  er return west. They cannot enter any building which has all 
  west-facing windows closed.
  Planar Travel (Sp) Three times per day, as a 1 round action, 
  the sluagh horde may travel between Faerie, the material plane, 
  and the infernal plane.
  Steal Soul (Su) Once per day as a full-round action, the slu-
  agh horde can ingest the spirit of any sentient creature that has 
  died within the last minute. This is a death effect. Any attempt 
  to resurrect a body whose soul stolen requires a DC 23 magic 
  skill check. Failure results in the spell having no effect, while 
  success frees the victim’s soul and returns the creature to life as 
  normal. If the horde is in an unholy location, such as that creat-
  ed by the spell unhallow, the DC of this check increases by +2.
  Sunlight Banishment The sluagh horde may operate only 
  at night; if exposed to sunlight on any plane but Faerie, it is 
  instantly banished to Faerie.
  
  ecOlOgy
  Environment any underground
  Organization Horde
  Treasure standard
  A mass of evil fey, tasked with paying a tithe to the infernal 
  realms in souls to protect Faerie from the lower plains. The 
  horde roams the world, always from west to east, seeking to 
  steal souls from the recently deceased. They do not seek com-
  bat, preferring to take from the weak and undefended, shun-
  ning the strong, healthy, and those connected to the fey courts. 
  Once they have claimed a soul, they immediately depart to de-
  liver the payment.
  Spirit Tree
  A healthy looking tree bearing golden fruit, with odd markings 
  resembling a face.
  Spirit trees have the following abilities:
  All-Around Vision (Ex) All spirit trees can see in all direc-
  tions. They gain a +4 racial bonus on Perception checks and 
  cannot be flanked.
  Far-sight (Sp) A spirit tree may use the Viewing talent of the 
  Divination sphere as a move action without spell point cost.
  Plantsight (Su) A spirit tree may see through leaves, vines, 
  greenery, undergrowth, and living wood as if they were trans-
  parent (though cannot see through dead wood). In addition, it 
  doesn’t suffer miss chance from concealment or total conceal-
  ment against creatures that are entangled in plantlife or of the 
  plant creature type.
  Potion Fruit (Su) A number of times per day equal to its 
  casting ability modifier, a spirit tree may produce a fruit and 
  imbue it as if crafting a potion with complexity no greater than 
  half of the tree’s casting ability modifier (min 1). This potion 
  lasts for a number of hours equal to the tree’s caster level.
  Reaching Branches (Ex) A spirit tree treats its slam attack 
  as having the reach property, though it threatens all spaces 
  within reach.
  Rooted (Ex) A spirit tree has deep, wide roots, granting it a 
  +10 circumstance bonus to CMD and saves against any effect 
  that would move it.
  Speak With Plants (Su) A spirit tree is constantly under 
  the effect of the Speak With The Elements Nature talent, as if 
  they possess the (plant) package, with CL equal to its Hit Dice.
  Wisdom’s Magic A spirit tree’s spherecasting uses the 
  Natural casting tradition, but Wisdom as its casting ability 
  modifier instead of Charisma.
  Spirit Tree, Huge   
   
   
     CR 5
  XP 1,600
  N Huge plant
  Init +4; Senses low-light vision, plantsight, tremorsense 180 
  ft.; Perception+16
  Defense
  AC 17, touch 8, flat-footed 17 (+9 natural, -2 size)
  hp 51 (6d8+24)
  Fort +9, Ref +2, Will +5
  Defensive Abilities all-around vision; DR 5/cold iron and 
  slashing; Immune plant traits; Resist acid, cold, electricity, 
  and force 10
  Offense
  Speed 0 ft.
  Melee slam +6 (2d6+6)
  Space 15 ft., Reach 30 ft.
  Magic
  Caster Level 6; MSB +6, MSD 17, Concentration +9
  Tradition Natural (none); CAM Wis
  Spell Points 11
  Life Sphere – Talents (cure) Restore Health
  • cure, touch, DC 16; 1d8+12, 1 sp
  • invigorate, touch, DC 16; 6 temporary hp
  • restore, touch, DC 16; (mind; remove dazzled, shaken, 
  staggered and lessen frightened to shaken, panicked 
  to frightened) or (body; remove battered, fatigued 
  and lessen exhaustion to fatigued, sickened and lessen 
  nauseated to sickened) or (soul; heal 1d4 ability dam-
  age), 1 sp
  ◊ Restore Health (cure); when restoring body, 
  completely remove exhausted and nauseated; can 
  attempt a magic skill check to remove poison or 
  disease
  Nature Sphere – Packages plant; Talents (geomancing) 
  Create Nature
  • geomancing, close (40 ft.), DC 16, concentration or 6 
  rounds w/ 1 sp
  ◊ Plant (Entangle, Harvest, Pummel)
  ◊ Create Nature (create one Large-sized tree or 
  fields of plants with 10-ft. radius (including edible 
  food), 1 sp)
  Weather Sphere – Talents Cold Lord, Heat Lord, Rain 
  Lord, Storm Lord x2, Wind Lord
  • control weather, maximum severity 4 (except Aridity, 3), 
  medium (160 ft.), up to 80-ft. radius safe zone (except 
  for Aridity), DC 16; concentration, 6 minutes with 1 
  sp
  ◊ Storm Lord (control lightning bolt once per 
  round)
  statistics
  Str 19, Dex -, Con 19, Int 16, Wis 16, Cha 11
  Base Atk +4; CMB +10; CMD 20 (30 against any movement, 
  cannot be tripped)
  Feats Combat Casting, Extra Spell Points, Improved Initiative
  Skills Diplomacy +6, Knowledge (geography) +6, Knowledge 
  (nature) +6, Perception +16, Sense Motive +9. Spirit trees gain a 
  +10 circumstance bonus to disguise themselves as regular trees.
  Languages Sylvan, speak with plants
  
  SQ spirit tree traits
  Spirit Tree, Gargantuan    
   
     CR 7
  XP 3,200
  N Gargantuan plant
  Init +4; Senses low-light vision, plantsight, tremorsense 180 
  ft.; Perception +18
  Defense
  AC 15, touch 6, flat-footed 15 (+9 natural, -4 size)
  hp 76 (8d8+40)
  Fort +10, Ref +2, Will +5
  Defensive Abilities all-around 
  vision; DR 5/cold iron and slash-
  ing; Immune plant traits; Resist 
  acid, cold, electricity, and force 10
  Offense
  Speed 0 ft.
  Melee slam +8 (3d6+9)
  Space 20 ft., Reach 40 ft.
  Magic
  Caster Level 8; MSB +8, MSD 19, 
  Concentration +11
  Tradition Natural (none); CAM Wis
  Spell Points 13
  Life Sphere – Talents Mass Healing, 
  Ranged Healing; (cure) Restore Health
  Mass Healing; 1 sp, increase number of 
  targets by 4
  • cure, close (45 ft.), DC 17; 1d8+16, 1 
  sp
  • invigorate, close (45 ft.), DC 17; 
  8 temporary hp
  • restore, touch, DC 17; 
  (mind; remove daz-
  zled, shaken, stag-
  gered 
  and 
  lessen 
  frightened to shaken, 
  panicked to frightened) (body; remove 
  battered, fatigued and lessen exhaustion to fatigued, 
  sickened and lessen nauseated to sickened) or (soul; 
  heal 1d4 ability damage), 1 sp
  ◊ Restore Health (cure); when restoring body, 
  completely remove exhausted and nauseated; can 
  attempt a magic skill check to remove poison or 
  disease
  Nature Sphere – Packages plant; Talents (geomancing) 
  Create Nature
  • geomancing, close (40 ft.), DC 17, concentration or 8 
  rounds w/ 1 sp
  ◊ Plant (Entangle, Harvest, Pummel)
  ◊ Create Nature (create one Large-sized tree or 
  fields of plants with 10-ft. radius (including edible 
  food), 1 sp)
  Weather Sphere – Talents Cold Lord, Heat Lord, Rain 
  Lord, Storm Lord x2, Wind Lord
  • control weather, maximum severity 5 (Aridity 4), medi-
  um (180 ft.), up to 80-ft. radius safe zone (except for 
  Aridity), DC 17; concentration, 8 minutes with 1 sp
  ◊ Severe Weather (increase severity by 1, 1 sp)
  ◊ Storm Lord (control lightning bolt once per 
  round)
  statistics
  Str 23, Dex -, Con 19, Int 17, Wis 16, Cha 
  14
  Base Atk +6; CMB +16; CMD 
  26 (36 against any movement, 
  cannot be tripped)
  Feats Combat Casting, Extra 
  Spell Points, Improved Initiative, 
  Toughness
  Skills 
  Diplomacy 
  +10, 
  Knowledge 
  (geography) 
  +11, Knowledge (nature) +11, 
  Perception +18, Sense Motive 
  +11. Spirit trees gain a +10 cir-
  cumstance bonus to disguise 
  themselves as regular trees.
  Languages Aklo, Common, 
  Elven, Sylvan, speak with plants
  SQ spirit tree traits
  Spirit Tree, Colossal          CR 9
  XP 6,400
  N Colossal plant
  Init 
  +4; 
  Senses 
  low-light 
  vision, 
  plantsight, tremorsense 180 ft.; 
  Perception +20
  Defense
  AC 11, touch 2, flat-footed 
  11 (+9 natural, -8 size)
  hp 115 (10d6+70)
  Fort +13, Ref +3, Will +6
  Defensive Abilities all-around vision; 
  DR 5/cold iron and slashing; Immune plant traits; Resist 
  acid, cold, electricity, and force 10
  Offense
  Speed 0 ft.
  Melee slam +7 (4d6+12)
  Space 25 ft., Reach 50 ft.
  Magic
  Caster Level 10; MSB +10, MSD 21, Concentration +13
  Tradition Natural (none); CAM Wis
  Spell Points 17
  Life Sphere – Talents Mass Healing, Ranged Healing; (cure) 
  Restore Health, Restore Spirit
  Mass Healing; 1 sp, increase number of targets by 5
  
  • cure, close (50 ft.), DC 18; 1d8+30, 1 sp
  • invigorate, close (50 ft), DC 18; 10 temporary hp
  • restore, close (50 ft.), DC 18; (mind; remove dazzled, 
  shaken, staggered and lessen frightened to shaken, 
  panicked to frightened) (body; remove battered, fa-
  tigued and lessen exhaustion to fatigued, sickened and 
  lessen nauseated to sickened) or (soul; heal 1d4 ability 
  damage), 1 sp
  ◊ Restore Health (cure); when restoring body, 
  completely remove exhausted and nauseated; can 
  attempt a magic skill check to remove poison or 
  disease
  ◊ Restore Spirit (cure); when restoring soul, com-
  pletely remove all ability damage and drain to 1 
  ability score and cure 3 temporary negative levels 
  or suppress 3 permanent negative levels
  Nature Sphere – Packages plant; Talents Ranged 
  Geomancy; (geomancing) Create Nature, Elevated Nature
  • geomancing, medium (200 ft.), DC 18, concentration or 
  10 rounds w/ 1 sp
  ◊ Plant (Entangle, Harvest, Pummel)
  ◊ Create Nature (create one Huge-sized tree or 
  fields of plants with 15-ft. radius (including edible 
  food), 1 sp)
  Weather Sphere – Talents Cold Lord, Heat Lord, Rain 
  Lord, Severe Weather, Storm Lord x2, Wind Lord
  • control weather, maximum severity 5 (Aridity 4), medi-
  um (200 ft.), up to 80-ft. radius safe zone (except for 
  Aridity), DC 18; concentration, 10 minutes with 1 sp
  statistics
  Str 27, Dex -, Con 23, Int 18, Wis 17, Cha 14
  Base Atk +7; CMB +23; CMD 33 (43 against any movement, 
  cannot be tripped)
  Feats Combat Casting, Extra Spell Points x2, Improved 
  Initiative, Toughness
  Skills Diplomacy +12, Knowledge (geography) +14, Knowledge 
  (history) +14, Knowledge (nature) +14, Perception +20, Sense 
  Motive +13. Spirit trees gain a +10 circumstance bonus to dis-
  guise themselves as regular trees.
  Languages Aklo, Common, Elven, Gnome, Sylvan, speak with 
  plants
  SQ spirit tree traits
  Spirit Tree, Elder  
   
            CR 14
  XP 38,400
  N Colossal plant
  Init +4; Senses low-light vision, plantsight, tremorsense 180 
  ft.; Perception +32
  Defense
  AC 11, touch 2, flat-footed 11 (+9 natural, -8 size)
  hp 172 (15d6+105)
  Fort +17, Ref +5, Will +9
  Defensive Abilities all-around vision; DR 5/cold iron and 
  slashing; Immune plant traits; Resist acid, cold, electricity, 
  and force 10
  Offense
  Speed 0 ft.
  Melee slam +13 (4d6+15)
  Space 30 ft., Reach 60 ft.
  Magic
  Caster Level 15; MSB +15, MSD 26, Concentration +19
  Tradition Natural (none); CAM Wis
  Spell Points 25
  Life Sphere – Talents Break Enchantment, Mass Healing, 
  Ranged Healing, Resurrection, Resuscitate; (cure) Restore 
  Capacity, Restore Health, Restore Senses, Restore Spirit
  Mass Healing; 1 sp, increase number of targets by 7
  • cure, close (60 ft.), DC 21; 1d8+75, 1 sp
  ◊ Resuscitate; dead creatures can be healed within 
  1 round
  • invigorate, close (60 ft), DC 21; 15 temporary hp
  • restore, close (60 ft.), DC 21; (mind; remove dazzled, 
  shaken, staggered and lessen frightened to shaken, 
  panicked to frightened) or (body; remove battered, fa-
  tigued and lessen exhaustion to fatigued, sickened and 
  lessen nauseated to sickened) or (soul; heal 1d4 ability 
  damage), 1 sp
  ◊ Restore Capacity (cure); can restore movement, 
  granting an immediate Escape Artist check with a 
  +15 bonus, heal the stunned condition, and remove 
  effects which inhibit movement types; can attempt 
  a magic skill check to remove paralysis
  ◊ Restore Health (cure); when restoring body, 
  completely remove exhausted and nauseated; can 
  attempt a magic skill check to remove poison or 
  disease
  ◊ Restore Senses (cure); when restoring mind, re-
  move confused and frightened and panicked as well 
  as all temporary or a magical removal of senses; if 
  using sanity, heal 1d4 sanity damage
  ◊ Restore Spirit (cure); when restoring soul, com-
  pletely remove all ability damage and drain to 1 
  ability score and cure 4 temporary negative levels 
  or suppress 4 permanent negative levels
  ◊ Resurrection (1 minute, restore target to life, 3 
  sp)
  Nature Sphere – Packages plant; Talents Ranged Geomancy; 
  (geomancing) Create Nature, Elevated Nature, Rapid Growth
  • geomancing, medium (250 ft.), DC 21, concentration or 
  15 rounds w/ 1 sp
  ◊ Plant (Entangle, Harvest, Pummel)
  ◊ Create Nature (create one Gargantuan-sized tree 
  or fields of plants with 20-ft. radius (including edi-
  ble food), 1 sp)
  ◊ Rapid Growth (1/2 mile radius, change terrain, 
  improve forest, improve yield, 3 sp)
  Weather Sphere – Talents Climate, Cold Lord, Greater 
  Size, Heat Lord, Rain Lord, Storm Lord x2, Wind Lord
  • control weather, maximum severity 5 (Aridity 4), long 
  (1000 ft.), up to 80-ft. radius safe zone (except for 
  Aridity), DC 21; concentration, 15 minutes with 1 sp
  
  ◊ Climate (2 miles, 1 sp)
  ◊ Severe Weather (increase severity by 1, 1 sp)
  ◊ Storm Lord (control lightning bolt once per 
  round)
  statistics
  Str 30, Dex -, Con 23, Int 19, Wis 19, Cha 14
  Base Atk +11; CMB +29; CMD 39 (49 against any movement, 
  cannot be tripped)
  Feats Combat Casting, Extra Spell Points x3, Great Fortitude, 
  Improved Initiative, Skill Focus (Perception), Toughness
  Skills Diplomacy +17, Knowledge (geography) +19, Knowledge 
  (history) +19, Knowledge (nature) +19, Perception +32, Sense 
  Motive +19. Spirit trees gain a +10 circumstance bonus to dis-
  guise themselves as regular trees.
  Languages Aklo, Common, Elven, Gnome, Sylvan, speak with 
  plants
  SQ spirit tree traits
  ecOlOgy
  Environment Forest (Faerie)
  Organization solitary
  Treasure double
  Given the magic that is natural in Faerie, it is no surprise that 
  creatures such as the spirit trees exist. These sentinels of the 
  forest live for centuries, watching over their domains. Many 
  cooperate with the more agreeable of the fey nobility, keeping 
  an eye out for hostile creatures. Many who have wandered into 
  Faerie by mistake have been set on the right road by a friendly 
  spirit tree, if they mind their manners and heed the advice they 
  are given. The eldest of the spirit trees are powers in their own 
  right, directing affairs in a wide area despite being rooted in 
  place. Due to their immobility, spirit trees have been known to 
  request aid from those passing by, giving advice, directions, and 
  magical fruit in reward.
  Troll, Unseelie  
   
   
   
     CR 6
  What appeared to be a lost girl suddenly vanishes, reappearing as a tall 
  creature with bright blue skin, cruel claws, and a sneer on its fanged 
  lips.
  XP 2,400
  CE Large fey (augmented humanoid, giant)
  Init +4; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +8
  Defense
  AC 17, touch 13, flat-footed 13 (+4 Dex, +4 natural, -1 size)
  hp 63 (6d8+36); regeneration 5 (acid or fire)
  Fort +11, Ref +4, Will +1; +4 saves vs. mind-affecting
  DR 5/cold iron; Resist cold and electricity 10
  Offense
  Speed 30 ft., 45 ft. fly (good)
  Melee bite +7 (1d8+4), 2 claws +7 (1d6+4)
  Space 10 ft., Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+6)
  Magic
  Caster Level 3; MSB +6, MSD 17, Concentration +6
  Tradition Natural (none); CAM Cha
  Spell Points 6
  Illusion Sphere – Talents Suppression; (sensory) Illusory 
  Odor, Illusionary Sound, Illusionary Touch
  • illusion, close (30 ft.), maximum size Large (10-ft. 
  cube), DC 11; concentration, 1 sp, sight, sound, touch
  ◊ Suppression (glamer); choose one sense (sight) 
  +3 circumstance bonus to Stealth when observed, 
  no armor check penalty to Stealth; (sound) sniping 
  penalty reduced by 3; (touch) targets of melee at-
  tacks need to pass DC 13 - points of damage dealt 
  to notice attacks, +3 circumstance bonus to pick 
  pockets; (smell) targets tracking by scent take -3 on 
  Perception and Survival
  • trick, close (30 ft.), DC 11, 3 minutes, sight, smell, 
  sound, touch
  cOMbat
  Martial Tradition Butcher (Berserker x3, Lancer x1); PAM 
  Con
  Berserker Sphere – Talents Bloody Counter, Rending 
  Claws
  • berserking (free action, -2 AC to gain +7 temporary hit 
  points for 1 round)
  • bloody claws (immediate action, allow an attack to au-
  tomatically hit you to make a free attack)
  • brutal strike (special attack, hit targets are battered for 
  4 rounds; expend martial focus +12 damage)
  • rending claws (claw natural attack reduces CMD vs. 
  grapple & sunder, takes -2 penalty until the end of your 
  next turn; hit with two claw natural attacks during a 
  single round, immediate action sunder no AoO or 
  rend the target for 1d10+6 slashing damage)
  Lancer Sphere
  • impale (attack action w/ -2 penalty; battered, and 
  hinders spellcasting; ending impale inflicts 1d6 bleed 
  damage)
  statistics
  Str 19, Dex 18, Con 23, Int 10, Wis 9, Cha 10
  Base Atk +4; CMB +9; CMD 21
  Feats 3 feats traded for martial tradition
  Skills Acrobatics +13, Bluff +9, Disguise +9, Fly +15, Perception 
  +8, Stealth +9
  Languages Aklo, Giant
  ecOlOgy
  Environment Faerie
  Organization solitary or gang (2–4)
  Treasure standard
  Unseelie trolls are noticeably different from their mortal coun-
  terparts. Their appearance is less twisted, their skin smoother 
  and more brightly colored, and they possess wings resembling 
  a dragonfly’s. They are also cleverer. Unseelie trolls delight in 
  taking the appearance of someone weak or in need of help, 
  
  luring unwary travelers into a remote location to be devoured, 
  or sabotaging a bridge and making it appear safe.
  When they feel confident they can overcome their prey, they 
  often vanish, then strike while the poor fool they deceived is 
  still bewildered, tearing into them quickly.
  Unseelie trolls sometimes serve as shock troopers for fey lords. 
  Most often they serve the unseelie or winter courts, but if pro-
  vided food and ‘fun’, they will serve others, not standing on 
  principal.
  Warden of Faerie   
   
   
     CR 5
  As you approach the nymph queen’s picnic, the squirrels and rabbits 
  suddenly become spear-wielding warriors, interposing themselves be-
  tween you and the outing.
  XP 1,600
  N Medium fey (augmented human) Conscript 5
  Init +5; Senses low-light vision; Perception +8
  Defense
  AC 21, touch 19, flat-footed 16 (+4 armor, +5 Dex, +2 shield)
  hp 32 (5d10+5)
  Fort +5, Ref +9, Will +3
  Defensive Abilities unarmored training +4; DR 5/cold iron; 
  Resist cold and electricity 10, +4 saves vs. mind-affecting
  Offense
  Speed 40 ft., 60 ft. fly (good)
  Melee long spear +11 1d8+5
  Space 5 ft., Reach 10 ft. (20 with patrol)
  Magic
  Caster Level 2; MSB +5, MSD 16, Concentration +6
  Tradition Natural (none); CAM Cha
  Spell Points 3
  Fallen Fey Sphere – Talents Greater Fey-Link; (fey-bless-
  ing) Fade, Unthreatening Form
  • fey-link, self, DC 12; (count as fey, 20 minutes, 2 hours 
  with 1 sp)
  ◊ Fade (fey-blessing); concealment from opponents 
  you flank, expend for Stealth check while observed, 
  1 sp
  ◊ Unthreatening Form (fey-blessing); take the 
  shape of a diminutive or tiny animal, ends on attack 
  or casting, 1 sp
  cOMbat
  Martial Tradition Phalanx Soldier (Equipment x3, Shield x1); 
  PAM Cha
  Equipment Sphere - Talents Finesse Fighting, Shield 
  Training, Spear Dancer, Unarmored Training
  • Finesse Fighting; use Dexterity in place of Strength 
  for light & finesse weapons
  • Spear Dancer; spears and polearms are finesse and 
  1-handed)
  Guardian Sphere - Packages challenge, patrol; Talents 
  Cold Iron Call, Defend Other, Expanded Guardian, Iron Wall, 
  Swift Guardian
  • challenge (swift, 5 rounds, target takes -3 att & 20% 
  miss vs. others, +2 vs. you)
  ◊ Cold Iron Call; challenged target’s spell effects take 
  challenge penalty on DC if not targeting you
  ◊ Defend Other; immediate, move up to half speed 
  and ally gets +2 AC
  • delay damage (no action, delay 15 damage or 15 caster 
  levels of spell effects until end of next turn)
  ◊ Cold Iron Call; can delay spell effects, damage 
  equal to caster level of effect
  • patrol (standard, +10 reach until start of next turn, may 
  move up to 1/2 speed to make AOO, attacks against 
  allies other than self take 20% miss chance (50% is 
  also target of challenge))
  Shield Sphere - Talents Cover Ally, Sacrificial Shield
  • active defense (AOO, gain +3 AC against attack)
  ◊ Cover Ally; can use active defense on ally within 
  reach
  • Sacrificial Shield; immediate, successful attack 
  against you deals damage to shield
  statistics
  Str 13, Dex 20, Con 13, Int 10, Wis 10, Cha 13
  Base Atk +5; CMB +6; CMD 21
  Feats Combat Reflexes, Extra Combat Talent, Iron Will
  Skills Acrobatics +13, Fly +17, Perception +8, Sense Motive +8
  Languages Aklo, Sylvan
  SQ Conscript Specializations (Evasion (Ex) (1 point); Fast 
  Movement (Ex) (2 points) +10 ft. land speed; Finesse Training 
  (spears) (Ex) (2 points))
  ecOlOgy
  Environment Faerie
  Organization solitary or team (2–4)
  Treasure standard (mwk longspear, mwk heavy wooden 
  shield)
  Wardens of Faerie commonly accompany the fey nobility, act-
  ing as honor guards and defenders, though the more powerful 
  nobles have little need of protection. Wardens often remain in 
  the guise of small, harmless creatures, maintaining a low profile 
  until such a time as they are needed. In combat, they use their 
  high movement speeds to interpose themselves between their 
  foes and wards, using challenge and patrol on their turns and 
  increasing their wards’ defenses with active defense and Defend 
  Other (+5 AC total).
  Formerly of the mortal races, wardens of faerie have pledged 
  themselves to fey masters, shedding their former forms, lives, 
  and even memories.
  
  Fey Noble
  The powerful rulers of Faerie, fey nobles are masters of their 
  domains, shaping them to their will and defining reality there 
  on a whim.
  How a creature becomes a fey noble will vary depending on 
  the setting. In some settings, it may be an inherited template 
  rather than an acquired one. When it is acquired, it involves 
  not only claiming a portion of Faerie for your own, but binding 
  the very land to your will. Other fey powers will not allow such 
  things idly and doing so takes a great deal of time, so deep 
  involvement in the byzantine layers of fairy politics is required 
  and doing so will almost certainly incur obligations, oaths, and 
  bargains that are nigh-inescapable. As such, this template is 
  not intended for player characters.
  Creating a fey noble
  Fey noble is an acquired template that may be applied to any 
  creature of the fey type with at least 5 Hit Dice.
  All fey nobility gain the following abilities:
  CR: base creature +2
  Domain: Not merely a political or geographical region, the 
  domain of a fey noble is intrinsically linked to them, mutable 
  according to their will. A fey noble’s domain reacts to his 
  thoughts; he may adjust the terrain’s shape as an at-will ability. 
  By concentrating for 1 minute, a fey noble may adjust an area 
  (per the Morphic Area column of Table: Domain) of earth, 
  stone, and/or plantlife, shaping it however he will. This isn’t 
  fast enough to do damage or trap creatures, but may be used to 
  create fences and walls, ditches, human shapes, embankments, 
  and others.
  Additionally, the noble can control the weather (as the control 
  weather ability of the Weather sphere with a caster level equal 
  to Hit Dice and permanent duration) and ambient light levels 
  (from total darkness to bright light) within his domain, select-
  ing areas as small as 1-mile radius to affect.
  More powerful nobles’ domains can contain those of their sub-
  ordinates; each gains the normal benefits of this ability, though 
  if one attempts to change something altered by another, a 
  magic skill bonus check against the original caster’s MSD is 
  required.
  A fey noble’s domain is usually suited to their nature; aquatic 
  fey will rule rivers, lakes, and the surrounding areas, forest fey 
  will hold dominion over great woods, etc.
  Table: Domain
  Hit 
  Dice
  Domain Size
  Morphic Area
  5-10
  contiguous area with 
  approximately 3-mile 
  radius (or 1 hex*).
  150-ft. radius, 10 ft. deep
  11-15
  2-10 contiguous hexes*
  300-ft. radius, 20 ft. deep
  15-20
  11-40 contiguous hexes*
  1,000-ft. radius, 50 ft. 
  deep
  21+
  41+ contiguous hexes*
  1-mile radius, 100 ft. deep
  *Assuming a 6 mile hex.
  Domain Mastery: A fey noble has great control over the ma-
  terial of his or her domain, allowing illusions to be infused with 
  the material of Faerie. This acts as the create reality ability of a 
  fey adept of class level equal to the fey noble’s Hit Dice. Doing 
  so does not require the use of shadow points. This ability only 
  functions while the fey noble is within his or her established 
  domain.
  Ability Scores: Dex +4, Int +2, Wis +4, Cha +4.
  Feats: A fey noble gains the Basic Magic Training and 
  Advanced Magic Training feats, selecting the Illusion sphere. 
  Creatures that already have caster levels may choose to ex-
  change Advanced Magic Training for Extra Magic Talent. 
  Additionally, the fey noble gains 1 additional talent from the 
  Illusion sphere for every 4 Hit Dice it possesses.
  Skills: Bluff and Diplomacy are always a class skills for a fey 
  noble.
  Chapter 3
  Templates
  
  Sample Fey Noble
  Aquos the River Mouth Baron CR 7
  This kappa walks with an air of superiority, or at least seems to, as 
  trailing mist follows his footsteps.
  XP 3,200
  Kappa (fey) fey noble
  CN Small fey (water)
  Init +7; Senses low-light vision; Perception +14
  Defense
  AC 22, touch 19, flat-footed 19 (+5 armor, +3 Dex, +3 natural, 
  +1 size)
  hp 60 (8d6+32)
  Fort +6, Ref +9, Will +9
  Defensive Abilities unarmored training +5; DR 5/cold iron
  Offense
  Speed 20 ft., Swim 30 ft.
  Melee bite +9 (1d4+4), 2 claws +9 (1d4+4)
  Space 5 ft., Reach 5 ft.
  Special Attacks domain mastery (create reality at-will when 
  in domain; fey adept level 8)
  Magic
  Caster Level 4; MSB +8, MSD 19, Concentration +8
  Tradition Fey Trickster (fey-infused magic); CAM Wis
  Spell Points 4
  Illusion Sphere – Talents Committed Deception; (glamer) 
  Decoy
  • Committed Deception, can increase casting time 
  by 1 step to reduce spell point cost by 1
  • illusion, close (30 ft.), maximum size Medium (5-ft. 
  cube), DC 15; concentration, 1 sp, sight
  ◊ Decoy (glamer); surround the target with 2 illusory 
  decoys, granting 50% miss chance (on a miss, the 
  decoy is destroyed)
  • trick, close (30 ft.), DC 15; 5 minutes, sight
  ◊ Decoy (trick); create a decoy which provokes at-
  tacks of opportunity on a failed Will save, or pro-
  vides a target 50% miss chance until the decoy is 
  destroyed
  cOMbat
  Martial Tradition Professional Wrestler (Equipment x1, 
  Gladiator x1, Wrestling x2); PAM Wis
  Gladiator Sphere – Talents Coward’s Bane, Master Of Fear
  • boast (immediate action, roll next attack twice and 
  take better)
  • strike fear (standard action, demoralize 30-ft. radius; 
  apply (demoralization) to enemies shaken); Master 
  Of Fear (strike fear can be used as a standard action, 
  no longer costs martial focus)
  ◊ Coward’s Bane (demoralization); roll twice vs. 
  demoralized enemies
  Wrestling Sphere – Talents Choke Hold, Greater Grapple, 
  Ground Game, Iron Grip, Shoulder Throw, Talented Tie-up; 
  (slam) Hard Whip
  • Choke Hold; grappled enemies are unable to breathe 
  and may begin suffocating
  • Greater Grapple; move action, make grapple 
  attempt
  • Ground Game; can trip creature when maintaining a 
  grapple or upon becoming grappled
  • Shoulder Throw; upon tripping a grappled creature, 
  can throw target 10 ft. and knock prone
  • slam (immediate action, end grapple and apply (slam)
  ◊ Hard Whip (slam); throw grappled target 15 ft., 
  damaging them
  • snag (swift action, melee touch attack +9, battered un-
  til end of turn or as long as held)
  • Talented Tie-Up; DC 15; can grapple at the end of 
  a charge; grappled target must succeed on Reflex or 
  fall prone
  statistics
  Str 19, Dex 17, Con 19, Int 12, Wis 16, Cha 14
  Base Atk +4; CMB +7 (+10 grapple); CMD 20 (23 vs. grapple)
  Feats Advanced Magic Training, Basic Magic Training, Heroic 
  Resolve, Improved Initiative, Muscular Reflexes, Power Attack
  Skills Acrobatics +14, Diplomacy +10, Escape Artist +14, 
  Intimidate +10, Knowledge (nature) +12, Perception +14, 
  Stealth +14, Swim +23
  Languages Aklo, Common, Sylvan
  SQ amphibious, domain, domain mastery, powerful grappler, 
  water dish
  ecOlOgy
  Environment domain (river mouth)
  Organization solitary, or court (Aquos plus fey courtiers 
  [kappa, naiad, pixie])
  Treasure double
  DescriptiOn
  Aquos the River Mouth Baron is an oddity as a lesser noble 
  to the fey court he is protected by. Not particularly hated, 
  nor particularly liked, he claimed his piece of Faerie and was 
  strangely uncontested, and has managed his humble rivers and 
  river mouth with a fair hand. Those who happen upon Aquos’s 
  domain may find themselves at the hands of a jovial athlete, or 
  pinned in a headlock inside a vengeful storm.
  Aquos passes his time by wrestling the kappa he allows to live 
  on his lands, besting them with minor illusions and by sub-
  tly manipulating his domain. While others may consider this 
  cheating, none would ever bring it up to Aquos himself or risk 
  his temper. Those who have seen and interacted with Aquos 
  have noted that he delights himself with the magics granted 
  by his title, cloaking himself in illusory mists and creating fig-
  ments of himself with exaggerated proportions.
  Aquos is not one for dealmaking, as the fey are notorious for, 
  but may be swayed by promises of delicacy or competition.
  
  Twisted Spirit Tree
  Not all spirit trees are peaceful wardens of the forest. Some 
  have grown to hate the races that walk about the land and seek 
  to devour them.
  Creating a Twisted Spirit Tree
  This is an acquired template that may be applied to any spirit 
  tree.
  CR: base creature +1
  Alignment: The creature’s alignment shifts to any evil.
  Special Attacks: The creature’s slam attack gains the grab 
  property and the creature gains the swallow whole universal 
  monster ability, dealing bludgeoning damage equal to its slam 
  damage.
  Magic: The spirit tree usually trades all or most talents from 
  the Life sphere for talents from the Death or Destruction 
  spheres.
  Skills: Twisted spirit trees exchange their ranks in Diplomacy 
  for ranks in either Bluff, Disguise, or Intimidate. Twisted spirit 
  trees gain a +10 circumstance bonus to disguise themselves as 
  regular trees or as normal spirit trees.
  Twisted spirit trees hate all that walks. Some simply slay or 
  drive away any that come within their reach, but the more sub-
  tle will pretend to be helpful, giving false advice to lead the 
  hearers to bad ends. Twisted spirit trees will gift their fruit, as 
  would a normal spirit tree, but deceive the recipient of their 
  effect, a cruel surprise in their moment of need.
  Sample Twisted Spirit Tree
  Twisted Spirit Tree, Gargantuan  
     CR 8
  XP 4,800
  NE Gargantuan plant
  Init +4; Senses low-light vision, plantsight, tremorsense 180 
  ft.; Perception +18
  Defense
  AC 15, touch 6, flat-footed 15 (+9 natural, -4 size)
  hp 76 (8d8+40)
  Fort +10, Ref +2, Will +5
  Defensive Abilities all-around vision; DR 5/cold iron and 
  slashing; Immune plant traits; Resist acid, cold, electricity, 
  and force 10
  Offense
  Speed 0 ft.
  Melee slam +8 (3d6+9 plus grab)
  Space 20 ft., Reach 40 ft.
  Special Attacks swallow whole (3d6+9 bludgeoning damage, 
  AC 14, 7 hp)
  Magic
  Caster Level 8; MSB +8, MSD 19, Concentration +11
  Tradition Natural (none); CAM Wis
  Spell Points 13
  Death Sphere – Talents Icy Grip, Mass Reanimate; (ghost 
  strike) Curse
  • ghost strike, medium range touch (180 ft.), DC 17; apply 
  the effects of one (ghost strike)
  ◊ Curse (ghost strike); permanently curse the target, 
  2 sp (see text)
  ◊ Exhausting (ghost strike); fatigued for 9 rounds 
  or exhausted for 9 minutes (1 sp), Fortitude negates. 
  On a successful save the target is still fatigued for 
  1 round.
  ◊ Icy Grip; can use a raised undead to deliver a ghost 
  strike
  • reanimate, touch; raise one corpse as undead for 8 min-
  utes, up to 16 HD, 1 sp
  ◊ Mass Reanimate; raise up to 5 corpses, 1 sp
  Nature Sphere – Packages plant; Talents (geomancing) 
  Create Nature
  • geomancing, close (40 ft.), DC 17, concentration or 8 
  rounds w/ 1 sp
  ◊ Plant (Entangle, Harvest, Pummel)
  ◊ Create Nature; create one Large-sized tree or 
  fields of plants with 10-ft. radius (including edible 
  food), 1 sp
  Weather Sphere – Talents Cold Lord, Heat Lord, Rain 
  Lord, Storm Lord x2, Wind Lord
  • control weather, maximum severity 5 (Aridity 4), medi-
  um (180 ft.), up to 80-ft. radius safe zone (except for 
  Aridity), DC 16; concentration, 8 minutes with 1 sp
  ◊ Severe Weather (increase severity by 1, 1 sp)
  ◊ Storm Lord (control lightning bolt once per 
  round)
  statistics
  Str 23, Dex -, Con 19, Int 17, Wis 16, Cha 14
  Base Atk +6; CMB +16; CMD 26 (36 against any movement, 
  cannot be tripped)
  Feats Combat Casting, Extra Spell Points, Improved 
  Initiative, Toughness
  Skills Disguise +10, Knowledge (geography) +11, Knowledge 
  (nature) +11, Perception +18, Sense Motive +11. Twisted spirit 
  trees gain a +10 circumstance bonus to disguise themselves as 
  spirit trees or regular trees.
  Languages Aklo, Common, Elven, Sylvan, speak with plants
  SQ spirit tree traits
  
  Chapter 4
  Other Content
  Martial Monster Traditions
  Originally printed in Spheres of Might (pg. 193), martial monster 
  traditions are martial traditions meant for monsters and stat 
  blocks as a quick conversion tool to exchange a monster’s feats, 
  or increase their CR, for a handful of martial talents. The fol-
  lowing are new martial monster traditions especially thematic 
  for fey creatures, which some of the stat blocks included in this 
  book make use of.
  Alchemical Trapper
  Alchemical trappers are careful and cunning creatures who 
  take time to prepare alchemical items and assemble traps to 
  protect their homes. The alchemical trapper tradition is best 
  used on intelligent, patient and creative creatures who can cre-
  atively lay traps across their territory.
  Bonus Talents: Alchemy sphere ((formulae) package, 
  Improved Flash Powder, Snap Toss), Trap sphere (Trap Wielder)
  Fey Hooligan
  Fey Hooligans are tricksters, malcontents, and playful fey who 
  dart in and out of reach, playing tricks on their foes and dis-
  rupting the flow of combat. The fey hooligan tradition is best 
  used on smaller fey creatures with playful natures who can 
  make use of Close Quarters Training.
  Bonus Talents: Athletics sphere ((run) package, Close 
  Quarters Training), Scoundrel sphere (Playing Dirty)
  Minor Artifacts
  Fey Court’s Blessing (Minor Artifact)
  Aura moderate Alteration; CL 15th
  Slot none; Weight 1 lbs.
  DescriptiOn
  The fey court’s blessing takes many forms, a budding flower, an 
  ornate silver broach, a comically small saber. The shape varies 
  depending on the fey court granting the blessing, but the size 
  is generally no larger than a small riverstone. When a fey court 
  grants a fey court’s blessing to a creature, no other creature may 
  hold or possess it, and the blessed creature cannot rid them-
  selves of the item. Should the blessed creature attempt to rid 
  themselves of a fey court’s blessing, it reappears on their person 
  within an hour.
  Fey courts will grant individuals or groups these blessings after 
  making deals for the other party to perform a service, allowing 
  the fey court to subtly monitor the blessed creature’s progress, 
  or as a show of gratitude to those who have performed them 
  a service.
  A fey court’s blessing allows the fey court which granted the bless-
  ing to view the blessed creature’s location at-will, as though 
  using the Divination sphere Viewing sphere effect, and grants 
  the blessed creature one of the following effects, determined 
  at the time the fey court grants the blessed creature this item:
  Spring: The blessed creature gains electricity resistance 15 
  and can move effortlessly and without harm through difficult 
  terrain caused by natural or magically created plants. This 
  does not allow the wearer to move through solid objects or 
  creatures.
  Summer: The blessed creature gains fire resistance 15 and a 
  +10 feet bonus to any movement speed the blessed creature 
  possesses. In addition, the blessed creature can walk on water 
  or other liquid surfaces.
  
  Autumn: The blessed creature gains acid resistance 15 and 
  immunity to poisons from non-fey creatures. In addition, the 
  blessed creature can consume rotten or spoiled food as though 
  it were unspoiled. Food consumed this way tastes perfectly 
  fine, and sometimes slightly better than normal.
  Winter: The blessed creature gains cold resistance 15 and suf-
  fers no penalty to speed or on Acrobatics, Climb, or Stealth 
  checks in snowy or icy terrain or snowy weather conditions. 
  In addition, the blessed creature always succeeds on saving 
  throws and takes no damage from cold weather effects caused 
  by non-fey creatures.
  DestructiOn
  A fey court’s blessing immediately crumbles to dust should the 
  fey court that granted the blessing revoke their approval of the 
  blessed creature, or upon the fey court disappearing (such as by 
  dissolving or all members of the fey court being slain).
  
  Open Game License
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  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Pathfinder Roleplaying Game Core Rulebook, © 2009, Paizo Inc.; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  Pathfinder Roleplaying Game Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; 
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  Anthony Altovilla, Jade Ripley.
  Psionic Bestiary, © 2013, Dreamscarred Press; Authors: Andreas Ronnqvist, Jeremy Smith, 
  Dean Siemsen, Jade Ripley, Jim Hunnicutt, Michael Pixton, Michael McCarthy, Dale 
  McCoy.
  The Book of Fiends, © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, 
  Chris Pramas, and Robert J. Schwalb.
  Unearthed Arcana, © 2004, Wizards of the Coast, Inc.; Authors: Andy Collins, Jesse 
  Decker, David Noonan, Rich Redman.
  Spheres of Power, © 2014 Drop Dead Studios LLC, Author Adam Meyers, Thomas 
  Keene, Ryan Ricks, Owen Stephens
  Worlds of Power © 2015, Drop Dead Studios; Authors: Wm Jay Carter III, Richard 
  Cramer, and Alexander Corrin
  Fantastical Creatures & How to Survive Them: A Student’s Guide for Adventure & Study 
  © 2016, Drop Dead Studios; Author: Adam Meyers, Andrew Stoeckle, Derfael Oliveira, 
  Michael Uhland, Douglas Schaub, John Little, Case Hayes
  Player’s Guide to Skybourne © 2016 Drop Dead Studios LLC, Author Adam Meyers, 
  Mike Myler, David Silver
  The Luchador © 2016, Drop Dead Studios LLC, Author: Michael Sayre
  Wizard’s Academy, © 2016, Drop Dead Studios, Author: Adam Meyers
  Spheres of Might, © 2017, Drop Dead Studios LLC; Authors: Adam Meyers, Michael 
  Sayre, Andrew Stoeckle, N. Jolly
  Spheres Apocrypha: Martial Talents: Ranged © 2018, Drop Dead Studios; Author: 
  Siobhan Bjorknas.
  The General’s Handbook © 2019, Drop Dead Studios; Authors: Andrew Stoeckle.
  The Inventor’s Handbook © 2019, Drop Dead Studios; Authors: Derfael Oliveira, David 
  Spektorov
  Champions of the Spheres © 2017, Drop Dead Studios LLC; Authors: Adam Meyers, 
  Andrew Stoeckle, N. Jolly, Michael Sayre.
  The Player’s Guide to Skybourne © 2016, Drop Dead Studios; Authors: Adam Meyers, 
  Mike Myler, and David Silver.
  Woodfaring Adventures © 2018 Drop Dead Studios, LLC, Authors: Adam Meyers, 
  Derfael Oliveira, Andrew Stoeckle.
  
  Items of Power © 2019, Drop Dead Studios; Authors: Adam Meyers, Andrew Stoeckle, 
  Andrew J Gibson, Derfael Oliveira, John Little, Johannes Luber.
  The Mentalist’s Handbook, © 2017, Drop Dead Studios; Author: John Little
  The Trickster’s Handbook, © 2018, Drop Dead Studios; Author: Darren Smith
  The Worldwalker’s Handbook, © 2019, Drop Dead Studios; Author: Amber Underwood
  The Vivomancer’s Handbook, © 2017, Drop Dead Studios; Author: Andrew Gibson
  The Fey Binder’s Handbook, © 2019, Drop Dead Studios; Author: Andrew Stoeckle
  The Sanguinist’s Handbook, © 2019, Drop Dead Studios; Author: Andrew Stoeckle
  The Shapeshifter’s Handbook, © 2016, Drop Dead Studios; Author: Andrew Stoeckle
  The Telekinetic’s Handbook, © 2015, Drop Dead Studios; Author: Amber Underwood
  The Auspician’s Handbook, © 2018, Drop Dead Studios; Author: Jeff Collis
  The Battlemage’s Handbook, © 2017, Drop Dead Studios; Author: Andrew J. Gibson
  The Destroyer’s Handbook, © 2016, Drop Dead Studios; Author: Andrew Stoeckle
  The Diviner’s Handbook, © 2016, Drop Dead Studios; Author: Derfael Oliveira
  The Enhancer’s Handbook, © 2016, Drop Dead Studios; Author: Marcus Dirr
  The Geomancer’s Handbook, © 2015, Drop Dead Studios; Author: Derfael Oliveira
  The Illuminator’s Handbook, © 2016, Drop Dead Studios; Author: Amber Underwood
  The Initiate’s Handbook, © 2020, Drop Dead Studios; Author: Wren Rosario
  The Nyctomancer’s Handbook, © 2018, Drop Dead Studios; Author: Steven Loftus
  The Necromancer’s Handbook © 2018, Drop Dead Studios; Author: Luke Williams, 
  Adam Meyers
  The Tempestarian’s Handbook © 2019, Drop Dead Studios; Author: Jeff Collins
  The Conjurer’s Handbook, © 2017, Drop Dead Studios; Author: Andrew Stoeckle
  The Creator’s Handbook, © 2018, Drop Dead Studios; Author: Michael Uhland
  The Abjurer’s Handbook, © 2018, Drop Dead Studios; Author: Andrew J. Gibson
  Archetypes of Power, © 2018, Drop Dead Studios; Author: Andrew J. Gibson
  The Wraith, © 2018, Drop Dead Studios; Author: Andrew Stoeckle
  The Chronomancer’s Handbook, © 2018, Drop Dead Studios; Author: Michael Sayre, 
  Andrew Stoeckle
  Spheres Apocrypha: Light Talents, © 2018, Drop Dead Studios; Author: Andrew J. Gibson
  Spheres Apocrypha: Dark Talents, © 2018, Drop Dead Studios; Author: Amber 
  Underwood
  Spheres Apocrypha: Destruction Talents, © 2018, Drop Dead Studios; Author: Amber 
  Underwood
  Spheres Apocrypha: Nature Talents, Earth, © 2018, Drop Dead Studios; Author: Derfael 
  Oliveira
  Spheres Apocrypha: Nature Package, Air, © 2018, Drop Dead Studios; Author: Derfael 
  Oliveira
  Spheres Apocrypha: Nature Talents, Fire, © 2018, Drop Dead Studios; Author: Derfael 
  Oliveira
  Spheres Apocrypha: Nature Talents, Metal, Plant, Water, © 2018, Drop Dead Studios; 
  Author: Derfael Oliveira
  Spheres Apocrypha: Nature Talents, Spirit, © 2018, Drop Dead Studios; Author: Derfael 
  Oliveira
  Spheres Apocrypha: Protokinesis Feats, © 2019, Drop Dead Studios; Author: Jeff Collins
  Ultimate Spheres of Power © 2019, Drop Dead Studios; Authors: Adam Meyers, Darren 
  Smith, Amber Underwood, Michael Uhland, Michael Sayre, Andrew Stoeckle, Andrew J 
  Gibson, Derfael Oliveira, John Little, Johannes Luber, Steven Loftus, Jeff Collins.
  Adherer from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene and Clark Peterson, based on original material by Guy Shearer.
  Aerial Servant from the Tome of Horrors Complete, © 2011, Necromancer Games, 
  Inc.; Published and distributed by Frog God Games; Authors: Clark Greene and Clark 
  Peterson, based on original material by Gary Gygax.
  Amphisbaena from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors Complete, © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Animal Lord from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Ascomid from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Atomie from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Aurumvorax from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Axe Beak from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Baphomet from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Authors: Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax.
  Beetle, Slicer from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Blindheim from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Roger Musson.
  Brownie from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original ma-
  terial by Gary Gygax.
  Bunyip from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Dermot Jackson.
  Carbuncle from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Authors: Scott Greene, based on original material by Albie Fiore.
  Caryatid Column from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Jean Wells.
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Lawrence Schick.
  Crypt Thing from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Roger Musson.
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors Complete, © 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: 
  Scott Greene, based on.
  Daemon, Derghodaemon from the Tome of Horrors Complete, © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Daemon, Guardian from the Tome of Horrors Complete, © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on orig-
  inal material by Ian McDowall.
  Daemon, Hydrodaemon from the Tome of Horrors Complete, © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors Complete, © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Dark Creeper from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Simon Muth.
  Death Dog from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Underworld Oracle.
  Death Worm from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene and Erica Balsley.
  
  Decapus from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Jean Wells.
  Demodand, Shaggy from the Tome of Horrors Revised, © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Demodand, Slimy from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Demodand, Tarry from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Demon Lord, Kostchtchie from the Tome of Horrors Complete, © 2011, Necromancer 
  Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Demon Lord, Pazuzu from the Tome of Horrors Complete, © 2011, Necromancer Games, 
  Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on orig-
  inal material by Gary Gygax.
  Demon, Nabasu from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Demon, Shadow from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Neville White.
  Dire Corby from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Jeff Wyndham.
  Disenchanter from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Roger Musson.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Dragon Horse from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Dragon, Faerie from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Brian Jaeger and Gary Gygax.
  Dust Digger from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Ear Seeker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene and Erica Balsley, based on original material by Gary Gygax.
  Executioner’s Hood from the Tome of Horrors Complete, © 2011, Necromancer Games, 
  Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on orig-
  inal material by Gary Gygax.
  Flail Snail from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Simon Tilbrook.
  Flind and Flindbar from the Tome of Horrors Complete, © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on orig-
  inal material by J.D. Morris.
  Flumph from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original ma-
  terial by Ian McDowell and Douglas Naismith.
  Foo Creature from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Ian Livingstone.
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Genie, Marid from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Giant, Wood from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Wizards of the Coast.
  Gloomwing from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Grippli from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original ma-
  terial by Gary Gygax.
  Gryph from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original ma-
  terial by Peter Brown.
  Hangman Tree from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Hippocampus from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene and Erica Balsley, based on original material by Gary Gygax.
  Huecuva from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original ma-
  terial by Underworld Oracle.
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene.
  Iron Cobra from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Philip Masters.
  Jackalwere from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Jubilex from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original ma-
  terial by Gary Gygax.
  Kamadan from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Nick Louth.
  Kech from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Kelpie from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Lawrence Schick.
  Korred from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Leprechaun from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Lurker Above from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Magma ooze from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene.
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author: Scott 
  Greene.
  Mihstu from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Ian Livingstone and Mark Barnes.
  Mongrelman from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Moon Dog from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Muckdweller from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Necrophidius from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Simon Tillbrook.
  Nereid from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original ma-
  terial by Gary Gygax.
  Pazuzu from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original ma-
  terial by Gary Gygax.
  Pech from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Phycomid from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Poltergeist from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Lewis Pulsipher.
  
  Quickling from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Quickwood from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Rot Grub from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Authors: Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax.
  Russet Mold from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Sandman from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original ma-
  terial by Roger Musson.
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Neville White.
  Skulk from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Simon Muth.
  Slime Mold from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors Complete, © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on orig-
  inal material by Gary Gygax.
  Soul Eater from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by David Cook.
  Spriggan from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene and Erica Balsley, based on original material by Roger Moore and Gary 
  Gygax.
  Tenebrous Worm from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Tentamort from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Mike Roberts.
  Thessalhydra from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax and Wizards of the Coast.
  Tick, Giant & Dragon from the Tome of Horrors Revised, © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Trapper from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original ma-
  terial by Gary Gygax.
  Troll, Ice from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original ma-
  terial by Russell Cole
  Troll, Rock from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene.
  Vegepygmy from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Wolf-In-Sheep’s-Clothing from the Tome of Horrors Revised, © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene and Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Albie Fiore.
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Albie Fiore.
  Yeti from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Gary Gygax.
  Zombie, Juju from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Spheres Bestiary: Fey © 2020, Drop Dead Studios; Author: Andrew Stoeckle, Steven 
  Alpert.
  Designation of Product Identity:
  Product Identity: The following items are hereby identified as Product Identity, as defined 
  in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trade-
  marks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, sto-
  rylines, locations, characters, artwork, and trade dress. (Elements that have previously 
  been designated as Open Game Content or are in the public domain are not included in 
  this declaration.) Open Content: Except for material designated as Product Identity (see 
  above), the game mechanics of this Drop Dead Studios game product are Open Game 
  Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of 
  this work other than the material designated as Open Game Content may be reproduced 
  in any form without written permission.
  All Content is Copyright Drop Dead Studios 2012-2020.
  
  Spheres Bestiary: Fey and 
  Spheres Bestiary: Fey and 
  Feyfolk
  Feyfolk
  Spheres Bestiary: Fey and 
  Spheres Bestiary: Fey and 
  Feyfolk
  Feyfolk
  Whether they be friend or foe, fey are always a welcome addition into any story, from local 
  nuisances to miniaturized catastrophes in their own right. Unique to this bestiary are a 
  number of fey which bear roots in non-celtic cultures. Tabletop has traditionally focused 
  on European-style fey folk or very public-knowledge mythology, such as sprites, pixies, 
  naiad, and dryad. This bestiary introduces a number of fey spirits from Japanese my-
  thology, the bakemono and kappa, as well as Native American mythology, the jogoah and 
  powerful trickster coyote spirits, and many others. Also included is more information on 
  courts of Faerie, the fey nobles, powerful lords of their domains and the gifts they bestow 
  upon those they bargain with or request tasks from.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Drop Dead Studios/DDS - Spheres Bestiary Fey and Feyfolk.pdf