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  Finwicket's Bestiary
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  Christopher Correll, Allen Taliesin, and Mike Welham
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  Finwicket's Bestiary
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  Christopher Correll, Allen Taliesin, and Mike Welham
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  Editors: Paris Crenshaw and Patrick Curtin
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  Slinger, Toby Gregory, Rick Hershey (Standard Stock Art: Issue 1 by Small 
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  Special Thanks
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  and the entire Fawtl Crew
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  Excerpts from Journeys in the 
  Otherworld: A Six Month Tour of Faerie 
  by Professor Thaddeus Finwicket
  We passed into the Glades of 
  Light and Shadow in the summer of 
  10705 by the Discarnin Calendar.   The 
  sunlit fields and blue skies outside the 
  forest transitioned into a dramatic 
  twilight autumnal wonder upon entering. 
  While time actually passes normally for 
  creatures living in the Glades of Light 
  and Shadow, your senses try to tell  you 
  otherwise. The sun slants through the 
  trees the way it does when night 
  approaches. As the light filters through 
  the multicolored canopy you get the 
  impression you are standing in the 
  heart of a cathedral, though one crafted 
  of natural magic rather than the work 
  of mortals. Hazy clouds of golden mist 
  drift languorously through the chill air 
  while a light breeze stirs the fallen 
  leaves.
  Though we had entered the Glades of 
  Light and Shadow, we had not yet 
  passed into the Realm of Faerie. In a 
  metaphysical sense, the Glades lie very 
  close to the birthplace of the fey, but 
  they are not of that world. We 
  eventually found a grig by the name of 
  Bluebell who was more than willing to 
  serve as our guide. She asked no 
  payment, so long as we promised to act 
  as a willing audience for her nightly 
  musical performances. Fortunately, the 
  small, cricket-legged pixie was an 
  entertaining performer.  With her 
  assistance we found a nearby portal to 
  Faerie. If it had not been for Bluebell, 
  our success in this mission 
  would have been in question. 
  There are few places more 
  confusing and misleading 
  than the Realm of Faerie . 
  That said, its beauty is 
  unmatched, even when it is 
  mingled with an equal 
  measure of horror.  I could 
  have easily spent an entire 
  year there.
  Chapter One
  1
  1
  Overview of the Faerie Realm
  
  THE FAERIE REALMS
  Similar to the Positive and Negative Energy Planes, 
  Faerie exists in the same space as the Material Plane, 
  just  slightly out of phase.  This renders it invisible to the 
  naked eye, though unlike the energy planes, the state at 
  which Faerie exists is very close to that of the Material 
  Plane. In some cases, the boundaries are so thin that the 
  essence of the Faerie Realm may leak into the Material 
  Plane. Planar scholars posit that the Realms of Faerie 
  function as a sort of filter, taking the pure energies of 
  the Negative and Positive Energy Planes and 
  transmuting them into something that is not absolutely 
  destructive to the physical realms.
  Certainly the Faerie Realm is a place of duality, at 
  once both fecund and decaying.  Faerie is a land of 
  wonder with a deep chill of dread underlying the 
  majesty. While many of the native creatures cannot 
  permanently die, they can cease to exist temporarily. 
  This state of transitional fatality is brutal and 
  excruciatingly cruel for the creature in question and 
  very few pass through this trial with their minds intact.
  The Realms of Faerie are simultaneously a single 
  plane and a collection of small, unique dominions. 
   Dominions are attracted to each other and tend to form 
  clusters that correspond with the planets, moons, and 
  suns of the Material Plane. Between these clusters there 
  lies a cerulean expanse known as the Faerie Sky (which 
  is described in more detail below).  These various 
  dominions are distributed haphazardly and it is not 
  unusual to see them stacked upon each other in random 
  ways. Faerie dominions shift amongst each other, 
  though this movement is usually so slow that it is 
  imperceptible to most mortal races.  Occasional 
  upheavals might speed up the process, but those kinds 
  of events are rare. 
  Each dominion is administered by a being known as 
  a Fey Ruler. Also called the Overlords or the Ancient 
  Ones, rulers amongst the fey are unique and amazing 
  entities.  They belong to no race, though they might take 
  the form of another fey type.  How and why they exist is 
  yet another mystery of the Faerie Realm. The Ancient 
  Ones claim they represent the conscious will of the 
  plane. There is significant evidence to support this 
  claim, least of which being the Fey Ruler's unmatched 
  mastery over the physical nature of their dominion.
  While not divine, many of the Overlords wield power 
  that places them on par with some of the lesser deities. 
  But most Ancient Ones can be safely compared to the 
  major demons of the Abyss or Dukes of Hell in terms of 
  sheer strength and magical aptitude. Unlike the gods, 
  worship does not benefit the most powerful of the fey 
  nor does a dearth of adulation result in harm.  This does 
  not prevent others from worshiping the Overlords, both 
  mortal and fey alike, though the Fey Rulers typically 
  avoid the entanglements of religion and theology.  
  Each of the Overlords tends to remain in his 
  respective dominions.  Empires are rare, but do emerge 
  from time to time with a single ruler forcing his 
  neighbors to submit to his rule.  However, a number of 
  factors conspire against that level of control, one of the 
  greatest being the bond each Ancient One shares with 
  the land he rules.  In their dominions Fey Rulers are the 
  ultimate authority, blessed with complete control over 
  the physical nature of their kingdoms.  While it is not 
  known if the Overlords are granted land upon their 
  creation or if they must claim it on their own, once the 
  bond is established it can only be broken through final 
  death.
  As with mortal rulers, the Ancient Ones are keen to 
  take titles and affectations that suit them.  The variety of 
  titles the Overlords claim is staggering.  If a title exists 
  in the material world there is likely a ruler in Faerie 
  using it as well. Unlike mortal governments these titles 
  don't seem to hold much weight. In other words, a Duke 
  appears to have just as much authority as a King.  What 
  matters is personal might of the Overlord, not her 
  chosen title.  
  Attempts to define or catalogue the Ancient Ones 
  always result in failure. They are simply too diverse to 
  classify them the way one might do with devils or 
  celestials.  Born of imagination and wonder, Fey Rulers 
  are in complete control of their forms and functions. 
   They may appear however they desire, often favoring 
  one manifestation over others.  Nonetheless, their 
  physical form is like clothing to be donned or discarded 
  as the need arises. The Overlords are immortal and very 
  difficult to kill through violence.  No matter where they 
  are, an Ancient One will quickly re-form in its chosen 
  sanctuary.  In this way they are nearly impossible to kill 
  permanently or even remove from existence for long 
  periods of time.
  In Faerie, every gift comes with a price.  While it is 
  difficult for an Overlord to die in the traditional sense, 
  each of them must operate under certain strictures 
  known as a geis (plural geasa). Exclusive to each of the 
  Ancient Ones, these rules amount to a number of taboos 
  that must be closely observed. Violating a geis always 
  results in punishment. Often this means a loss of status 
  and a forced transformation into a mortal form. While 
  rare, final death can occur. 
  The most recent example of the power which geasa 
  hold over the Fey Rulers comes in the story of Gelid the 
  Frozen Lord, Grand Duke of the Torpid Court, who was 
  sworn never to lay his hand upon another in love or lust. 
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   Through a series of glamours the Duke was compelled 
  to break his geis and embraced a member of his court in 
  a moment of desire.  At once the fire in his heart blazed 
  forth, turning his icebound body into a pool of clear 
  water.  That pool yet remains in the ruins of Gelid's 
  palace and its waters are said to be a powerful 
  aphrodisiac.
  By their nature, the Fey Rulers have difficulty 
  relating to other beings, specially mortals.  In some 
  ways, they resemble the Dukes of Hell or the Princes of 
  the Abyss in their deeds, though their motivations are 
  rarely so explicitly evil.  Their minds are alien, 
  processing thoughts and emotions in ways others find 
  incomprehensible.  This creates a sense that the Ancient 
  Ones are cruel or unfeeling, when in fact they simply 
  express their love, benevolence, or hate in ways that 
  seem bizarre to mortal sensibilities.
  Through the will of the Overlords, any of the varied 
  environments found on the Material Plane, and many 
  that cannot, exist  in the Realms of Faerie. Due to the 
  nature of the plane, one can find incongruous pairings, 
  such as a hot desert next to an arctic region.  Usually 
  this crops up when one dominion sports a chosen 
  climate while a neighboring ruler chooses something 
  entirely different. However, Fey Rulers can choose to 
  exhibit such discrepancies in a single dominion if the 
  mood takes them. 
  The borders between dominions are sort of “semi-
  solid” barriers.  Creatures may move freely from one 
  dominion to another rather easily, unless some other 
  factor prohibits their travel.  Borders are generally 
  transparent and viewers on one side can see what the 
  next dominion might hold for them.  Of course, Fey 
  Rulers can just as easily disguise a border or otherwise 
  trick the viewer if they desire. A dominion’s natural 
  features usually end at a border unless the neighboring 
  ruler chooses to continue them.  Breathable air is 
  something that permeates all borders and cannot be 
  easily controlled by the Ancient Ones.
  Dominions have a natural tendency to remain in 
  contact within their original cluster, though some might 
  be ejected from the core through willful desire on the 
  part of the Ancient One who rules it or through those 
  rare happenstances that cause dramatic change in the 
  Realms of Faerie.  Orphan dominions will float aimlessly 
  until they come into contact with a new cluster or join 
  
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  an aggregate of orphans within the Faerie Sky.
  Similar to the Material Plane, there are great voids 
  of space between the clusters. Instead of a cold, airless 
  environment, the distance between them is filled with 
  blue skies and voluminous clouds.  Island dominions 
  float within this airy place, acting as home for all sorts of 
  fey creatures. Travel within this Faerie Sky is a simple of 
  matter of thought control and even beings without the 
  gift of flight can soar across the open expanse like birds. 
   The temperature remains constant and comfortable 
  throughout the Faerie Sky and air is never in short 
  supply.  
  Time is the biggest hurdle many visitors from the 
  Material Plane have to overcome. A traveler might enter 
  the realm of the fey only to exit many years later. 
   Conversely, there are tales of unfortunate individuals 
  who find themselves not in the future, but the past. 
  While the span of years can vary, it isn't unusual for 
  natives of the Material Plane to exit Faerie centuries, or 
  even milennia, into the future or past. It is generally 
  assumed that time flows differently in Faerie and doesn't 
  follow the stable progression evident in many material 
  plane worlds.  This assumption is wrong, though the 
  true phenomenon is not any less fantastic.
  The issue arises in the various methods of travel 
  used by those visiting the plane.  A spellcaster using a 
  reliable form of planar travel, such as plane shift or gate, 
  is not likely to run into any problems. But the various 
  portals and trods (which are explained in more detail 
  below) connect with the Material Plane at different 
  points in its history.  Thus, entering Faerie through one 
  path and exiting through another will likely result in 
  some form of temporal anomaly.
  Day and night have little meaning in the Realms of 
  Faerie.  Rather, every ruler is responsible for the visible 
  time of day in his dominion.  Some might allow day and 
  night to pass as it does on the Material Plane while 
  others choose to remain within a single point in the day. 
  Ultimately, the apparent time of day has no bearing on 
  the passage of time or its perception.  Time still passes 
  in the Realms of Faerie much as it does on the Material 
  Plane.
  PATHS TO WONDER
  The roads to Faerie are many and those who tread them 
  are brave.  With so many ways to gain entry to this land 
  of wonder, adventures amongst the fey are simply a step 
  away.
  Spells
  For the most part, standard planar travel spells operate 
  normally with little risk.  These spells are by far the 
  most reliable method to reach the Realms of Faerie.  
  Of special note, plane shift will always drop you 
  within the dominion that shares the same physical space 
  as the caster.  In this situation, the random location will 
  not stray outside of the dominion's borders, no matter 
  how far the caster deviates from the intended location. 
   Should the indicated deviation exceed the number of 
  miles between the destination and the dominion's 
  borders the caster and all companions will appear just 
  inside the boundary of the region.
  
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  and equinoxes.  Still others might require water to flow 
  through a dry riverbed or over a cliff in order to form a 
  waterfall. 
  A combination of factors are often required to gain 
  entry.  For instance, stories abound concerning a portal 
  that can only admit a traveler after he has walked 
  clockwise around a particular standing stone five times 
  during the height of the full moon.  Similar portals might 
  require even more complex actions to open, such as one 
  that is said to only open to those who can perform the 
  country dance known as Postie's Jig with masterful skill.
  As stated before, the real danger in Faerie portals lie 
  in where they connect with the Material Plane.  Many of 
  these entrances connect at different points in history, 
  which often leads to outdated folk wisdom or stories that 
  are only true if a person arrives at the portal at the 
  correct point in time.  Leaving a Faerie through the 
  same portal used to enter is generally safe. However, 
  taking another path might place a traveler many years 
  in the future or, more rarely, in the past.  It is this 
  unreliability that has led to the myth that time passes 
  differently in Faerie.  
  But even traveling through the same portal, or what 
  a person may assume is the same portal, is not 
  completely safe.  The issue here lies in the nature of 
  Faerie portals and what constitutes a single portal and 
  not simply multiple portals that open at the same 
  location. For example, local villagers might claim a 
  portal opens on a nearby hill on every equinox and 
  solstice when in fact two portals utilize that location, one 
  that opens on the equinoxes and one that opens on the 
  solstice. To the casual observer these appear to be the 
  same portal though both lead to very different locations. 
  The same potential for confusion exists in the Realms of 
  Faerie, which is where the true danger lies.
  However, a traveler can determine where a portal 
  will lead and what time period the portal contacts 
  through the use of spells and effects that reveal the true 
  nature of things.  For instance, a spellcaster might 
  utilize augury, divination, true seeing, or similar 
  spells to gain the pertinent details on the 
  portal. In the case of true seeing, the portal 
  reveals an accurate image of what lies 
  beyond, making it useful for those rare 
  portals that might reveal a false 
  destination.  Finally, any items that 
  duplicate these spells, such as a stone of 
  seeing, or otherwise reveal hidden 
  knowledge will provide the necessary 
  information concerning the portal.
  Portals found in the Material Plane do not 
  necessarily connect with dominions that 
  Portals
  Portals to Faerie exist all across the Material Plane and 
  many of them figure into legends and folklore. 
  Adventurers seeking to enter a fey dominion would do 
  best to listen to the locals, for their tales might betray a 
  prominent clue or lead to a local fey portal.  Oftentimes 
  these stories speak of mounds, standing stones, and 
  forest glades as the likely locations for such portals.  In 
  most cases this holds true, as many of the oldest 
  entrances lie in sacred areas infused with natural magic. 
  Unlike some portals, those that lead to Faerie rarely 
  reveal what lies on the other side.  When open, many 
  simply glow softly with a golden or green light.  Those 
  few that do give a glimpse of the dominion on the other 
  side should be approached carefully as the reality might 
  not match the image presented in the portal.  
  Around these various portals the land is usually 
  thick with fey creatures.  Some of them have simply 
  wandered into the Material Plane while others might 
  have migrated there to escape the tyranny of an Ancient 
  One or some other malign force.  Whatever the case, the 
  fey that live near these portals are often jealous of what 
  they consider their property.  They do not want just any 
  mortal wandering into it and finding their way to Faerie. 
  As such, most of these portals will be guarded or, at 
  least, carefully watched by local fey. Those seeking to 
  use such a portal without permission often find 
  themselves quickly challenged.
  For the most part portals to the Realms of Faerie are 
  intermittent, opening and closing based on strict 
  environmental conditions.  Each portal is different in 
  this regard.  Some might stay open only during nights of 
  the full moon while 
  others might open 
  during the solstices 
  
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  currently share the same 
  metaphysical space as the 
  portal's location.  The same 
  goes for portals that lead 
  from Faerie.  Most of the 
  time this discrepancy lies in 
  the natural, albeit slow, 
  journey the Faerie 
  dominions make as they 
  shift across the physical 
  world, though a few were 
  constructed for its specific 
  destination.
  This represents the 
  other major danger of 
  traveling in Faerie.  Portals 
  might take travelers far 
  from their home, even 
  away from their native 
  planet in some cases. 
   Much of this frustration 
  can be alleviated by simply 
  using the same portal on 
  the return trip.  Naturally, 
  this solution suffers from 
  the same pitfalls detailed 
  above. 
  Faerie Trails
  Emanating from the 
  Material Plane like the 
  spokes of a wheel, Faerie 
  Trails are magical roads, 
  roughly 10 feet wide, that 
  connect multiple planes 
  along its length.  Despite 
  the name, Faerie is not the only plane accessible using 
  these paths, though they are most commonly used by the 
  fey to travel the multiverse.  Most Faerie Trails are 
  invisible to the naked eye, which prevents ignorant 
  creatures from stumbling upon them by accident. 
   However, there are cases of individuals who suddenly 
  find themselves walking a Faerie Trail, blundering their 
  way across the vast stretches of the multiverse wholly 
  unaware of how they got where they are.
  No matter what plane a spellcaster is on, detect 
  magic will reveal a Faerie Trail, which emanates an 
  aura of strong conjuration magic with the teleportation 
  sub-school, and allow the viewer to step upon the path. 
   An individual who can view the trail can bring others 
  with her so long as all potential travelers join hands 
  when stepping upon the path.  It is not necessary to 
  maintain this contact 
  once everyone gains 
  access to the Faerie Trail. 
   From the outside, 
  anyone stepping upon 
  these magical roads 
  appear hazy and 
  indistinct, like fog that 
  has taken a humanoid 
  shape.
  Those who follow 
  a Faerie Trail will 
  eventually see the 
  environment around 
  them shift and change as 
  the traveler begins 
  moving into the planes 
  the path touches. 
   Normally a Faerie Trail 
  will enter the Realms of 
  Faerie first, the Ethereal 
  Plane second, then 
  onward toward the 
  Elemental Planes and 
  beyond. Fortunately 
  while a traveler remains 
  on the Faerie Trail they 
  are safe from 
  environmental factors of 
  each plane visited.  But 
  once an individual leaves 
  the path, either willingly 
  or forcibly, they are 
  subject to the rigors of 
  their current location.
  While traveling a 
  Faerie Trail, overland movement is tripled, making it a 
  convenient mode of travel even if one stays within a 
  single plane. The distance a Faerie Trail covers on a 
  particular plane varies and travelers are never certain 
  when they might shift into a new plane.  That said, 
  turning around and moving backwards is nearly always 
  possible. 
  Once a destination is reached an individual must 
  simply walk off of the Faerie Trail to enter their plane of 
  choice.  As mentioned earlier, leaving the Faerie Trail 
  means its protection over environmental factors is lost, 
  so travelers should do so only when properly prepared. 
   The Realms of Faerie tend to be amicable to life so 
  departing the path does not usually result in instant 
  death. 
  
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  THE NOWHERE DIMENSION
  Fey celebrate and embrace the cycle of life and death, 
  which is small comfort to non-fey who find themselves 
  prey in a Wild Hunt or watch as their village is overrun 
  by plants. To the fey, everything returns from death, not 
  in the exact same form and not in the sense of 
  reincarnation. When a deer dies, another one will take 
  its place, and when a human dies, another one (or 
  more) will take its place. This cycle is expected and 
  something to be cherished, by the fey way of thinking, 
  and the seemingly casual disregard for life results from 
  this mindset.
  On the other hand, oblivion terrifies the fey. 
  Knowing that something has been completely erased, 
  that the cycle of life and death has been disrupted, gives 
  them nightmares. Unfortunately, annihilation is all too 
  real for the fey, since their realm borders a dimension 
  which embodies that concept. Ancient even by their 
  reckoning, the Nowhere Dimension touches on their 
  realm in many different places. It appears as a sheet of 
  inky blackness with stars that slowly wink in and out of 
  existence. The first forays into the Nowhere Dimension 
  resulted in disaster, as no creature who entered ever 
  returned.
  Tragically each of the explorers who entered the 
  rifts were slowly forgotten, a painful process that 
  ultimately led to the terrifying realization by close 
  friends and family of the missing that their memory had 
  a hole in it. Not even magic could repair this gaping 
  wound in their minds.
  Fey kings and queens eventually pieced together the 
  cause for this horrifying loss of memory and made sure 
  to cordon off borders with the Nowhere Dimension. 
  Simultaneously, they realized the power of this 
  dimension and researched ways to make it work for 
  them. The most prominent result of this research is the 
  nowhere men, fey creatures who undergo a ritual which 
  partially submerges them in the nowhere lands, 
  removing most of their identity and their existence in a 
  third physical dimension. 
  With a palpable fear of this dimension, a fey 
  creature displays yet another reaction which seems 
  quirky to non-fey. When the word “nowhere” is spoken 
  in a way which can be perceived as a destination 
  (“You’re going nowhere”, “These discussions are going 
  nowhere”), the creature must attempt a Will saving 
  throw (DC 15) to avoid becoming shaken. If someone 
  directly addresses the creature in the same manner, the 
  DC increases to 25. Recalling this information requires a 
  DC 30 Knowledge (nature) skill check, but someone 
  who abuses this knowledge opens himself up to learning 
  about the Nowhere Dimension firsthand when the thin man 
  assassins come after him.
  
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  To Pierce the Veil of Time
  Chapter Two
  The only faerie seer I have met 
  went by the name of Caedmus.  His 
  grove was at the heart of a Faerie 
  dominion known as Causica's Eye, a 
  forest of massive trees and deep, 
  cold springs.  Mirrors hung from 
  every branch, their perfect silver 
  faces reflecting the soft light that 
  permeated the land.  At the center 
  was a pool of placid water lined 
  with marble paving stones. Caedmus 
  was reclining upon the ground as 
  we entered the grove. I would have 
  thought he was gazing into the 
  basin if it was not obvious by simple 
  observation that he was blind.
  I spoke with him for many hours, 
  much to the chagrin of my friends, 
  my students, and our impatient 
  guide.  To tear myself away from 
  him was difficult.  Caedmus had a 
  keen mind and the way the air 
  seemed to twist around him 
  intrigued me. He explained this 
  was a result of his natural state, as 
  he existed outside the normal flow 
  of time. I was overwhelmed by the 
  idea and sought to learn more.
  Over the course of my discussion 
  with Caedmus it became clear he 
  was quite mad.  With that 
  revelation, I decided it would be 
  best if we moved on.  Yet, the 
  foreknowledge I gained from this 
  visit was more than worth the 
  trifling memories I passed into his 
  care.  
  
  FAERIE SEER                                                  CR 7 (XP 3,200)
  N Medium fey 
  Init: +2 ; Senses blindsight 60 ft., low-light vision; 
  Perception +3
  Aura Aura of Unraveled Fate (20 ft.; DC 21)
  DEFENSE
  AC 20, touch 13, flat-footed 16 (+2 Dex, +1 Dodge, +7 
  deflection)
  hp 65 (10d6+30)
  Fort +6; Ref +9; Will +10
  DR 10/cold iron
  OFFENSE
  Speed 30 ft.
  Melee +1 scythe +6 (2d4+1; x4)
  Space 5 ft. Reach 5 ft.
  Spell-Like Abilities (CL 10th ) 
  Constant- comprehend languages, detect magic, detect 
  thoughts (DC 16)
  3/day - contact other plane, detect scrying, scrying 
  (DC 19) 
  1/day- divination, legend lore
  Sorcerer Spells Known (CL 6th)
  3rd – (4/day) clairaudience/clairvoyance 
  2nd – (6/day) locate object, see invisibility
  1st – (7/day) charm person (DC 15), identify, sleep (DC 15), 
  true strike
  0 (at will) – arcane mark, daze (DC14), detect poison, 
  ghost sound, light, read magic, resistance
  STATISTICS
  Str 10, Dex 14, Con 16, Int 18,Wis 16,Cha 19
  Base Atk +5; CMB +5; CMD17
  Feats Ability Focus (aura of unraveled fate), Ability Focus 
  (scrying),  Dodge, Combat Casting, Skill Focus 
  (knowledge (history))
  Skills Bluff +17, Diplomacy +17, Knowledge (arcana) +17, 
  Knowledge (history) +23, Knowledge (nature) +17, 
  Knowledge (the planes) +17, Knowledge (religion) +17, 
  Linguistics +17,  Perform (oratory) +17, Spellcraft +17
  Languages Aquan, Auran, Common, Draconic, Elven, 
  Gnome, Halfling, Ignan, Sylvan, Terran
  FAERIE SEER
  SPECIAL ABILITIES
  Aura of Unraveled Fate (Su) A faerie seer stands outside 
  the fabric of time.  As such, the area around him is in 
  constant flux as a myriad of possible futures exist within 
  the same space and are constantly competing for 
  dominance.  Attack rolls made within the aura must be 
  rolled twice and the attacker must take the lower of the two 
  results.  A Will save DC 19 can be made to avoid this effect. 
  The figure before you looks fairly human. His eyes 
  are covered with a linen cloth and he wears a 
  simple robe of pure white.  In his hands he holds a 
  shallow, marble bowl into which he appears to be 
  gazing, despite his obvious blindness.  The air 
  around him seems to twist and ripple.
  2
  9
   Once a creature succeeds at its save it is immune to the 
  aura of that faerie seer.
  In addition, this aura provides the faerie seer with +7 
  deflection bonus to AC. The aura protects the faerie seer 
  even if an attacker has made his save against the former 
  effect.
  Spells A faerie seer casts spells as a 6th level sorcerer.
  ECOLOGY
  Environment temperate forests
  Organization solitary
  Treasure standard (+1 scythe, wand of color spray (25 
  charges) plus other treasure)
  
  2
  10
  Society and Habitat
  Solitary by nature, faerie seers seek out isolated groves 
  in which to make their homes.  These spaces are 
  decorated in a fashion that suits the individual Seer, with 
  various objects dangling from branches or statuary 
  placed in key locations.  The pieces chosen are often 
  related to the faerie seer's interest in divination, with 
  mirrors or bones being a common motif.
  Faerie seers expect visitors, though they do not 
  hesitate to defend themselves if a guest has violent 
  intentions.  One of the first things a seer does upon 
  moving into a forest grove is forge mutual defense pacts 
  with nearby residents.  This way assistance is never far 
  when a situation turns dangerous.
  Otherwise, faerie seers are welcoming of petitioners 
  and will answer questions and pry into the future for a 
  price.  The cost differs depending on the seer, though 
  they tend to prefer more esoteric payments such as a 
  single childhood memory or a particularly comforting 
  dream.  What value these hold for a faerie seer is 
  uncertain.  
  Ecology
  Faerie seers are born from the fabric of the Faerie Realm in 
  places where time is in constant flux.  They emerge as 
  adults and never appear to age.  While faerie seers begin 
  life with a respectable amount of inherent knowledge, their 
  passion for learning insures they never stop collecting lore. 
   It is assumed that the creation of a faerie seer is a rare 
  event that only occurs at the death of another seer. The 
  scarcity of the race seems to back this theory, though the 
  mystery and majesty of the Faerie Realm is hardly 
  understood by mortal scholars and it is possible faerie seers 
  are more common in that magical domain.
  The ability to pierce the veil of time does have a 
  drawback.  Faerie seers who are careless in their perusal of 
  future events have been known to go insane. 
   Unfortunately, this madness wears down a faerie seer's 
  restraint and makes them more prone to dwell on images 
  of horror or tragedy.  This furthers their madness and often 
  corrupts their view of the world, the future, and the sanctity 
  of life.
  
  Of Harvests Long Forgotten
  Chapter Three
  3
  11
  I had long heard the stories of the 
  harvest haunt from farmers living near 
  the Glades of Light and Shadow. 
  However, I had not actually witnessed 
  their existence until my trip to the 
  Realms of Faerie. At first I thought 
  we were dealing with some form of 
  leprechaun or grugach, but after some 
  observation it occurred to me who this 
  little fey woman was.  We watched her 
  for almost ten minutes as she danced 
  through the tall grass and played in 
  small puddles that lay near the 
  crossroads we had chosen as a 
  campsite. Never once did she seem to 
  take notice of our party.  
  Around that time about ten more of 
  her kind arrived, likely her sisters, 
  and it was then that they turned and 
  fixed their eyes upon the group.  They 
  smiled at us, and I thought perhaps 
  they wanted us to join their revels. 
   But then they simply turned and 
  disappeared before our sight.
  As they departed, we could hear 
  their laughter and merriment drifting 
  across the meadowland.  While we 
  never saw them again, our expedition 
  was plagued with minor mishaps for 
  days afterward.  Then, as if in 
  payment for their good fun, a magical 
  feast was laid out for us.  From that 
  point onward the pranks ended.  
  Why these harvest haunts were so 
  far from their preferred environment 
  on the Material Plane is a 
  mystery, but these unique little 
  creatures are so interesting 
  that I have since begun a search 
  for them in the rich farmlands 
  south of the Glades of Light 
  and Shadow. So far, I have had 
  little luck in finding them.
  
  3
  12
  This tiny woman scampers across the ground.  She 
  has russet skin and yellow eyes beneath a frock of 
  black hair.  She wears a skirt made from corn husks 
  and a vest of peeled potato skins.
  ECOLOGY
  Environment Temperate Plains
  Organization Solitary, pair, or troupe (3-12)
  Treasure None
  Blighting Touch (Su) The touch of a Harvest Haunt can 
  convey negative energy into another being.  This manifests 
  as a cold-burning sensation that does 1d8 negative energy 
  damage plus the Harvest Haunt’s charisma modifier.
  Aura of Complacency (Su) A Harvest Haunt projects a 100-
  ft aura that makes all living, non-fey creatures within the 
  area feel complacent.  Those affected by the aura must 
  make a DC 17 will save or fall under the effects of a 
  Suggestion, that instructs the victim to “Remain inside to 
  eat, drink, and be merry.”  Since this is something most 
  people want to do, they often take a -2 penalty on their will 
  save as per the spell (subject to GM discretion).  A creature 
  that saves against this aura is immune to its effects for 24 
  hours.  The save DC is Charisma based.
  HARVEST HAUNT
  HARVEST HAUNT                                             CR 6 (XP 2,400)
  CN Tiny fey
  Init +6; Senses low-light vision; Perception +13
  Aura Aura of Complacency (100 ft., DC17)
  DEFENSE
  AC 19, touch 19, flat-footed 12 (+6 dex, +1 dodge, +2 size)
  hp 24 (7d6)
  Fort +2; Ref +11; Will +6
  DR 5/Cold Iron
  OFFENSE
  Speed 20ft
  Melee Blighting Touch +9 (1d8+4 negative energy)
  Space 2.5 ft. Reach 0 ft.
  Special Attacks Blighted Touch
  Spell-Like Abilities (Caster Level 7th) 
  At Will—invisibility
  1/week—heroes feast
  1/day—create food and drink
  STATISTICS
  Str 5, Dex 23, Con 10, Int 12, Wis 13, Cha 18
  Base Atk +3; CMB -2; CMD 18
  Feats Alertness, Dodge, Stealthy, Weapon Finesse
  Skills Bluff +14, Escape Artist +18, Perception +13, 
  Knowledge (Nature) +11, Sense Motive +13, Stealth +26, 
  Survival +8
  Languages Sylvan, Terran
  SPECIAL ABILITIES
  
  3
  13
  Society and Habitat
  Harvest Haunts are creatures of mirth, but a catastrophe 
  to any farmers who might find one on their property. 
   Harvest Haunts spend most of their short lives dancing 
  the edges of the Glades of Light and Shadow, but when 
  the days start to get shorter the Harvest Haunts begin to 
  follow human farmers indoors.  Using their innate 
  ability for stealth, Harvest Haunts enter the farmer’s 
  house undetected and begin to use their magic.  Their 
  Aura of Complacency will cause the farmer's crop fields 
  to remain untended, and by harvest time they’ll be 
  swollen with Harvest Haunt eggs.
  Harvest Haunts will remain invisible most of the 
  time, though they might reveal themselves to 
  particularly dim-witted people so that they might play 
  pranks on them.  They’re selfish by nature, but love to 
  witness other people’s joy.  They will often provide food 
  for the farmers during reproductive periods using their 
  ability to create food, but the short duration of that spell 
  makes it useless for anything other purpose. 
   Unfortunately their method of procreation always 
  leaves farmers in dire straits, as they’ll have no food 
  stored for the winter.
  Ecology
  These creatures birth their own kind by utilizing living 
  crops, especially potatoes and corn, to lay their eggs 
  within. Harvesting the crop kills the eggs within. 
  They’re completely hermaphroditic, allowing them to 
  remain isolated from even other Harvest Haunts if need 
  be.  At best, they’ll remain near their sisters until the 
  time comes for them to move along and lay their own 
  eggs.
  Harvest Haunts live a very short time, around two 
  years on average.  During this time they will only lay 
  eggs once, dying within 24 hours of their hatching. 
   They’ll lay an average of around 2d6 eggs, and when 
  they hatch the young will travel back to Faerie to revel 
  in that magical realm.
  
  An Adventure in Fashion
  Chapter Four
  4
  14
  Let it never be said that the fey 
  are unproductive or lazy.  Some of them 
  are quite the consummate craftsmen, 
  though they tend to be obsessed with 
  their chosen trade.  Such is the case 
  with the spindler, a clever creature who 
  takes so much pride in his work he 
  cannot imagine why anyone would refuse 
  to purchase it.  We came across one 
  such gentleman in the fey city of 
  Withywindle.  He appeared like any 
  other tailor that you might meet in a 
  hundred different towns.  As you 
  might expect, he called to us as we 
  ambled through the tight, winding lanes 
  of the city, offering to show us his 
  wares.  
  When several of our party members 
  declined, a change came 
  over the rejected 
  merchant and his eyes 
  grew cold.  It was then 
  that he began to forcibly 
  clothe us.  Poor Richard 
  was the first to fall to 
  the spindler's fashion 
  fueled rage. He had a 
  child's dress, complete 
  with frolicking kittens 
  embroidered upon it, 
  shoved over his head. 
   A number of our 
  guards immediately 
  broke into uncontrallable 
  laughter.  While they 
  were busy grabbing 
  their stomachs in 
  mirth, the spindler attempted to place 
  a new piece, this time a black bodice 
  stitched with a slogan I would rather 
  not repeat, on the body of Captain Reis. 
   Fortunately he did not succumb to the 
  attack and quickly turned back the 
  crazed tailor, giving us time to rip the 
  dress off Richard and escape into the 
  thronging masses of the city.   
  It was only afterwards, when I had 
  time to research our experience, did I 
  find out what we faced.  I am thankful 
  for the fast acting Captain Reis or 
  else we might have all ended up 
  wearing absurd fashions that usurped 
  our bodies and minds.  In any case, 
  that experience has taught me to be 
  wary of clothing merchants who seem to 
  be far too interested in selling me 
  their wares.
  
  4
  15
  SPINDLER                                                          CR 4 (XP 1,200)
  CN Medium fey
  Init +7; Senses low-light vision; Perception +5
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+2 armor, +3 Dex, +1 
  natural)
  hp 33 (6d6 + 12)
  Fort +4; Ref +8; Will +6
  DR 5/cold iron
  OFFENSE
  Speed 30 ft.
  Melee needle +6 (1d6+1 plus poison)
  Special Attacks enchanted cloth
  Spell-Like Abilities (CL 7th) 
   At will—mending, prestidigitation
   3/day—make whole
   1/day—charm monster (DC 18)
  STATISTICS
  Str 13, Dex 16, Con 14, Int 10, Wis 13, Cha 19
  Base Atk +3; CMB +4 (+8 grapple); CMD 17
  Feats Deceitful, Improved Initiative, Weapon Finesse
  Skill Acrobatics +7, Appraise +9, Bluff +15, Craft (clothing) 
  +13, Disguise +15, Perception +5, Profession (tailor) +10, 
  Sense Motive +5, Stealth +9; Racial Modifiers +4 Craft 
  (clothing)
  Languages Common, Sylvan
  SQ fashion conscious
  SPECIAL ABILITIES
  The exceptionally well-dressed clothes merchant 
  standing before you offers you an opportunity to try 
  on some of his wares. As you consider his pitch, you 
  notice a gleam of mischief in his eyes. The more you 
  wait, the more insistent he becomes, to the point 
  where he reaches out to force a pitch black shirt 
  over your head.
  save DCs) of the clothing are as follows: confusion 
  (clashing colors with no discernible pattern, DC 18), 
  crushing despair (a color that seems darker than black, DC 
  18), hideous laughter (frolicking kittens on a field of blue, DC 
  16), rage (provocative slogan with a red background, DC 17), 
  scare (normal scene which suddenly transforms into 
  something terrifying on a black background, DC 16), touch of 
  idiocy (plain white background with block-lettered text of a 
  bad pun or unfunny joke, DC 16). All save DCs are Charisma-
  based.
  Fashion Conscious (Ex) Appraise, Craft (clothing), and 
  Profession (tailor) are always class skills for a spindler.
  Poison (Ex) Needle—injury; save Fort DC 15; frequency 
  1/round for 10 rounds; effect sleep for 10 minutes; cure 1 save. 
  The save DC is Constitution-based.
  ECOLOGY
  Environment temperate forest or urban
  Organization solitary, pair, or coterie (3-8)
  Treasure standard (clothing, needle, other treasure)
  SPINDLER
  Enchanted Cloth (Ex) If a spindler begins his turn with an 
  opponent of his size category or smaller grappled, he can 
  force his victim to wear one of his creations. The clothing 
  has no effect on the wearer; rather, it causes others to 
  experience an effect as a result of seeing the character. 
  Regardless of whether the viewer makes her save, she is 
  unaffected by the same piece of clothing for 24 hours. Once 
  per day, the wearer can attempt to make a Will save (DC 
  18) to remove the article, which renders its magic inert 
  (unless someone was foolish enough to voluntarily wear it 
  again).
  Typical effects (along with associated color/pattern and 
  
  4
  16
  Society and Habitat
  Spindlers are tailors to the fey, for whom they strive to 
  design the best outfits. That arrangement of leaves and 
  flowers accentuating a dryad’s features, that gossamer 
  gown the nymph wears, and that vest which makes the 
  satyr look more rugged were most likely designed by 
  one of these creatures. Many nobles retain a spindler in 
  the household to insure he and his family are always 
  well-dressed and appointed.
  Once a year, at a major festival, a coterie of spindlers 
  gathers to exchange designs and make their 
  introductions to remote fey nobles. It is not uncommon 
  for warring nobles to exchange their tailors as part of a 
  peace pact drawn up at a festival.
  Whereas a spindler is well-regarded in fey society, he 
  is hated and feared among what he considers to be 
  duller races. Convinced of his genius and mastery of 
  fashion, he doesn’t see why anyone would turn down 
  one of his masterful creations. Incensed at what the 
  spindler perceives as a slight, he will ambush an 
  unsuspecting victim to force him to appreciate his superior 
  taste in clothing. 
  Ecology
  The desire to force his creations on humanoids might also 
  explain why the creature developed blood with soporific 
  qualities. Long ago, an accident involving a diplomat 
  revealed the poisonous properties of the spindler's blood. 
  Now these creatures use it to their advantage. They do so 
  only as a last resort, though, because a sleeping recipient 
  cannot react to his new threads, and thus denies the 
  spindler his greatest source of satisfaction.
  Once every ten years, a spindler is drawn to a 
  remote location—a place with a giant, ancient spinning 
  wheel—for what the creatures refer to as The Great Swap. 
  In preparation for this festival, a spindler creates his most 
  personal creation to date, which he exchanges with another 
  spindler. The pair then retreats into the woods to make 
  love; the result of their union is always a spindler child, 
  who grows into maturity in 23 years. 
  
  Chapter Five
  5
  17
  Our troubles began in 
  the court of Duke Uthalian, 
  Keeper of the Crystal 
  Goblet of Morn.  While I 
  am well-schooled in the 
  vagaries of the faerie 
  courts, even the experts 
  make mistakes sometimes. 
   Apparently the Duke's 
  daughter, Emeris, was 
  under a magical ban.  No 
  man may touch her until he 
  first undergoes the Three 
  Trials in the Canyon of the 
  Scaled Ones.  If I had 
  known, I never would have 
  taken her hand and kissed 
  it.  But for my ignorance, 
  many good people lost their 
  lives.The Duke expelled us from his court.  That 
  was not to be the end of our punishment, 
  however.  He set upon us an assassin of 
  brutal efficiency.  According to our guide the 
  creature that stalked us was a thin man, a 
  race of fey who had somehow gone through a 
  terrible transformation in a place known only 
  as the Nowhere Dimension. This assassin 
  gave us a three day headstart, just enough 
  time to think we had escaped without 
  incident, before he unleashed his cruel will on 
  our party.  
  Captain Reis was slain while on watch. 
   We found his body the next morning, slit 
  open from sternum to crotch. Next came a 
  promising young student of mine named 
  Malleric.  He was unarmed, but he would not 
  have been able to defend himself even if he 
  held a weapon.  I had sent him out to gather 
  some herbs for study, but I had sent guards 
  to accompany him.  Somehow they became 
  separated. That was when the cruel killer 
  attacked.  It was obvious from the body that 
  the thin man took is time with Malleric. The 
  third victim was our grig guide, Bluebell. I will 
  never forget the look of terror and pain on her 
  face when we found her corpse.  
  Eventually we fled the Realms of Faerie 
  in the hope of shaking our pursuer.  The ruse 
  appeared to work, but I am still reluctant to 
  claim victory. If what I have discovered about 
  the thin man is true, he will find us.  I spend 
  each day looking over my shoulder and I have 
  surrounded myself with guards of the highest 
  caliber. It is regretful that our expedition to 
  Faerie ended so ignobly, though I have no one 
  to blame but myself.  
  Terror at the Edge of a Knife
  
  5
  18
  THIN MAN                                                        CR 7 (3,200 XP) 
  NE Medium fey
  Init +10; Senses low-light vision; Perception +16
  DEFENSE
  AC 20, touch 16, flat-footed 14 (+6 Dex, +5 natural)
  hp 66 (12d6 + 24)
  Fort +6; Ref +14; Will +9
  Defensive Abilities missing dimension
  DR 10/piercing or slashing
  OFFENSE
  Speed 40 ft.
  Melee 2 blade arms +13 (2d8+2)
  Special Attacks sneak attack (+3d6)
  Spell-Like Abilities (CL 9th)
     3/day—dimension door
  STATISTICS
  Str 15, Dex 23, Con 14, Int 13, Wis 12, Cha 12
  Base Atk +6; CMB +12; CMD 24 (32 vs. grapple)
  Feats Agile Maneuvers, Dazzingly Display, Improved 
  Initiative, Shatter Defenses, Weapon Finesse, Weapon 
  Focus (blade arm)
  Skill Acrobatics +21, Bluff +9, Disguise +5, Escape Artist 
  +25, Intimidate +14, Perception +16, Sense Motive +16, 
  Sleight of Hand +21, Stealth +29; Racial Modifiers +4 
  Escape Artist, +4 Intimidate, +8 Stealth
  Languages Common, Sylvan
  SPECIAL ABILITIES
  A gray man, composed of what you believe to be 
  paper, appears in front of you seemingly from 
  nowhere. He turns to his left, vanishing again into 
  thin air. The next time you see him, he’s right in 
  front of you, bladed arms crossed, ready to slash 
  you. 
  ECOLOGY
  Environment any
  Organization solitary
  Treasure none
  Society and Habitat
  Unparalleled assassins for the fey courts, thin men, or 
  “nowhere men” due to their ability to effectively disappear, 
  do whatever dirty work nobles require of them. Their 
  targets are usually other fey creatures, but they commonly 
  find themselves on missions to eliminate humanoid rulers 
  who have wronged a noble or despoiled a sacred fey 
  location. Not all of their deployments are for assassination, 
  though, since they make excellent spies with their ability to 
  remain unseen except to the keenest observer.
  These creatures rarely work together, not out of a sense 
  of competition, but more out of necessity, since their 
  missing dimension plays havoc on others of their type. If 
  more than one thin man is required, their contact must 
  provide details to coordinate the creatures’ tasks. Failure to 
  communicate the presence of another thin man usually 
  results in the death of the hiring creature.
  Inscrutable, even to the majority of the fey, thin men 
  are never discussed in polite company. Even the most 
  obviously evil fey creatures will avoid speaking of thin men 
  among themselves, out of fear that one of them might be 
  lurking nearby.The best method to get a thin man’s 
  attention regarding a job is to write the request on the 
  opposite side of a sheet of paper or parchment. However, 
  there are many times a thin man will appear when a client 
  speaks aloud to himself about a problem he needs resolved. 
  Ecology
  The vast majority of humanoid society regards nowhere 
  men as a myth or bedtime story to frighten children into 
  behaving. Witnesses who have seen a thin man appear out 
  without warning, decapitate his target, and disappear know 
  better. Getting a witness to talk about it will be tricky, as the 
  experience usually leaves him a gibbering mess.
  Even fey creatures are uncertain of the origins and life 
  cycles of thin men. The most popular theory holds that a 
  group of highly curious fey creatures ventured to a 
  dimensional rift which ended up partially closing on the 
  group, swallowing up their third dimension. According to 
  some darker whispers, promising fey—those who 
  demonstrate a keen ability to hide and sneak—sometimes 
  suddenly disappear, their presumed fate being a ritual 
  designed to create another thin man. No creature has ever 
  seen a thin man they recognize, but this could be deliberate.
  THIN MAN
  Missing Dimension (Ex) A thin man only exists in two 
  dimensions, allowing him to deliver vicious attacks with his 
  arm blades, as well as providing a measure of defense 
  against those who have trouble perceiving him.
  A creature must make a DC 22 Perception check when 
  attacking a thin man. Success means the thin man only has 
  concealment against the attack, while failure means the 
  creature has total concealment. The DC for the Perception 
  check is Dexterity-based.
  A thin man within 30 feet of another of his kind must 
  make a DC 17 Fortitude save or be destroyed. The save DC 
  is Charisma-based.
  
  5
  19
  
  System Reference Document
  Pathfinder RPG Core Rulebook.
  The Book of Experimental Might.
  Tome of Horrors.
  Campaign Cogs: Finwicket's Bestiary- Along the Faerie Path. 
  
  Join gnomish explorer and esteemed expert in biology Thaddeus Finwicket as he reveals 
  hitherto unknown creatures from the Realms of Faerie. After a six month-long expedition into 
  the storied woodlands and haunted knolls, the good professor has returned with tales that 
  would impress the most cynical and hardened adventurers.
  Get complete details on four fey beings never before seen by mortal eyes:
      * Faerie Seer- Mysterious and enigmatic, Faerie Seers are consummate diviners. They never 
         give up their secrets without a price.
      * Harvest Haunt- Scourge of farmers everywhere, these wily fey utilize the abundance of the 
  harvest to perpetuate their numbers.
      * Spindler-A fey tailor with a taste for style and an unremitting urge to force his products on 
  others.
       * Thin Man- As assassins of the fey courts, Thin Men are rarely spotted before it is too 
  late. Rumors suggest they are heralds of something horrifying, a menace that lies far 
         beyond the ken of sanity
  Finwicket's Bestiary: Along the Faerie Path also includes an extensive overview of the Faerie 
  Realm and how to get there.
  Finwicket's Bestiary
  ath
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  Along 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Clockwork Gnome Publishing/Along the Faerie Path.pdf