The Pine Devil

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The Pine Devil is based on the famous Jersey Devil of course. Although native to the Pine Barrens (specifically Leeds Point), the Jersey Devil has been seen all over the state (and into Pennsylvania and New York). For those who have never seen it, the Pine Barrens of New Jersey is an extensive area where the soil is so sandy and barren that it cannot be cultivated, so almost nothing but stunted pine trees will grow. Much like the moors of England, the Pine Barrens seems like it was created to be the setting for horror stories!

PINE DEVIL
A chimeric beast that lurks in stark pine forests and swamps.

NO. ENCOUNTERED: 1
SIZE: M
HD: 4 (d10)
MOVE: 30 ft., 70 ft (Fly)
AC: 14
ATTACKS: 1 Bite (1d8), 2 Claws (1d6)
SPECIAL: Gaze Attack, Dimension Door, Twilightvision, SR 5
SAVES: P
INT: Inferior
ALIGNMENT: Neutral
TYPE: Magical Beast
TREASURE: 4
XP: 110+4

A Pine Devil is a man-sized biped with a horned, horse-like head on a 2-foot long neck; man-like arms and hands; slender, goat-like legs and hooves; a pair of bat-like wings; and a long, rat-like tail that splits into two midway down its length. The creature’s mouth is filled with sharp teeth, and its hands end in fearsome talons.

Although they are called Devils, the creatures are not true Infernals.  One legend regarding their origins claims that the first one was born to a witch, who cursed her offspring for being a burden to her. The creature does possess a limited resistance to magic, perhaps due to a touch of sorcery in its ancestry.

Pine Devils inhabit desolate forests and swamps, but they have been known to range well into civilized areas. They appear to be effectively immortal, never dying from natural causes.

Combat: The Pine Devil is primarily interested in eating livestock, not people. Nonetheless, if cornered it can be a very effective opponent. The creature’s Paralyzing Gaze allows it to get the first attack on most opponents. Pine Devils seldom fight to the finish, instead using Dimension Door to escape entrapment or potentially deadly situations.

Paralyzing Gaze: Anyone meeting the gaze of a Pine Devil must make a Constitution save or be Paralyzed for 1 turn.

Dimension Door: The Pine Devil can create a Dimension Door 6 times a day.

The Owlman

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The Owlman is based on a series of encounters reported by girls in Cornwall, England during the spring and summer of 1976. There have been intermittent sightings of the creature since that time.

OWLMAN
An amalgam of man and owl that carries off young women.

NO. ENCOUNTERED: 1
SIZE: M
HD: 6 (d10)
MOVE: 30 ft., 80 ft (Fly)
AC: 15
ATTACKS: 1 Bite (1d6), or 2 Talons (1d12)
SPECIAL: Grab and Drop, Twilightvision,
SAVES: P
INT: Low
ALIGNMENT: Neutral
TYPE: Beast
TREASURE: 5
XP: 240+6

An Owlman is a man-sized creature with a body like a human, but the tufted head, wings and feet of a gray owl. Its eyes glow red. No arms are apparent, although there appear to be claw-like hands on the wings. Its talons are deep black, and extremely sharp. The creature makes a horrible hissing noise when agitated.

There appears to be some connection between the Owlmen and Mothmen, although former lack the magical abilities of the latter. Owlmen have a noted attraction to young females, and will always seek to carry them off. It is rumored that some Owlmen serve powerful lords of the Fey and Fairy Folk, and their abductions of girls are done at their masters’ behest.

Owlmen can carry up to 150 lbs in weight while flying.

Combat: On the ground, Owlmen attack with a bite for 1-6 points of damage. If they can fly over their opponents, then they will claw with their talons for 1-12 points of damage. Owlmen will only attack men and adult women with an intention to harm; girls and young women will instead be carried off. The creature will typically fly over a girl and attempt to grapple her. If it succeeds, the girl takes no damage, but the Owlman will abscond with her. Other opponents, however, will be grabbed and dropped, if the Owlman can carry them aloft.

Grab and Drop: If both talons hit for damage on a flying attack, the Owlman will grab hold of its prey. On the round thereafter the Owlman will attempt to lift its victim into the air, and drop it from a height. A victim is entitled to a Strength check to break free of the creature’s grasp on the round before the Owlman can lift him.

The Mothman

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The Mothman was brought to prominence in “The Mothman Prophesies”, John Keel’s book describing the strange phenomena leading up to the tragic 1967 collapse of the Silver Bridge in Point Pleasant, West Virginia. Sightings of the Mothman have subsequently been reported in areas across the globe.

MOTHMAN
A moth-like monster that taunts with predictions of unstoppable doom.

NO. ENCOUNTERED: 1
SIZE: M (6′-7′ tall)
HD: 8 (d8)
MOVE: 30 ft., 100 ft. (Fly)
AC: 16
ATTACKS: 2 Wing Buffets (d6)
SPECIAL: Prediction of Doom, Illusionist Spells, Sickening Aura, Curse, Immune to Normal Weapons, Twilightvision, Darkvision 120 ft, SR 10
SAVES: P+M
INT: Genius
ALIGNMENT: Chaotic Neutral
TYPE: Extraplanar
TREASURE: None
XP: 1500+8

A Mothman is a 7-foot tall black figure, roughly man-like in shape, but with two moth-like wings where arms should be. When not flying, the folded wings seems to almost envelop the creature’s body. No neck is apparent, but the creature’s wide, seemingly squashed head appears to be set directly on its body. Two large glowing red eyes are the only facial features, and the creature does not appear to have any mouth, nose, or ears.

Mothmen do not speak, but communicate telepathically. They are able to understand all forms of spoken language, however. Anyone receiving telepathic communication from a Mothman will hear it  in their own language.

Combat: A Mothman will only physically attack if cornered. It prefers to use its spells instead, and will play with attackers for as long as possible rather than finish them off. A Mothman wants the people its encounters to live long enough to experience the doom it predicts.

Prediction of Doom: A Mothman will always give prophecies of impending doom, which will tend to be accurate in their broad outline, but inaccurate in their details. The Mothman will never give enough information to allow anyone to actually prevent the catastrophe it predicts. The creature seems to delight in causing panic, chaos, and misery.

Illusionist Spells: A Mothman can use magic as a 9th-level Illusionist.

Sickening Aura: The next day after encountering a Mothman, a creature must Save versus Constitution or suffer a strange debility. Creatures so affected will lose 1 point of Constitution, and will feel weak and nauseous They may suffer from apparent burns around the eyes, reddened eyes, and may even bleed from their ears, nose, or eyes. Afflicted characters must Save again on each subsequent day for up to another 7 days, or lose an additional point of Constitution that day. A successful Save on any day ends all further Constitution loss, and allows lost points to heal back at the normal rate. A Cure Disease or similar effect can prevent the sickness, or end its progression.

Curse: Once per day a Mothman can Bestow Curse (as the cleric spell) as a spell-like ability.

Immune To Normal Weapons: Mothmen are immune to all non-magical weapons and attacks.

The Monkeyman – A Monster From Modern India

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The Monkeyman was the subject of a panic in the Indian city of Delhi in 2001. Monkeys are actually a common sight in Indian cities, but eyewitnesses insisted that what they saw was not an ordinary monkey, but a strange monkey-like monster wearing a helmet and bearing metal claws. The Monkeyman seemed to have no agenda but creating chaos, and some panicked people even fell to their deaths.

MONKEYMAN
A bizarre amalgam of monkey and machine, sent to spread confusion.

NO. ENCOUNTERED: 1
SIZE: Small (4′ tall)
HD: 5
MOVE: 30′
AC: 15
ATTACKS: 1 bite (1d4), 2 claws (1d3) + Special
SPECIAL: Panic, Spell Like Abilities, Immune To Mind Magic
SAVES: M+P
INT: High
ALIGNMENT: Chaotic Neutral
TYPE: Construct
TREASURE: 4
XP:
300+5

A Monkeyman is created by a high-level (and probably insane) Chaotic wizard from the body of an ape or large monkey, augmented with pieces of armor, clockwork appendages, and ornamental buttons and gemstones. No two Monkeymen look exactly the same. The composite body of a Monkeyman is inhabited by a spirit summoned from the planes of Chaos. Monkeymen are created to spread panic in Lawful societies, usually as the prelude to some even more nefarious scheme.

The process of creating a Monkeyman requires an outlay of at least 10,000 gp, plus the following spells: Dancing Lights, Alter Self, Invisibility, Jump, Animate Dead, and Summon Greater Monster.

Unlike other kinds of constructs, a Monkeyman is highly intelligent due to its inhabiting spirit. Although technically controlled by its creator, a Monkeyman cannot be used to perform any task but that of spreading chaos.

Combat: Monkeymen attack with a bite and two metal claws. They can use weapons, and sometimes do. Monkeymen can also use magic items. They are especially fond of Rods of Wonder, and the Rods never lose charges when used by Monkeymen.

Panic: Anyone struck by a Monkeyman must saves versus Wisdom or run screaming away from the creature for 1d10 rounds. Panicking creatures will be unable to perform any actions but running away and screaming “Monkeyman, Monkeyman”.

Spell-Like Abilities: Three times a day, a Monkeyman can use one of the following abilities: Dancing Lights, Alter Self, Jump, or Invisibility. All effects are as if from a 5th level caster.

Construct Immunities: Monkeymen are immune to all charms, illusions, and other mind-affecting magic.

The Gremlin

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Gremlins seem to have their origins in the humor of British aviators in the period just after World War I. They were subsequently popularized in children’s literature, cartoons, and movies.

GREMLIN
A malicious Fey that hates mechanical objects.

NO. ENCOUNTERED: 1-8
SIZE: S
HD: 1 (d4)
MOVE: 20 ft
AC: 14
ATTACKS: 2 claws (1d3), 1 bite (1d3)
SPECIAL: Naturally Invisible, Twilightvision, Darkvision 90 ft.
SAVES: P
INT: Exceptional
ALIGNMENT: Chaotic Neutral
TYPE: Fey
TREASURE: 2
XP: 9+1

Gremlins are 2 foot tall humanoids, with greenish gray skin and large, protruding eyes. Their pointed ears are also disproportionate to their heads, and their arms are so long their hands touch the floor. They are seldom seen, however, because they are naturally Invisible. They must turn visible, however, if forced into combat.

Gremlins hate mechanical devices of any sort. They will always seek to destroy any piece of machinery more complicated than a simple club or blade. They prefer to wait until the owners of a device are sleeping, but if need be they will attack openly, seeking to cut bowstrings, break crossbows, smash clockworks, and otherwise prevent any complex technology from functioning.

Gremlins bear a particular hatred for Gnomes and Dwarves.

Combat: Gremlins are cowardly, and will only fight if cornered. Likewise, they will flee at the first opportunity.

Naturally Invisible: Gremlins are usually Invisible at all times, unless they actually attack someone. Sometimes a Gremlin will voluntarily reveal itself, if it thinks the revelation will cause fear or mischief.

The Prairie Goatsucker, or Mexican Chupacabra

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The Prairie Goatsucker represents the Mexican and mainland American Chupacabra, a coyote-like quadruped distinct from the more humanoid “El Chupacabras” of Puerto Rico (which is represented by the “Island Goatsucker”.) Why the beast changed form in its journey into Mexican folklore is unclear. Possibly, Mexicans (and Mexican-Americans) heard reports of the Puerto Rican creature on Spanish-language television, but failed to get (or remember) a complete description of the supposed monster. Perhaps seeing mangy and deformed coyotes and bears preying on goats and sheep in the night, the Mexican ranchers related their experiences to the reports from Puerto Rico. Of course, its more fun to believe that both beasts really exist.

Unless one owns livestock.

PRAIRIE GOATSUCKER (Mexican Chupacabra)
A lupine monster that haunts the plains, hungering for blood.

NO. ENCOUNTERED: 1
SIZE: M
HD: 3 (d8)
MOVE: 50 ft
AC: 14
ATTACKS: 2 claws (1d3), 1 Bite (1d8)
SPECIAL: Trip, Scent, Drain Blood, Jump, Sulfurous Stench, Twilightvision, Darkvision 90 ft.
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Beast
TREASURE: 3
XP: 70+3

The Prairie Goatsucker resembles a large, hairless, and vaguely reptilian wolf in overall shape. Unlike a mundane wolf, a spiny ridge runs along the creature’s back, and a pair of large tusk-like fangs protrude from the sides of its mouth. The skin of the face is very tightly drawn over the skull, and the eyes are sunken into their sockets. When the beast opens its mouth a sharply pointed tongue can be seen. The claws are sharp like those of a cat, although not retractable. The creature’s tail is long and rat-like. The Prairie Chupacabra is usually grayish in overall color, although individual specimens can have a violet, blue, brown, or greenish cast.

The beast is nocturnal and solitary, preferring dry continental grasslands and scrubland (unlike the lush isles where the humanoid Island Goatsucker is found). Like the Island Goatsucker, the Prairie Goatsucker prefers to dwell on the edge of pastoral land, where it has a ready supply of domestic animals to eat. Unlike the more intelligent Island Goatsucker, however, the Prairie variety shows no particular interest in also living near astronomical observatories.

It is unclear if the Prairie Goatsucker is actually related to the Island variety, or if their shared traits are simply coincidental. Some sages speculate that both monsters share an origin in some strange corner of the Universe, among the stars.

Combat: The Prairie Goatsucker will only attack under cover of darkness, and only when it feels it has an advantage. In such circumstances it will emit its Sulfurous Stench, and swiftly pounce. It will try to grab a victim with its claws, and fasten its fangs in order to drink blood.

Trip: A Prairie Goatsucker can bring opponents to the ground in a manner similar to a wolf. Bitten opponents who fail a save versus Dexterity have been pulled off their balance, and will automatically lose imitative the next round

Drain Blood: If a single creature is hit by all three of the Prairie Goatsucker’s attacks, the beast will automatically drain blood the next round, resulting in 1 point of Constitution damage. It will continue to drain blood every round, unless the victim succeeds in a Strength check to break free (CR3)

Jump: The Prairie Goatsucker can jump up to 10 feet upwards and 20 feet forwards. It will often suddenly jump into a combat, and is just as quick to jump away if it encounters a challenging fight.

Sulfurous Stench: Once a day the Prairie Chupacabra can emit a smell equal in effect to a Stinking Cloud, although not obscuring sight in any way. The stench is only potentially hazardous for 3 rounds, but a smell of sulfur can linger in the area for a much longer time.

The Island Goatsucker (El Chupacabras)

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The Island Goatsucker represents the original Chupacabras of Puerto Rican legend, and is distinct in appearance and behavior from the Chupacabra later reported in Mexico and the American Southwest. While the latest reports of the Cupacabra depict it as resembling a mutated, mangy coyote, the creature of the original Puerto Rican accounts more closely resembled the “gray” alien of American UFO lore.

ISLAND GOATSUCKER (El Chupacabras)
A blood-sucking humanoid monster that plagues ranchers on subtropical islands.

NO. ENCOUNTERED: 1-4
SIZE: S
HD: 3 (d8)
MOVE: 30 ft, 10 ft. (Hop)
AC: 15
ATTACKS: 1 Claws (1d4), 1 Bite (1d6), + Blood Drain
SPECIAL: Drain Blood, Hop, Gaze Attack, Twilightvision, Darkvison 90 ft.
SAVES: P
INT: Low
ALIGNMENT: Neutral
TYPE: Monstrous Humanoid
TREASURE: 3
XP: 65+3

An Island Goatsucker appears to be a small (4 foot tall) vaguely humanoid creature with an over-sized, egg-like head and huge, slanted red eyes. No external ears or nose are apparent, but the creature has two nostril slits. Its mouth is filled with sharp teeth, and features a pair of protruding fangs. The creature’s legs are dog-like, and its hands and feet end is long talons. Its back appear to be covered in spines like a porcupine. The overall coloration of the creature is greenish-gray, but mottled with darker patches.

Island Goatsuckers tend to dwell on the outskirts of settled areas, where there are plenty of livestock for them to feed on. For some unknown reason they are particularly likely to haunt lands near star observatories.

Combat: Island Goatsuckers prefer to attack helpless animals under cover of darkness. They are vicious, but not particularly brave. They will quickly jump away if they encounter determined opponents.

Drain Blood: If a single creature is hit by all three of the Island Goatsucker’s attacks, it will automatically drain blood the next round, resulting in 1 point of Constitution damage. It will continue to drain blood every round unless the victim succeeds in a Strength check to break free (CR3)

Hop: An Island Goatsucker can hop up to 6 feet upwards and 10 feet forwards. They will often hop into a combat, and hop away if the battle goes against them.

Gaze Attack: The gaze of an Island Goatsucker causes Nausea unless the victim saves versus Constitution. Affected creatures will lose 1-4 points each of Strength and Dexterity until the Goatsucker leaves the vicinity.

The Deathworm

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The Deathworm is based on the famous Mongolian Deathworm of Cryptozoological lore.

DEATHWORM
A strange desert-dwelling worm with a poisonous bite, and a deadly electrical attack.

NO. ENCOUNTERED: 1-4
SIZE: S
HD: 3 (d10)
MOVE: 20 ft., 20 ft. (Burrow)
AC: 12
ATTACKS: 1 Bite (1d8)
SPECIAL: Electrical Discharge, Electrified Body, Poisonous Bite, Spit Venom, Deepvision
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Beast
TREASURE: 6
XP: 95+3

The red Deathworm is a 4-foot long, worm-like creature somewhat resembling a bloody intestine with a toothy, sphincter-like mouth on one end. It spends most of its time burrowing beneath the surface of the desert, but will suddenly emerge to kill its prey.

Combat: Deathworms are simple predators, and will attack anything that seems edible. They will often initiate an encounter with an Electrical Discharge, thereafter spitting their venom, and resorting to biting when in close quarters. Deathworms are attracted by the color yellow, and will always attack characters wearing that color first.

Electrical Discharge: 6 times a day the Deathworm can generate an electrical discharge equal to a 6 die Lighting Bolt, with a range of 40 ft.

Electrified Body: Anybody striking a Deathworm with a metal weapon will be automatically subject to an electrical discharge for 6d6 damage.

Poisonous Bite: The teeth of the Deathworm drip with a yellowish venom. A bite forces the victim to save versus Constitution or take an additional 4-32 points of damage.

Spit Venom: The Deathworm can also spit its venom as an attack, with a range of 30 ft.

Fairy Bugaboos: Banshees, Boogeymen, and More!

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Presenting the Fairy Bugaboos, from the Bean Sidhe (or Banshee) of Irish folklore to the frightening Black Eyed Children of modern urban legend. Like all Fairy Folk, Bugaboos are more plot devices than monsters to be defeated. Examples of the common types of Bugaboos are provided at the end. Other Bugaboos can be created by the Castle Keeper as needed. The CK will simply decide how many Hit Dice the Fairy possesses, give her a Preferred Form that symbolizes her function in the story, decide upon appropriate Glamors, Trickeries, Boons and Curses that she will be able to use, and define a Mysterious Ban that provides a way to overcome the Fairy.

FAIRY BUGABOO

Terrifying Fairies who haunt the night, and embody mankind’s fears

NO. ENCOUNTERED: 1
SIZE: Medium
HD: 1 – 9 (d8)
MOVE: 30′ (or by assumed form)
AC: 16
ATTACKS: By type and assumed form (see below)
SPECIAL: Frighten, Call the Restless Dead, Fairy Magic, Fairy Glamor, Fairy Trickery, Grant Boon, Inflict Curse, Fairy Immunities, Fairy Sight, Magic or Iron Weapons To Hit, Weakness To Iron, Aversion To Salt, Mysterious Ban, Undead Affinity
SAVES: M+P
INT: Exceptional
ALIGNMENT: Neutral
TYPE: Extraplaner
TREASURE: Equal to Hit Dice
XP: Special

Like all Fairy Folk, the dark Fairies who are known as Bugaboos can vary quite widely in appearance. Almost always, however, they will present a frightful image that embodies one or more human fears. Often, they will have cadaverous or ghostly features, causing them to be confused with the restless dead. Bugaboos are in fact particularly fond of undead creatures, often appearing in the company of apparitions and revenants. While all Fairy Folk can be found near tombs and graves, Bugaboos are particularly likely to haunt burial grounds. As befitting their nature, Bugaboos prefer the hours of darkness, although only a certain few are actually banished by sunlight.

Fairy Bugaboos appear in as many shapes as there are human fears. Many such Fairies are unique, possessing favored forms, abilities and weaknesses peculiar to themselves. Most others, however, belong to particular types that share typical appearances and characteristics. Known types of Bugaboos include the Barrow Woman (or Banshee), the Red Cap, the Erl-King, and the Hairy-Claws (or Krampus).

Fairy Bugaboos are native to the part of the Otherworld known as the Western Isle. Those abducted by Bugaboos are often brought to that riotous realm of dancing shadows and merry-making corpses. Some few, notably the Barrow Women, prefer the Isle of Youth, ensconcing their stolen lovers in grand mansions there.

Although frequently mistaken for demons, devils, or the wicked undead, Bugaboos are not truly evil. In fact, many of them are under Bans that cause them to attack or harass evil people. On the other hand, the Bans of some other Bugaboos cause them to regularly murder (and sometimes eat) hapless humans. Even then, the Bugaboos lack any commitment to evil or destruction as cosmic principles, unlike the devils and demons. Bugaboos who hunt humans do so as lions hunt their prey, because it is in their nature to do so, but without any desire to bring the whole world to death or ruin.

It is extremely difficult to obtain Boons from most Bugaboos. Those who do, frequently come to wish that they hadn’t. On the other hand, some few Bugaboos (particularly the Men of Hunger) grant proper Boons to deserving mortals.

The following powers are unique to Fairy Bugaboos:

Frighten: A Fairy Bugaboo can cause mundane creatures (Animals, Beasts, and Humanoids) to save versus their Charisma, or flee in terror. Creatures so affected will not stop running until they can no longer see the Bugaboo. The CL for the save is equal to the Fairy’s own Hit Dice. The total Hit Dice of creatures that can Frightened in a day is also equal to the Bugaboo’s Hit Dice. Most Bugaboos only Frighten if they choose to, but a few (such as the Black-Eyed Children) always Frighten everyone they meet.

Call The Restless Dead: A Fairy Bugaboo can cause existing Undead located within 1 mile of its present location to travel towards it at their fastest rate of speed. The maximum total hit dice of creatures so called over the course of a night cannot exceed the Fairy’s own Hit Dice. The Fairy does not otherwise control the Undead creature once it appears, but all Undead are always positively inclined towards Fairy Bugaboos. Calling The Restless Dead supersedes all other forms of magical or clerical control that might be exercised over the Undead. For example, a Fairy Bugaboo can make recently created Zombies disobey their creator and travel to join her in a dance!

Fairy Bugaboos share the following powers and weakness common to all Fairy Folk:

Extraplaner Type: Fairy Bugaboos are native to the Otherworld, and thus are Extraplaner. They are subject to all magic that affects Extraplaner creatures. (Creatures with the Fey type are closely related to Fairy Bugaboos and other Fairy Folk, but are native to the mundane world.) Fairy Bugaboos who become Changelings, however, lose the Extraplaner type and become Fey.

Fairy Magic: Fairy Bugaboos can perform the following spell-like Abilities at will, but no more than one per round: Enlarge/Diminish (to any size between 1 inch and 12 feet tall), Improved Invisibility, Pass Without Trace, and Dancing Lights. A Fairy Bugaboo can Polymorph into the form of any humanoid, plant, or animal between 1 inch and 12 feet tall, or create new forms that combine humanoid, plant, and animal features. All Fairy Bugaboos can become Ethereal at will.

Fairy Glamor: All Fairy Bugaboos can create one Illusion-type effect. This can range in power from Ghost Sound to Programmed Image.

Fairy Trickery: Every Fairy Bugaboo can use one spell-like ability that can be used to mysteriously move objects, or allow the Fairy to appear unexpectedly. Dimension Door, Fly, Levitate, Teleport, Transport Via Plants, and Time Stop are all possible examples of Fairy Trickery.

Fairy Boon: While all Fairies can perform a special service, or bestow a single magical benefit upon mortals, Fairy Bugaboos are known for rarely granting such Boons. When they do, it is usually to Distort Reality in a way that fulfill a mortal’s desire in the most literal and unpleasant way possible. Those who force a Fairy Bugaboo to fulfill their wishes almost always come to very unpleasant ends. On the other hand, sometimes a Fairy Bugaboo will decide to help a mortal on a whim, just to observe the results. Only certain Bugaboos, such as the Men of Hunger, regularly grant truly helpful Boons.

Fairy Curse: Fairy Bugaboos who are angered can inflict a particular curse upon adversaries. The exact curse varies from Fairy to Fairy. Typical Fairy Curses curses include effects similar to Bestow Curse, Blindness, Sleep, and Polymorph Other.

Fairy Immunities: Fairy Bugaboos are immune to disease, ordinary poisons, or magic that influences minds or perceptions.

Fairy Sight: Fairy Bugaboos can see regardless of illumination, and with constant True Seeing.

Magic or Iron Weapons To Hit: Fairy Bugaboos cannot be harmed by most ordinary weapons.

Weakness to Iron: Fairy Bugaboos hate pure, unalloyed iron. Their own weapons are never actually made of true iron or steel, even if they are glamored to look that way. Even non-magical weapons of pure iron (but not steel) strike Fairy Bugaboos with a +1 on both the to-hit and damage rolls. Even in an Ethereal state, Fairy Bugaboos cannot pass a barrier of solid, pure iron.

Aversion To Salt: Pure, crystalline salt (but not brine or salty liquids) is disgusting to Fairy Bugaboos. While it doesn’t actually damage them, they will avoid it whenever possible.

Mysterious Ban: In addition to their weakness to iron and aversion to salt, every Fairy Bugaboo has one single item they can never touch, action they cannot abide, or action they must always perform. Examples include never being able to touch a blue item, never being able to hear their own name, or having always to wear a golden necklace. If Fairy Bugaboos are tricked or forced into violating their Bans they temporarily lose all their special powers, and are forced to flee to the Western Isle of the Otherworld until the next quarter of the year. If a Fairy Bugaboo is somehow tricked into violating her Ban while in the Otherworld itself, she will simply lose her special powers for the remainder of the quarter.

Undead Affinity: No Undead creature, of any Alignment, can ever harm a Fairy Bugaboo by any means. Fairy Bugaboos are completely immune to physical attacks, level draining, spells or spell-like effects, or any other attack or effect from Undead sources. Unintelligent Undead who are commanded to harm Fairy Bugaboos will simply not move. Intelligent Undead of any Alignment will be positively inclined towards any Fairy Bugaboo in their presence, and will refuse any attempt to make them act otherwise. This peculiar fact has convinced certain Sages that Fairy Bugaboos are actually the transformed souls of an ancient race of men.

Known Types of Bugaboos:

The following are some of the more common types of Fairy Bugaboos:

Barrow Woman (Bean Sidhe, Banshee)

A Barrow Woman usually attaches herself to a prominent human family. Whenever a member of her family is close to death, the Barrow Woman will appear and sing a mourning song in the ancient manner. Often, she will be seen washing bloody clothes or armor in a river or lake, indicating that a coming death will be violent. Some say the Barrow Woman is actually an ancestral member of her chosen clan. Like other Fairies, Barrow Women have been known to abduct handsome young men to be their lovers in the Otherworld.

Preferred Form: A fair-haired, ghostly-pale woman wearing a cloak or shawl, and a mourning gown. She may be young and beautiful, or old and haggard, and may even change during the course of an encounter. In either form, her eyes will often be red from weeping. Often, she will have a beautiful comb in her hair.

HD: 6 | Attack: No physical attacks | Glamor: Hypnotism | Trickery: Wind Walk | Boon: Divination | Curse: Shatter | Ban: A Barrow Woman is usually Ethereal when in the Mundane World, and can only assume a solid body when someone in her chosen family is close to death.

Black Elf

The Black Elves prefer to stay underground and hoard treasure, or to live within the walls of houses. They love to visit humans at night, sitting on their chests and causing frightful dreams.

Preferred Form: A twisted, thin little man about three feet tall, with pale skin, enormous eyes, pointed ears, and grotesque facial features.

HD: 2 | Attack: 1 Punch (1d4) | Glamor: Darkness | Trickery: Dimension Door | Boon: Vision (bestowed on another) | Curse: Nightmare | Ban: A Black Elf can never see sunlight.

Black-Eyed Child

Black-Eyed children typically operate during twilight. Often, a pair of these creatures will knock on a door, and beg to be let inside. If anyone is so so foolish as to do so, the Black-Eyed children will abduct the unwary person to the Otherworld. Fortunately, Black-Eyed Children always Frighten everyone who meets them. If anyone actually withstands being Frightened, however, a Black-Eyed Child will then try to Charm that person.

Preferred Form: A pale child with unusually large eyes that are completely black in color.

HD: 1 | Attack: 1 Punch (1d4) | Glamor: Charm Person (requires eye contact) | Trickery: Dimension Door | Boon: Distort Reality | Curse: A Black-Eyed Child can cause any item (including magical items) of a mechanical or electric nature to permanently malfunction, including crossbows, clockworks, and even Wands of Lightning. | Ban: A Black-Eyed Child can never enter a home or vehicle uninvited.

Bloody Bones

A Bloody Bones will haunt a small, hidden space such as a closet, or the area under a staircase. There it will sit atop a pile of bones, waiting to snatch wicked and nosy people.

Preferred Form: A bloody, skeletal corpse, with only a few scraps of flesh remaining on its bones.

HD: 1 | Attack: 1 Grapple or 1 Strangle (1d8) | Glamor: Ghost Sound | Trickery: Phase Door | Boon: Distort Reality | Curse: Hold Person | Ban: A Bloody Bones must stay in small, enclosed spaces, and can never enter any open area larger than 10′ x 10′.

Bogeyman

A Bogeyman will usually select a child to be its victim, taking up residence under a bed, inside a closet or within a chest. The Bogeyman will wait until no adults can see, and manifest to its victim in increasingly disturbing and bizarre forms. If the child is evil, the Bogyman may eventually decide to kill or abduct him to the Otherworld.

Preferred Form: Bogeymen have no single preferred form, although they tend to like shapes with outrageously-colored skin or fur, goggling eyes, and large hands.

HD: 1 | Attack: 2 claws (1d4), 1 Bite (1d4) | Glamor: Minor Image | Trickery: Mage Hand | Boon: Distort Reality | Curse: Sleep (once a night) | Ban: A Bogeyman cannot allow itself to be seen by adults.

Erl-King

An Erl-King wanders through the woods, seeking children and beautiful young woman to abduct to his home in the Otherworld.

Preferred Form: The Erl-King prefers the form of an old man with a long white beard, long pointed ears, sharp teeth, and long fingers. He will be crowned, and dressed in black finery. An Erl King usually rides a swift black horse (which may itself be a transformed Fairy).

HD: 9 | Attack: 1 Sword (1d8) | Glamor: Mirage Arcana | Trickery: Transport Via Plants | Boon: Distort Reality | Curse: Magic Missile (always as an invisible bolt) | Ban: An Erl-King must never leave his chosen forest.

Hairy-Claws (Krampus)

The Hairy-Claws wanders at night during the winter festival season, menacing evil children and young woman. He often works in tandem with the benign Fairy Folk who grant gifts to good children.

Preferred Form: A shaggy, black-skinned man similar in appearance to a Devil, with goat-like horns, clawed hands, and a fanged mouth from which his tongue seems to constantly protrude. He sometimes seems to carry a birch switch.

HD: 5 | Attack: 1 Claw (1d4), 1 Switch (1d4), or 2 Claws (1d4) | Glamor: Darkness | Trickery: Dimension Door | Boon: Distort Reality | Curse: Dispel Magic | Ban: A Hairy Claws must always attempt to beat any person of Evil alignment that he encounters.

Headless Coachman (Dullahan)

A Headless Coachman often appears during the festivals of Death, or when a mortal is close to dying. The Fairy will be seen driving a black coach or wagon, drawn by black, headless horses, and filled with the restless dead.

Preferred Form: A headless man dressed in black livery, holding his bloated and rotted head in one hand, and a whip in the other. Sometimes, the whip appears to be made from a human spine.

HD: 8 | Attack: 1 Whip (1d4, + Save versus Dexterity or lose an eye.) | Glamor: Major Image | Trickery: Unseen Servant | Boon: Death Ward | Curse: Finger of Death | Ban: A Headless Coachman must never touch any item made of gold.

Man of Hunger (Fear Gorta)

A Man of Hunger may roam the countryside during times of famine, begging alms. Those who give him food are granted his Boon, while those who could give, but selfishly refuse, are Cursed.

Preferred Form: A severely emaciated man, who looks as though he has died, or is about to die, from hunger.

HD: 3 | Attack: 1 Punch (1d3) | Glamor:Ghost Sound | Trickery: Shadow Walk | Boon: Permanently Bless those who give alms| Curse: Bestow Curse upon those who refuse to give alms | Ban: Can only appear in a town after someone dies of hunger there.

Orco (True Ogre)

An Orco is frightening, man-eating Fairy who haunts woods and mountains, devouring most folk they meet, but sometimes protecting the flocks and crops of truly good people. Orcos often force human women to become their wives. Some sages suggest that both common Ogres and the Orc-men were originally born from women abducted by Orcos.

Preferred Form: A hulking, hairy man about 9 feet tall, with short horns, tusks, and bestial facial features. Some Orcos have scales or feathers in addition to, or in place of hair.

HD: 4 | Attack: 2 Claws (1d4+4), 1 Bite (1d6) | Glamor: Influence | Trickery: Hold Portal | Boon: Heal | Curse: Bane | Ban: Orcos must eat some human flesh every day to remain outside the Otherworld.

Red Cap

Red Caps haunt old, abandoned castles, and other ruins. They are particularly murderous, since they must keep their hats dripping with blood in order to stay alive in the mundane world.

Preferred Form: A short man with grotesque facial features, sharp claws, and a mouth full of fangs. The Red cap wears red peasant clothing, iron-clad boots, and a conical cap soaked in blood. He bears a pike, spear, halberd, or other pole arm. Note that Red Caps are just as subject to damage from iron as other Fairy Folk, despite apparently wearing iron boots!

HD: 3 | Attack: 1 weapon | Glamor: Obscure The Path | Trickery: Haste | Boon: Distort Reality | Curse: Slow | Ban: A Red Cap must never allow the blood staining his cap to dry out.

Sack Man

A Sack Man wanders through towns and villages, seeking wicked and disobedient children to abduct to the Otherworld. When he find one, he stuffs them into his bag, the interior of which is a portal to the Western Isle.

Preferred Form: An old man carrying an enormous sack, which constantly bulges as if holding a number of thrashing bodies.

HD: 3 | Attack: 1 Grapple or 1 Kick (1d6) | Glamor: Silence | Trickery: Hold Portal | Boon: Distort Reality | Curse: Hold Person | Ban: A Bag Man must never abduct a person of Good alignment.

True Goblin

True Goblins are mischievous Fairies who live in dark corners, disused cellars, dusty attics, and deep closets. They are usually found in urban and village settings, rather than the wilderness. They are not truly malevolent, and while they will always make mischief, they may help people who laugh along with the Goblins’ pranks. The  race of Goblin-men are said to be the degenerate descendents of humans and True Goblins.

Preferred Form: A three-foot tall man with green skin; large, red eyes; an absurdly long nose; and long, pointed ears.

HD: 1 | Attack: 1 Bite (1d2) | Glamor: Prestidigitation | Trickery: Mage Hand | Boon: Mending | Curse: Putrify Food and Drink | Ban: A Goblin must not fail to perform mischief whenever possible.

True Troll

True Trolls prefers northern lands, where they live either in wild places, or underneath lonely bridges. They particularly dislike Good clerics, and anything pertaining to religion. The common Troll-men are said to have come about when humans and True Trolls married and gave birth to grotesque offspring.

Preferred Form: Either a twelve-foot tall, hairy man with grotesque and bestial facial features, or a well-dressed and beautiful woman of human size, but with an animal’s tail hidden under her clothes.

HD: 7 | Attack: 1 weapon (+4 due to high Strength) | Glamor: Mirage Arcane | Trickery: Freedom of Movement | Boon: Major Creation | Curse: Bestow Curse (as the Cleric spell) | Ban: A Troll must never be exposed to sunlight, and must flee from lightning.

Spirits of Heaven and Hell – Free PDF now available

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Bring the Angels and Devils of lore to your Castles & Crusades game with “Spirits of Heaven and Hell.”!

Spirits of Heaven and Hell” includes both “An Account of the Angels” and “A Directory of Devils”.

16 Celestial and Infernal beings in all, ranging from the tricky Pact Devil who makes deals at lonely crossroads, to the mighty Seraph, whose mere presence can burn mortal creatures to cinders.

Inspired by real-world legends, folklore, art, and mythology, they’ll give your games a touch of authenticity.

Also includes discussions of the Seven Heavens of the Blessed, and the Seven Hells of the Damned.

Download it now – Absolutely FREE!

Spirits of Heaven and Hell” is meant solely as an aid for role-playing games, and is neither a serious work of theology, or a commentary on any real-world religion or belief system.

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