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"The creatures of the First World are not like ours. You hunt a gazelle, it runs. A saba boar may fight like a demon once cornered, but when it first smells the hounds, it'll retreat into the bushes. Even desert lions will flee if you wound them badly enough. All of them live with death, and so they understand it. But the beasts of the First World have no such fear. You can fill them full of spears, and they'll keep coming, because what do they have to lose? Death is a stranger to the First World's mindless creatures, and a novelty to the intelligent ones. Those that look familiar are the worst, for they'll trick you, seduce you into thinking you know what to expect. But when that gazelle peels back its skin to unleash the flaming hornets nesting beneath its flesh—then you’ll understand. Nothing in the First World is familiar. Nothing is safe."
Kuma Kiseyara describing the fey, The First World: Realm of the Fey

This page is part of the character sheet for Pathfinder, covering non-playable Fey creatures.

Mysterious, capricious denizens of the First World, the fey are one half nature spirit, one half minor demigod and one half natural creature. If you realize how little sense that makes, you are beginning to understand how the fey operate.

For tropers pertaining to fey in Starfinder, see Starfinder Fey.


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    In General 
  • Anthropomorphic Personification: Most fey embody an aspect of nature, whether directly representing specific trees, rocks or animals or more abstract concepts such as reproduction, tool use, entropy and the like.
  • Barred from the Afterlife: The fey exist outside of the normal "life, death, afterlife" cycle, as the First World is not connected to the River of Souls. As such, when fey die, they just respawn somewhere in the First World, albeit typically missing some memories, explaining why they don't always seek revenge. There are some ways fey can be Killed Off for Real, but these usually require some kind of MacGuffin or magic.
  • The Fair Folk: Played Straight more often than not. While a few kinds of fey are genuinely benevolent, most are either evil, crazy or incomprehensible.
  • Our Fairies Are Different: Most are quite different even from each other!

Fey Groups

    Fetch 
https://static.tvtropes.org/pmwiki/pub/images/fetch_stalker.png
Level: 18 (stalker), 20 (behemoth), 22 (risen)
Alignment: Chaotic Evil
Size: Medium (stalker), Large (behemoth)

  • Evil Doppelgänger: A fetch is a twisted, deviant simulacrum of a humanoid creature that exists or existed at one point on the Universe.
  • Fake Memories: While a fetch manifests from a soul's reflection, and as such bears a striking resemblance to that creature's appearance in life, a fetch has no true memories of its own. It keeps fragments of false remembrances from its source as if it experienced them in a half-remembered dream.
  • Kill and Replace: If a fetch replaces its source by slaying them and taking their place in society, it can become a freed fetch, allowing them to accrue personal growth. This drives most fetch to seek out their source, murder them in secret and try to replace them, yet unless the original was as twisted, such deceptions are inevitably laid bare when a fetch's evil nature becomes apparent.
  • Planimal: Fey-like features displayed by fetch include plantlike elements. In 2nd Edition, they are classified as both fey and plants.
  • Spontaneous Weapon Creation: A fetch stalker can manifest a fetch weapon in its hands. As soon as a fetch weapon is no longer wielded by a fetch, it vanishes.

    Gorga 
Alignment: Chaotic Evil

  • Dark Is Evil: Beings of shadow and hunger, gorgas have no compassion and love to prey upon light-loving creatures.
  • Primal Fear: Gorgas are fey embodiments of diurnal creatures' fear of the dark. Many different kinds of gorgas exist, and each embodies a different facet of the night's countless terrors.

Temagyr

Level: 1
Size: Medium

  • Shadow Walker: Temagyrs can blend in with and step between shadows to surprise victims.

Ocluai

Level: 3
Size: Medium

  • Fright Death Trap: Ocluais prefer to hang back and slash at those whose frantic flight brings them within range, letting their prey's own terror drive them over cliffs or bring them to their knees.
  • Just Toying with Them: The field of unnatural darkness that surrounds an ocluai disorients most creatures. While other gorgas are quick to move in for the kill, ocluais love to perch on a low branch or lintel and watch with their blank expressions as prey succumbs to panic.

    Gremlin 
A category that encompasses several malevolent (or at least obnoxious) fey, who make up for their tiny size with cunning and bizarrely specific magical abilities.
  • Evil Is Petty: None of them are very powerful, and all of them seem to like wrecking stuff just to be assholes.
  • Griping About Gremlins: Evil, ugly fey who live to spread discord and mischief, usually through sabotage and dangerous pranks. Since all fey are supposed to represent some aspect of the natural world, gremlins are sometimes described as embodying nature's drive towards entropy and ordered systems breaking down.
  • Our Monsters Are Weird: The term "Gremlin" covers several beings from sources that aren't normally associated with Fey, from alien abduction to rogue taxidermy.
  • Troll: They are delighted by confusion and anger.

Mitflit

https://static.tvtropes.org/pmwiki/pub/images/gremlin_mitflit.png
Level: -1
Alignment: Lawful Evil
Size: Small

Ugly, weak, stupid and pathetic, mitflits find solace only in their kinship with insects and other vermin.


  • Butt-Monkey: Mitflits are small, weak, and extremely ugly. They are firmly at the bottom of the Darklands' vicious food chain and easily tossed about by everyone else — even goblins look down on them.
  • Fantastic Racism: They hate and resent dwarves and gnomes even more deeply than they do everyone else, to the point of getting combat bonuses against them.
  • Pest Controller: They share a bond with vermin, and can tame and control them, such as by controlling swarms of smaller vermin or using larger specimens as mounts.

Nuno

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_nuno_gremlin.jpg
Level: -1
Alignment: Neutral Evil
Size: Tiny

Fungal gremlins who live in anthills. Their stats can be found in Bestiary 5 or online here.


  • Curse: They can curse people who harm them or their anthills, causing horrific swelling and hair growth in a specific body part.
  • Eyeless Face: Nunos have no eyes, and just a smooth expanse of fungal flesh between their caps and their lipless mouths.
  • Mushroom Man: They resemble humanoid fungi, with a broad cap instead of hair and beards of fungal filaments.
  • No Ontological Inertia: If a nuno dies, all of curses it cast are immediately dispelled.
  • Pest Controller: Nunos have a strong affinity for ants: the swarming insects never attack them, while the nunos themselves can control them as they please and make their homes within and beneath anthills.

Grimple

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_grimple_gremlin.jpg
Level: -1
Alignment: Chaotic Neutral
Size: Tiny

Filthy urban scavengers perpetually infested with vermin. Their stats can be found in Bestiary 4 or online here.


  • Rat Men: They resemble filthy, mangy humanoid rats.

Haniver

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_haniver_gremlin.PNG
Level: -1
Alignment: Chaotic Evil
Size: Tiny

Aquatic gremlins with a mad curiosity and a penchant for stealing trinkets. Their stats can be found in Bestiary 4 or online here.


  • Mugging the Monster: Hanivers are sometimes driven to examine and steal a shark's gleaming teeth, often still in the shark's mouth, to the haniver's regret.
  • Sticky Fingers: Hanivers are incessantly curious and compelled to examine any object that draws their attention. Should hanivers like what they find, they steal it, making them a bane to fishers and dockworkers everywhere.

Hobkins

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_hobkins_gremlin.png
Level: 0
Alignment: Neutral Evil
Size: Small

Frightening gremlins who not only enjoy destroying things, but love to trick people into destroying their own treasured belongings. Their stats can be found in Bestiary 5 or online here.


  • Monster Lord: Hobkins malefactors are especially powerful hobkins who can command large numbers of their lesser kin, and seek to bring ruin to entire settlements at once.

Pugwampi

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_pugwampi_gremlin.PNG
Level: 0
Alignment: Neutral Evil
Size: Tiny

Gremlins with a revolting and violent sense of humor based on the misfortunes of others. They are loved by no-one, not even other gremlins. Their stats can be found in Bestiary 5 or online here.


  • Beast Man: They resemble hideous humanoid mutts.
  • The Friend Nobody Likes: They sometimes ally with gnolls. However, even the gnolls tend to find them obnoxious and insufferable.
  • The Jinx: Pugwampi are surrounded by a literal aura of bad luck, although it does not affect them (or animals, gnolls, or other gremlins).

Scrit

Level: 0
Alignment: Chaotic Evil
Size: Tiny

  • Ingesting Knowledge: A scrit can consume a book after smearing its pages to absorb its contents for one day.
  • Poisonous Person: A scrit's fingers are perpetually covered in smeared ink, which mixes with its skin oils to create a disgusting, sticky poison.

Fuath

https://static.tvtropes.org/pmwiki/pub/images/fuath_gremlin.png
Level: 1
Alignment: Chaotic Evil
Size: Tiny

Cruel sea-borne gremlins who torment and kill sailors and sabotage ships. Their stats can be found in Bestiary 3 or online here.


  • Supernatural Suffocation: A fuath can surround the head of one air-breathing creature in a magical film of viscous water, causing them to drown where they stand.

Jinkin

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_jinkin_gremlin.png
Level: 1
Alignment: Chaotic Evil
Size: Tiny

Sneaky and sadistic gremlins who live underground, jinkins hold long grudges and enjoy cursing magical items. Their stats can be found in Bestiary 2 or online here.


Monaciello

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_monaciello_gremlin.png
Challenge Rating: 1
Alignment: Chaotic Evil
Size: Small

Urban gremlins who focus their torments on the religious and the scholarly. Their stats can be found in Bestiary 4 or online here.


  • Amazing Technicolor Population: They have bright red skin.
  • Anti-Magic: Monaciellos suppress divine magic in a radius around themselves.
  • Bag of Holding: They can craft Bags of Holding that they carry around everywhere, and use to hold their stolen goods. If the bag is ever separated from its owner, it instantly turns into a normal bag and all its contents are lost.

Vexgit

https://static.tvtropes.org/pmwiki/pub/images/gremlin_vexgit.png
Level: 1
Alignment: Lawful Evil
Size: Tiny

Maniacally destructive gremlins who live for sabotage, the more complicated the target, the better. Their stats can be found in Bestiary 2 or online here.


  • Vehicular Sabotage: When alone, vexgits sometimes loosen the wheels on a carriage or sneakily remove all the nails from a small boat.

Drexin

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_drexin_gremlin.PNG
Challenge Rating: 2
Alignment: Neutral Evil
Size: Small

Particularly intelligent gremlins with psychic talents. Their stats can be found in Strange Aeons: In Search of Sanity or online here.


  • Best Served Cold: Drexins cultivate and nurture grudges over time, never forgetting the face or name of a betrayer. A drexin is patient and may wait years to exact its revenge.
  • My Brain Is Big: As their enlarged craniums suggest, drexin gremlins are particularly intelligent and have psychic powers.
  • Trap Master: Drexins are skilled trap makers and can imbue their traps with psychic magic, making them superior to the mechanical devices made by other types of gremlins.

Gnagrif

https://static.tvtropes.org/pmwiki/pub/images/gremlin_gnagrif.png
Level: 2
Alignment: Neutral Evil
Size: Tiny

  • Disproportionate Retribution: Gnagrifs become obsessively vengeful if they accidentally swallow an iron nail or hinge, terrorising whole villages for generations in response.
  • Nested Mouths: A gnagrif possesses two sets of jaws, one nested inside the other.

Erinat

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_erinat_gremlin.png
Challenge Rating: 2
Alignment: Chaotic Evil
Size: Tiny

Erinat gremlins are obsessed with conflict and discord. They love nothing more than starting fights — the more inane and pointless the struggle, the better. Their stats can be found in Andoran: Birthplace of Freedom or online here.


  • Blood Knight: Erinat gremlins are entertained by the largest brawls they can arrange, without caring who wins the fights.

Nuglub

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_nuglub_gremlin.png
Level: 2
Alignment: Chaotic Evil
Size: Tiny

Deranged gremlins who enjoy violence with the same vigor other gremlins reserve for destroying devices or pulling pranks. Their stats can be found in Bestiary 2 or online here.


  • Blood Knight: Nuglubs enjoy killing in the same way that other gremlins enjoy sabotage.
  • Extra Eyes: A nuglub has a third eye on its forehead.

    House Spirit 

  • House Fey: House spirits are shy, often helpful, sometimes wrathful fey that dwell wherever farmers build and live. They take an almost parental interest in 'their' mortals. Given proper respect, they work tirelessly for their charges. If offended, the house spirit becomes a menace.

Domovoi

Level: 2
Alignment: Chaotic Good
Size: Tiny

Knee-high figures resembling little old men with prodigious beards, domovois help with minor household chores and protect the house from intruders.


  • Seers: They can cast augury once per day, and can use this to tell the fortunes of the family they watch over.

Dvorovoi

Level: 3
Alignment: Chaotic Neutral
Size: Small

Protectors of yards and pastures, dvorovois are very useful for keeping flocks and herds safe from thieves and predators, but despise white-furred animals for unknown reasons.


  • BFS: The dvorovoi, a Small creature, can wield weapons sized for Medium creatures without penalty.

Ovinnik

Level: 4
Alignment: Chaotic Neutral
Size: Tiny

Catlike house spirits who take residence in barns, granaries and threshing houses.


  • Cat Folk: Ovinniks resemble black-furred, humanoid cats about a foot tall.
  • Playing with Fire: They can conjure flame at will.
  • Winds of Destiny, Change!: They can impart bad luck or good luck with a touch, resolved mechanically as them imposing a +4 bonus or -4 penalty to all rolls.

    Nymph 
Fey resembling beautiful humanoid women with elven features, nymphs serve as guardians of the wild places of the world.

Prior to 2nd Edition, nymphs were a specific class of fey distinct from dryads, naiads and so on, and were depicted as fey who guarded natural wonders of any type. Following the shift from 1st to 2nd Edition, they were recast as a broad category of fey, and the older nymph characters and creature were reclassified as naiad queens.


  • Beware the Nice Ones: A nymph treats those who respect her and her abode with kindness, and is a fierce protector against those who would want to despoil it.
  • Monster Lord: Nymph queens often rule over large numbers of their common kin.
  • Nature Spirit: Embodiments and protectors of unspoiled nature, with subspecies focused on specific parts of the natural world.
  • Nice Girl: Nymphs are some of the few outright nice fey. They rarely use their blinding beauty unless people try to harm them or their homes.
  • One-Gender Race: They're all female.
  • Our Nymphs Are Different: They're a type of fey resembling impossibly beautiful, pointy-eared humanoid women, and watch over and protect natural wonders; they are in fact so supernaturally gorgeous that looking at one is enough to strike a man blind.
    • In first edition, the nymphs' traditional subtypes are treated as distinct types of fey in their own right, only similar to nymphs insofar as they're humanoid, Always Female (usually; male dryads have appeared in stories and official artwork) and protectors of nature. Dryads are less powerful fey that guard specific trees and cannot stray far from them without withering and dying; hamadryads are a stronger variant thereof, who are not bound to individual plants and watch over whole forests. Naiads are bound to and watch over fresh waters such as rivers, ponds and lakes; they can transfer their bonds to other bodies of water, though, allowing them some mobility. Oceanids are marine counterparts to nymphs and dryads, possessing lower bodies made out of roiling water than only become legs on dry land and extensive power over the element of water. Nereids and oreads, despite being named after Classical Mythology nymphs, are very different creatures.
    • 2nd edition overhauls this classification to more closely resemble the Greco-Roman model — "nymph", as such, is a general category of humanoid, female fey that watch over natural landmarks, with dryads and naiads being specific types of nymphs associated with specific environments. Nymph queens, rare and powerful exemplars of their kinds, take over the role of the older nymph species, to which they're largely equivalent mechanically; hamadryads are specifically another name for dryad queens.
  • Shameless Fanservice Girl: Nymphs in 1st Edition rarely wear clothes, instead preferring to display their bodies or only covering themselves with leaves and vines.
  • So Beautiful, It's a Curse: A nymph queen's beauty is legendary for very good reasons, and can bewitch almost any being. However, nymphs have no real control over it, which can be a problem; it's one thing to avoid the attentions of some random mortals, but it's quite another thing when it's, say, a powerful mage or a demon that becomes obsessed with the nymph.

Naiad

Challenge Rating: 1 (naiad), 7 (naiad queen)
Alignment: Chaotic Good
Size: Medium

For tropes pertaining to naiads, see Pathfinder Playable Races.

Dryad

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_dryad.png
Challenge Rating: 3 (dryad), 13 (dryad queen)
Alignment: Chaotic Good
Size: Medium

Dryads are friendly and good-hearted (if flighty) tree nymphs that watch over woodlands and individual trees. Dryad queens are known as hamadryads, and are bound to entire forests instead of individual trees. Some dryads' appearances and personalities change depending on the type of tree they're bonded to; cherry tree dryads, called kraneiai, are for instance distinguished by a pink coloration and a preoccupation with the fragile beauty of life.


  • Charm Person: They can magically coerce passersby and turn enemies into allies.
  • Green Thumb: Common dryads can speak with plants and turn into trees. Dryad queens can direct and manipulate plants much more extensively.
  • Nice Girl: Dryads are some of the few outright nice fey, and mostly just want to be left alone. They fight back with lethal force if their trees are threatened, since they die if the tree they are bonded to is cut down.
  • Plant Person: They resemble humans or elves with wooden flesh, bark instead of skin and leaves and blossoms for hair.
  • Voluntary Shapeshifting: They can turn into trees and back at will.

Lampad

https://static.tvtropes.org/pmwiki/pub/images/lampad_pathfinder.png
Level: 5 (lampad), 15 (lampad queen)
Alignment: Chaotic Neutral
Size: Medium

Lampads are the nymphs of underground places, where they work to ensure the protection of underground environments and to protect surface-dwellers from the horrors that live beneath the world. They lead lonely lives, with rarely anyone but animals and monsters for company, and tend to be very morose as a result.


  • Dishing Out Dirt: Due to their connection to the bowels of the earth, most of their innate spells focus on shaping and controlling rock.
  • Everybody Cries: Lampads can invoke this through their Weep ability to cry bitterly, causing anyone in earshot to pass a will save or to spend the next turn unable to use their own abilities due to being too busy weeping and sobbing along with her. Lampad queens have a stronger version where their targets are unable to do anything at all due to the strength of their despairing sobs.
  • Will-o'-the-Wisp: They can create glowing wisps of magical light, which they use to guid lost travelers to safety and to lure monsters to their doom.

Hora

Challenge Rating: 6 (hora), 13 (hora queen)
Alignment: Chaotic Good
Size: Medium

  • Seasonal Baggage: Each hora is associated with a specific equinox or solstice; they are strongest near their associated time and weakest near the opposite solstice or equinox.

Oceanid

Level: 7
Alignment: Chaotic Neutral
Size: Medium

  • Godiva Hair: An oceanid is clad only in sea foam and her long, white hair, which cascades over her body.
  • Making a Splash: They can control and direct water, grant other creatures the ability to breathe it, and summon aquatic animals and water elementals.
  • Our Nymphs Are Different: Oceanids are nymphs of the sea who watch over and embodying marine environments.
  • Weather Manipulation: They can raise and control the wind and cast control weather once per day.

Hesperid

https://static.tvtropes.org/pmwiki/pub/images/hesperid_pathfinder.png
Level: 9 (hesperid), 19 (hesperid queen)
Alignment: Lawful Neutral
Size: Medium

Hesperides, the nymphs of the sunset, watch over places where the setting sun is in particularly full display. They also keep watch over powerful artifacts, and are distinguished from most other fey by their orderly and routine-based personalities.


  • Light 'em Up: They can manipulate sunlight through magical dances, which they can put varied purposes such as creating aesthetic displays, raising an area's illumination, or casting beams of searing light.

    Sprite 
Size: Tiny
The various members of the sprite family are often the first thing one pictures when thinking of the fey — tiny, whimsical beings resembling insect-winged humanoids, living carefree lives in the wilderness.
  • Lilliputians: Few sprites get to much taller than nine inches or so.
  • Random Effect Spell: The effects of pixie dust, a substance used by several sprite variants in their attacks, will cause on those who inhale it is randomly determined each time it's used. Depending on the roll, it may charm its targets into liking the sprite, wipe the most recent five minutes from their memories, send them to sleep or send them into a state of stupefied euphoria.
  • Winged Humanoid: Most sprites have insect wings, typically those of either butterflies or dragonflies. The Wingless, which include all PC sprites, slowly grow wings over time as their magical potential manifests, though some never grow wings at all.

Nyktera

https://static.tvtropes.org/pmwiki/pub/images/nyktera.png
Challenge Rating: -1
Alignment: Neutral Good

Nykteras, also called bat sprites, are highly gregarious and hospitable beings. They will shelter and care for anyone who needs their hospitality, but will react wrathfully if their generosity is abused.


  • Bat People: Nykteras resemble tiny humanoid bats, and usually live underground and alongside bat species whose features they share.
  • Sacred Hospitality: Nykteras take hospitality extremely seriously. They will not deny aid and rest to anyone who needs them, even bitter foes; however, if their hospitality is betrayed, the nyktera will fly into a rage and savagely attack the perpetrator, and it and its family will try to mete out an appropriate punishment if they can't avenge themselves then and there.

Sprite

Challenge Rating: -1
Alignment: Chaotic Neutral

The namesake of the sprite family, common sprites have a tendency to latch onto people and places and fiercely protect them. However, they are all too aware of their physical frailty, and when danger raises its head will most likely beat a tactical retreat.


  • Playing with Fire: Sprites can toss small burning sparks and are surrounded by a heated aura that renders their physical attacks burning hot.

Melixie

Challenge Rating: 0
Alignment: Chaotic Neutral

Melixie are a particularly insectoid variant of sprite, possessing the antennae and shells of several types of insects in addition to the typical wings. They possess powerful sweet teeth, and will ingest sugary liquids of any sort in alarming quantities.


  • Stock Animal Diet: While they can have the traits of any type of insects, melixies most often resemble bees; fittingly, their favorite foods are sweet liquids such as honey and nectar.
  • Sweet Tooth: Melixies live off of nothing but sugary liquids such as honey, nectar, juice and sugar water, which they drink in tremendous quantities.

Grig

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_grig.png
Challenge Rating: 1
Alignment: Chaotic Neutral

The musicians of fairy society, the cricket-bodied grigs have a tendency to get themselves in more trouble than they can really handle in their zeal to vanquish foes.


  • Magic Music: The music they play with their hind legs can force others to dance.

Draxie

https://static.tvtropes.org/pmwiki/pub/images/draxie.png
Challenge Rating: 3
Alignment: Chaotic Good

Draxies are tiny draconic humanoids with an undying passion for elaborate pranks.


  • Breath Weapon: Draxies can exhale a cloud of pixie dust, which has a random effect on those who inhale it.
  • Draconic Humanoid: Draxies resemble tiny humanoid dragons with brilliant colorations, complete with a Breath Weapon.
  • Fairy Dragons: Draxies are tiny, mischievous and prankster fey in the shape of humanoid dragons, and breathe clouds of pixie dust instead of fire. They descend from an ancient fairy dragon who, after death, was reincarnated by the First World's mercurial magic into a swarm of tiny draconic fey instead of a singular being.
  • The Prankster: Draxies adore pranks and jokes, and can spend months or even years patiently crafting the perfect prank to lure somebody into.

Pixie

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_pixie.png
Challenge Rating: 4
Alignment: Chaotic Neutral

Tiny, immensely magical and very curious fey, pixies spend their lives wandering in search of novelty and adventure.


  • Amazing Technicolor Population: In 1st Edition, their skin was usually a light cerulean blue.
  • Forced Sleep: One potential effect of pixie dust is to cause other beings to fall into magical sleep.
  • Invisibility: They can turn invisible at will.
  • Motor Mouth: They speak very quickly, and it can be difficult for other to keep up with their rapid-fire monologues.
  • Our Pixies Are Different: Tiny humanoids with pointed ears, colorful skin and butterfly wings and the ability to produce pixie dust with various magical effects. They're endlessly curious, excitable beings fond of playing tricks and experiencing new things, and tend to speak extremely rapidly

    The Wild Hunt 
Alignment: Chaotic Neutral

The wild hunt is an awe-inspiring and enigmatic group of fey who stalk and pursue their chosen prey between worlds. Those few who have caught glimpses of these elusive beings and lived to tell the tale speak of clouds of green mist filled with spectral hounds, archers who fire bolts of magic with inhuman accuracy, and the sound of a melodious horn echoing for miles across the landscape.


Wild Hunt Hound

Level: 10
Size: Medium

Wild hunt hounds are expert trackers that take the lead against elusive prey. When left to their own devices, they seek out creatures that are notoriously difficult to track, collecting minor trinkets as trophies of their achievements.


  • Scarily Competent Tracker: Wild hunt hounds are expert trackers that take the lead against elusive prey. Left to their own devices, they seek out creatures that are notoriously difficult to track.

Wild Hunt Horse

Level: 11
Size: Large

The sapient mounts of the wild hunt. When they are not participating in a hunt, wild hunt horses enjoy constructing complicated courses through land and sky and racing each other for ever-changing stakes.


  • Synchronization: If the wild hunt horse is ridden by another wild hunt creature, damage done to the horse or rider from Strikes is split equally between the two.

Wild Hunt Archer

Level: 13
Size: Medium

Wild hunt archers are methodical hunters who fire their bows with uncanny accuracy. Since wild hunt archers tend to be slower on foot than most of their companions, they will often rely on wild hunt horses to provide increased mobility.


  • Bottomless Magazines: Wild hunt archers can produce arrows as needed from magical quivers, which do not function in this manner for anyone else.
  • Horse Archer: Since wild hunt archers tend to be slower on foot than most companions, they often rely on wild hunt horses to provide increased mobility.

Wild Hunt Scout

Challenge Rating: 15
Size: Medium

Wild hunt scouts relish the chance to seek revenge upon those who have wronged or insulted the wild hunt. They grow bored quickly when the stakes are not lethal, yet they rarely let their bloodlust cloud their tactical choices.


  • Blood Knight: Wild hunt scouts relish the chance to seek revenge upon those who have wronged or insulted the wild hunt, and grow bored quickly when the stakes are not lethal.
  • Spontaneous Weapon Creation: A wild hunt scout can manifest a scimitar or fist-sized shard made of crystallised force in their hands, which vanish when the wild hunt scout dies or no longer possesses them.

Wild Hunt Monarch

Level: 19
Size: Medium

Wild hunt monarchs command dozens of other wild hunt fey. While their followers can travel on personal missions, these majestic leaders can rally the hunt to follow them anywhere without question. Wild hunt monarchs set the terms of each specific hunt, depending upon the prey and their own whims.


  • Spontaneous Weapon Creation: A wild hunt monarch can simply recreate their monarch's glaive if it's destroyed.
  • Summon to Hand: A wild hunt monarch wields a magic weapon known as a monarch's glaive which can be transported to their hands across any distance.

Other Fey

Templates

    Blighted Fey 
Level Adjustment: + 2
Alignment: Chaotic Evil

Fey corrupted by the influence of Cyth-V’sug. This template can be applied to any fey creature with at least two hit dice.


  • Healing Factor: So long as it remains within 300 yards of any blighted tree within the Fangwood and remains standing on moist earth, a blighted fey gains fast healing.
  • Synchronization: A blighted fey can transform a thrown thorn into a burrowing, wiggling maggot that infests the target and inflicts a short-term curse. This parasite creates an unholy link to the target, transferring half of all hit point damage taken by the blighted fey to the target.

    Fey Creature 
Alignment: Non-Lawful

  • Long-Lived: Fey creatures have an extended lifespan and and rarely show outward signs of age.

    Unknown 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_unknown.PNG
Level Adjustment: + 2
Alignment: Neutral Evil

Terrifying fey that feed on the psyches of other creatures. This template can be applied to any humanoid.


  • Abstract Eater: They feed on minds and thoughts.
  • Appearance Is in the Eye of the Beholder: Hallucinatory Camouflage makes an unknown look like an unremarkable person to every one but the target of their Victimize ability, who see them as they truly are. When they take on a more specific disguise with their Assume Likeness ability, it functions through hallucinations in everyone who sees them rather than a typical illusion or shapeshifting.
  • Bizarre Alien Senses: Though they exist in the Universe, they perceive the world through a constant haze of nightmares from the Dimension of Dreams.
  • Black Speech: Unknown gain Aklo as a bonus language when they're created.
  • Designated Victim: Their Victimize ability essentially lets them designate one, as most of an unknown's abilities work in context to a target designated by it.
  • Doppelgänger: An unknown can disguise itself as someone its Victimize target personally knows, automatically changing its manenrisms based on the Vicimize target's own memories to sell the disguise.
  • Nightmare Sequence: When a creature's Charisma damage from an unknown's Psyche Erosion equals their Charisma score, they fall into a coma where they suffer constant terrifying dreams of an unknown hunting them. If this damage is healed before a few days pass, that's the end of it, but if not then the unknown in their dream catches them and they become a mindless thrall, becoming a full unknown over time.
  • Seeing Through Another's Eyes: An unknown can share its senses with its thralls.
  • Stealth Hi/Bye: Part of their Dream Movements ability lets them teleport as per dimension door, but only if arriving at or leaving a location within view of their Victimize target, giving the impression that they can simply appear or disappear.
  • Tracking Device: A supernatural version. An unknown can mark a creature with its Victimize ability, after which it always knows that creature's location and the shortest route to them, even across planes.
  • Voice Changeling: Unknown can cast vocal alteration at will.
  • The Voiceless: Unknown are mute and must use their ventriloquism spell-like ability to verbally communicate.
  • Was Once a Man: The original unknown are believed to have been fey beings that became lost in the Dimension of Dreams, where they were remade by the dreaming minds of other creatures. Most unknown play this straighter, as they were sentient beings that were transformed into unknown when their psyches were fully consumed.
  • Wolverine Claws: Unknown gain claws as part of their transformation.
  • Would Hurt a Child: They prefer to feed on children or other helpless targets, as such meals are the least dangerous to prey on.
  • Wound That Will Not Heal: Not a wound per-say, but Charisma damage taken from their Psyche Erosion ability can't be healed normally so long as it is also the target of their Victimize ability. Should this Charisma damage equal their Charisma score, all ability damage ceases to heal normally.

    Winter Fey 
Level Adjsutment: + 1
Alignment: Evil

Infused with the primal power of winter's chill, a winter fey possesses the power to freeze its victims with a mere touch. This template can be applied to any fey without the fire subtype.


  • For the Evulz: Winter fey live to taste delicious cruelty, targeting the innocent and gullible simply for sinister laughs, spending months crafting an exceptional ruse and then watching it play out.
  • An Ice Person: A winter fey possesses the power to freeze its victims with a mere touch.

Level <1

    Alpluachra 
Level: 0
Alignment: Chaotic Neutral
Size: Diminutive

  • Lazy Bum: Alpluachras are lazy creatures that prefer to parasitise on bigger creatures instead of hunting.
  • Multiple-Tailed Beast: An alpluachra has three tails.
  • The Symbiote: An alpluachra can crawl into the mouth of a helpless creature and implant itself into the creature's throat. Once implanted, anything that the host ingests is instead consumed by the alpluachra until the host starves to death.

    Tooth Fairy 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_tooth_fairy.png
Level: -1 (regular), 3 (monarch)
Alignment: Chaotic Evil
Size: Tiny (regular), small (monarch)

Wicked fey who use humanoid teeth to reproduce.


  • Attack the Mouth: When attacking humanoids, a tooth fairy's first priority is to rip out its teeth.
  • Fractured Fairy Tale: The tooth fairy who comes to swap shed teeth for quarters, reimagined as gleefully psychotic little gremlins who just tear your molars right out of your head.
  • Large and in Charge: Tooth fairy monarchs aren't especially large in absolute terms, being around the size of a gnome or goblin at their largest, but tower above their sparrow-sized subjects.
  • Monster Lord: Tooth fairy monarchs, larger and tougher specimens who rule over the common fairies.
  • Overly-Long Tongue: A tooth fairy monarch's tongue is sinuous, prehensile and around five feet long.
  • The Tooth Hurts: These tooth fairies aren't the sort to wait for teeth to fall out naturally, and will rip the ones they want straight out of people's jaws.

Level 1

    Atomie 
Level: 1
Alignment: Chaotic Neutral
Size: Tiny

  • The Napoleon: Atomies perceive themselves as larger than they actually are, never back down from aggression, and take tremendous pride in defeating and humiliating foes larger than themselves.

    Biloko 
https://static.tvtropes.org/pmwiki/pub/images/biloko.png
Level: 1 (biloko), 7 (eloko)
Alignment: Neutral Evil
Size: Small

  • Cannibalism Superpower: If a biloko is lucky enough to consume several creatures with magical abilities, it undergoes a subtle transformation into a much more powerful eloko.
  • Sizeshifter: Elokos gain the supernatural ability to grow to immense size.
  • To Serve Man: Bilokos eat only the meat of humanoids, though they can survive for extended periods of time on a single meal.

    Brownie 
https://static.tvtropes.org/pmwiki/pub/images/brownie_4.png
Level: 1
Alignment: True Neutral
Size: Tiny

  • Arch-Enemy: Kikimoras are enemies of brownies, since they often invite pain and frustration on their chosen houses instead of helping chores along. Some brownies actively seek out kikimora-infested homes with the intention of driving out kikimoras.
  • House Fey: A family that is aware of a brownie usually finds this a beneficial relationship and leaves dishes of milk, pieces of fruit, trinkets, and sometimes even wine as gifts. In exchange, the brownie keeps the home clean, mends clothes, repairs tools, and shoos away vermin and small predators.

    Bulabar 
Level: 1
Alignment: Lawful Neutral
Size: Tiny

Bulabars are the tinkers of the First World, thought to personify the evolution of tool use in nature.


  • Fantastic Racism: They hate gremlins, especially vexgits, due to their mutually opposing drives to fix and break machines, and exterminate them whenever they can.
  • Mr. Fixit: Bulabars will cheerfully fix broken objects as they come across them, and even repair their enemies' broken gear once hostilities end — they can't stand seeing useful mechanisms be broken.

    Chaneque 
Level: 1
Alignment: Neutral Evil
Size: Small

  • Charm Person: A creature whose soul is eaten by a chaneque's thrown skull is vulnerable to the commands of whoever holds the skull.
  • Your Soul Is Mine!: A chaneque can pelt an opponent with a ritually prepared, soul-stealing fey skull. If the skull hits the target, it can rip their soul from their body.

    Drochtac 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_fey_drochtac.PNG
Level: 1
Alignment: Chaotic Evil
Size: Medium

Ambush hunting fey that prefer to eat sentient beings, though not before talking to them.

Their stats can be found in Gallows of Madness or online here.


  • Eaten Alive: When very hungry, drochtacs often do not even bother to kill their victims before eating them.
  • Hunting the Most Dangerous Game: Drochtacs prefer to hunt intelligent creatures, as they find this prey requires more advanced hunting and stalking skills than when hunting animals or unintelligent creatures.

    Faun 
Level: 1
Alignment: Chaotic Good
Size: Medium

  • Fauns and Satyrs: They're quite similar to satyrs, but differ in being more morally principled and in female fauns existing, although they're not as common as the males. They do not appreciate being mistaken for satyrs, and the first fauns originated (and many still originate) from the union of satyrs and human women.
  • Half-Human Hybrid: The first fauns were the children of satyrs and human women, and in the setting's present time it's still far from unheard of for fauns to be born this way.
  • Horned Humanoid: Like their mythological inspirations, they have goat horns on their otherwise humanoid heads.
  • True-Breeding Hybrid: The first fauns were the children of satyrs and particularly Good-aligned human women. Many are still born this way, but for the most part fauns have become a self-perpetuating species in their own right independent of humans and satyrs.

    Loblobi 
https://static.tvtropes.org/pmwiki/pub/images/loblobi.png
Level: 1
Alignment: Chaotic Evil
Size: Small

  • Bird People: Loblobis resemble small, chubby humans with the heads and wings of crested herons.
  • Hypocrite: These malevolent tricksters are terrible sports when they are the butt of a joke. It's common wisdom that few creatures can hold a grudge like a loblobi.
  • The Trickster: Loblobis love playing pranks that embarrass, hurt, or drown other creatures.

    Mockingfey 
Level: 1
Alignment: Chaotic Neutral
Size: Tiny

Mockingfey originally stem from the First World, where they’re regarded as entertainment by locals and nuisances by visitors.


    Nixie 
Level: 1 (3 for bog nixies)
Alignment: True Neutral (Evil for bog nixies)
Size: Small

  • Charm Person: Nixies use charm person to lead humanoids away from their lairs or enslave people to act as protectors or help with a task that is simply too big for them to deal with.
  • Voluntary Shapeshifting: A bog nixie can assume the form of an animal or humanoid to trick a hunter or explorer into dangerous waters.

    Nukkefeen 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_fey_nukkefeen.PNG
Level: 1
Alignment: True Neutral
Size: Medium

Fey that seek to "fix" living creatures, though they do not understand the harm their actions bring.

Their stats can be found in Gallows of Madness or online here.


  • Blue-and-Orange Morality: Nukkefeens have a peculiar sense of morality. For example, most of them loathe weapons and violence, but think that harming unpleasant people or animals with scissors or similar objects is a way to fix them.

    Skapraun 
Level: 1
Alignment: Lawful Neutral
Size: Small

  • Born-Again Immortality: The death of a skapraun triggers a form of reincarnation that occurs inside the corpse. The new skapraun leeches nutrients from its precursor's body to build its own until it is born. The skapraun remembers nothing of its former life, but its psyche and physique are always shaped in some way by the decisions its precursor made, and particularly by the precursor's death.
  • Trap Master: A skapraun is particularly skilled at crafting traps that mimic natural hazards.

Level 2

    Duende 
Level: 2
Alignment: Chaotic Neutral
Size: Small

  • Sizeshifter: A duende can shrink to the size of an ant to entire ant hills or termite mounds.
  • Worthless Yellow Rocks: Duendes hold gold in low regard and strongly prefer toenail clippings.

    Forlarren 
Level: 2
Alignment: Neutral Evil
Size: Medium
An uncommon offspring of fiends and — usually unwilling — nymphs.
  • Horned Humanoid: They have curling, pointed goatlike horns, courtesy of their fiendish fathers.
  • Non-Human Humanoid Hybrid: Half nymph, half fiend.
  • Self-Made Orphan: Most nymphs who bear forlarren children die in childbirth. On those occasions where the nymph survives, her child will likely kill her anyway.
  • Tragic Monster: Most of them don't want to be evil, but unfortunately the fiendish part of their nature usually forces them to.

    Leprechaun 
Level: 2
Alignment: Chaotic Neutral
Size: Small

  • Leprechaun: Leprechauns are small, green-eyed fey who love playing tricks on unknowing passersby, a fine bottle of wine and hot food in their bellies. They love gold and often hoard it in secret, hidden places.

    Liminal Spirit 
Level: 2
Alignment: Chaotic Neutral
Size: Tiny

  • Exact Words: An ancestral curse prevents liminal spirits from sleeping either inside a building or outside in the open, but a loophole allows them to rest in the external features of a building.

    Pooka 
Level: 2
Alignment: Chaotic Neutral
Size: Tiny

  • The Trickster: Pookas are capricious and always in search of fun, without caring who they inconvenience with their antics.
  • The Unintelligible: Pookas speak in choppy, simple sentences filled with obscure metaphors and nonsensical references, and are usually misunderstood by a first-time conversation partner.

    Redkind 
Level: 2
Alignment: Neutral Evil
Size: Small

Redkind are simple and secretive fey that feed on fear like the far more dangerous bogeyman does, but they work in quieter and subtler ways.


  • Achilles' Heel: Situational Blindness, an ability that means they have a hard time seeing anything that can't see them and anything that covers itself is completely hidden even if they normally wouldn't be. The description even mentions closing your eyes or hiding under a blanket as effective ways to hide from their perception.
  • Casting a Shadow: In darker areas their Twisted Shadows ability animates shadows into leering and writhing shapes, leaving those who seem them shaken.
  • Things That Go "Bump" in the Night: Redkind are essentially lesser boogeymen, tickling simple and childlike fears like darkness, loneliness, strangers, or the abject paranoia of the unknown.
  • Voluntary Shapeshifting: They can take the form of a cat, a spider, a snake, or a child.

    Skin Stealer 
Level: 2
Alignment: Chaotic Evil
Size: Medium

  • Human Disguise: When wearing a stolen skin, a skin stealer takes on the likeness of the skin's original owner, including voice, build and size, but gains none of the creature's abilities.
  • Sizeshifter: A skin stealer can adjust its size to inhabit many different creatures' skins.

    Zrukbat 
Level: 2
Alignment: Chaotic Neutral
Size: Small

  • Glamour Failure: Despite their intelligence, zrukbats fundamentally don't understand others' reasoning and often make foolish mistakes in their disguises. For example, one might shapeshift into a lit lantern in an abandoned house or take the form of smoke in an unlit chimney.
  • Object Shifting: A zrukbat can assume the shape of an object or ornamentation, although the zrukbat's mimicked objects usually have unrealistic or suspicious quirks.

Level 3

    Azhana 
Level: 3
Alignment: Chaotic Good
Size: Small

  • Caring Gardener: Azhanas tend the wilderness as if it were a giant garden. By engaging with flora, fauna and people, they coax local organisms to interact with each other. After all, a lumberjack offered salutations is less likely to scuffle with wildlife and knows someone's watching to ensure they don't overharvest.
  • Hates Being Touched: Azhanas don't like being too close to people or animals, and have an irrational phobia of being touched by any non-azhana creature.
  • Shear Menace: An azhana carries a pair of magical gardening shears.

    Calpina 
Level: 3
Alignment: Chaotic Neutral
Size: Small

  • Abstract Eater: On the Universe, adult calpinas feed on the ego of non-plant creatures.
  • One-Gender Race: Calpinas are all female, fertilise their own eggs, and do not need mates.
  • To Serve Man: Calpina larvae are carnivorous and need to consume substantial quantities of animal tissue, so adults welcome visitors after their eggs have hatched. Small groups of calpinas often work together to lure victims into ambushes, draining their egos to the last drop before leaving the comatose victims for their offspring to eat.

    Choxani 
Level: 3
Alignment: Chaotic Neutral
Size: Medium

  • The Blank: A choxani is a humanoid creature with no facial features.

    Hellfire Ignis 
Level: 3
Alignment: Neutral Evil
Size: Small

  • Pyromaniac: Hellfire ignises are cruel and sadistic pyromaniacs who see fire as a tool for destruction and revel in the raw power of its hungering flames. A spellcaster who takes a hellfire ignis as a familiar must carefuly keep it in check, as they have been known to set fire to their masters' workshops, libraries, and homes because they often contain so many combustible tools and decorations.

    Nochlean 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_nochlean.PNG
Level: 3
Alignment: Chaotic Evil
Size: Medium

Predatory fey that delight in vandalizing homes, murdering pets, and stealing children.


  • No Need for Names: No nochlean has a proper name; instead, each of them answers to the name of their species, although a few revel in epithets bestowed upon them by prey.

    Roseblood Sprite 
Level: 3
Alignment: Neutral Evil
Size: Small

  • Gaia's Vengeance: Embodying nature's uncaring and vengeful aspects, roseblood sprites act out against those who would despoil nature's beauty, often with excessive force.
  • Poisoned Weapons: Roseblood sprites typically carry a number of poison thorns with them, which carry an irritating toxin known as the red rash.

    Spring-Heeled Jack 
Level: 3
Alignment: Chaotic Evil
Size: Medium

  • Companion Cube: His violent attitude means that he has no company besides his knife, which he refers to as "Love" and treats like a living thing.
  • Horned Humanoid: He has a pair of ibex-like horns on his head.
  • In a Single Bound: Spring-Heeled Jacks can leap at prey from a startling distance, much farther than most prey expect them to be able to.
  • Serial Killer: Much like his Victorian inspiration, he's a knife-wielding maniac who preys on innocents and leaves a trail of corpses and scarred victims in his wake.
  • Single Specimen Species: Subverted. While Spring-Heeled Jack is often assumed to be a singular, unique individual, they're in truth a whole species, who are so rare and distrustful of each other's company that two have never been seen together.
  • Spring-Heeled Jack: A horned, hoofed and knife-wielding fey capable of prodigious leaps. He's a cruel and often violent trickster, and is believed to have come to the Universe from the First World of the fey precisely to seek a more "appreciative" audience for his mayhem — the natives of the First World, native to an ever-shifting reality and simply reforming after death, didn't think much of Jack's mayhem. In the physical world, where actions' consequences are far more permanent, Jack's tricks and violent sprees leave far more of an impression. He tends to hunt on the edges of cities until people get too suspicious, at which point he goes to ground in the wilderness and preys on wildlife and travellers.

    Twigjack 
Level: -1 (sprigjack), 3 (twigjack), 6 (bramble)
Alignment: Chaotic Evil
Size: Tiny

  • The Fundamentalist: Twigjacks devote themselves to gods of their own imagining who, inevitably, demand that their worshippers purge their territory of those whose presence displeases them.
  • Plant Hair: Shaggy, mossy growth tops a twigjack's head like hair.
  • Plant Person: A twigjack seems to be made completely of bundles of sticks wound with thorny vines, and is classified under both Fey and Plants in 2nd Edition, though twigjacks resent being considered plants, and are proud of their fey heritage.
  • Unwanted Assistance: Roving brambles of twigjacks often seek out what they consider to be impending conflicts between forest-folk and outside threats in order to 'assist', nearly always resulting in brutality and bloodshed that only escalates the situation.

Level 4

    Bagman 
Level: 4
Alignment: Neutral Evil
Size: Medium

  • Human Resources: Bagmen kidnap humanoid victims and harvest their fat to produce potions.
  • The Secret of Long Pork Pies: Bagmen sell the potions they've produced using the fat of their victims to the very communities which they prey on. The gold they earn from these sales is less important to bagmen than the perverse pleasure they gain from revealing the nature of their wares to horrified customers.
  • Would Hurt a Child: Bagmen greatly value the fat of children, and employ a variety of tricks and threats to lure them away from the safety of their homes and families.

    Boggart 
Level: 4
Alignment: Chaotic Evil
Size: Small

  • Psychic Powers: A boggart's magic is drawn from the excess psychic energy in an area. Boggarts cause mischief in order to heighten negative emotions near their homes and fuel their powers.

    Ekekeh 
Level: 4
Alignment: Neutral Good
Size: Large

Ekekehs are intelligent aquatic creatures similar to dolphins and hold themselves up as proof that humanoids don't have a monopoly on civilization.


  • Flying Seafood Special: Ekekehs can levitate themselves at will, and their gills can process both air and water. They're often found floating their way through the streets of coastal cities in order to interact with terrestrial sapients, although they can only move through the air at a very slow and limited pace.
  • Heroic Dolphin: Benevolent, civilized dolphin-like fey who build grand cities beneath the ocean and seek to match the land-dwellers' achievements in culture and edification.
  • Mind over Matter: Ekekehs are inborn telekinetics. They can use this to manipulate tools despite their lack of hands, and the levitate themselves out of water and into the air.
  • Shock and Awe: The iron deposits within an ekekeh's body act as natural conducers of electricity, allowing them to generate lightning bolts and project electric fields around themselves.

    Fossegrim 
Level: 4
Alignment: Neutral Evil
Size: Medium

  • Chest Monster: A fossegrim can create an illusion causing it to resemble a pile of coins, jewels and valuable art objects. If a living creature touches or physically interacts with the illusion, the fossegrim reaches out to touch and drown that creature.
  • Magic Music: Fossegrim lairs often echo with the sound of enchanting music.
  • Supernatural Suffocation: A fossegrim can flood the lungs of a creature that is willing, is helpless, is affected by its enchanted music ability, touches it while it’s in treasure form, or is touched by it (traditionally by kissing the creature on the lips). If the target cannot breathe water, it cannot hold its breath and immediately begins to drown slowly.

    Frosty Chiseler 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_fey_frosty_chiseler.PNG
Level: 4
Alignment: Chaotic Evil
Size: Small

Frosty chiselers were once master craftsmen and artisans of the fey. Either under the perverted sway of the Witch Queen or consigned to prolonged exile from the verdant lands of their people, these artists found themselves changed by a creeping cold that spread from their hearts to envelope their entire beings.

Their 3.5 stats can be found in Carnival of Tears. Their Pathfinder 1st Edition stats are online here.


    Gerbie 
Level: 4
Alignment: Chaotic Good
Size: Small

Gerbies are the fey of interspecies empathy and communication, devoted to fostering harmony and friendship.


  • Getting Smilies Painted on Your Soul: Gerbies hate violence, but they are willing and able to mind-whammy hostile creatures into friendlier attitudes.
  • Laser-Guided Amnesia: One of their powers. It's easier to break up a fight if the belligerents can't remember what they're mad about.
  • Love Freak: An entire species of Friendship Freaks, but they make it work.
  • Mushroom House: Would cute little friendship fairies live in anything else?
  • Ridiculously Cute Critter: Specifically described in the flavor text as "adorable."
  • Sensory Overload: A gerbie can overload the mind of another creature with the surface thoughts of living things around it, including trees and insects.
  • The Social Expert: Gerbies are excellent diplomats, with a racial bonus to Diplomacy checks, the ability to talk to any creature that has a language, naturally high charisma scores, and when all else fails, the ability to cast charm monster at will.

    Huldra 
Level: 4
Alignment: Chaotic Neutral
Size: Medium

  • Berserk Button: Legend claims tht huldras were originally created by troll witches to lure humans into their clutches. Every huldra is aware of this tale, finds it insulting, and denies it at length. There's no greater way to anger a huldra than to speak about this myth.
  • Glacier Waif: Despite their relatively lithe frames, huldras are deceptively strong, and stories abound of them performing astonishing feats of strength without realising they're breaking their glamour.
  • Winds of Destiny, Change!: A huldra can impart good or bad luck on another creature.

    Kelpie 
Level: 4
Alignment: Neutral Evil
Size: Medium

  • Charm Person: A kelpie can use a powerful mental attack to lure in a single creature, who thinks that the kelpie is a desirable woman in mortal danger or a valuable steed, and moves toward the kelpie using the most direct means available.
  • Horse of a Different Color: Kelpies may serve as steeds for aquatic fey or other water monsters while in their hippocampus forms, sometimes without their riders ever knowing the truth of the kelpie's true nature.
  • Our Kelpies Are Different: The kelpie is a deadly shapechanging predator that disguises as a humanoid, horse, or hippocampus, reverting to its true form only after prey have drowned so that it can feast on them.

    Korred 
Level: 4
Alignment: Chaotic Neutral
Size: Small

  • Prehensile Hair: A korred's hair is constantly writhing and twitching, and can be controlled by the korred to reach out and interfere with adjacent creatures—tugging at clothes and weapons, tangling feet and arms, tickling, and generally making a nuisance of itself.

    Morgodea 
Level: 4
Alignment: Chaotic Evil
Size: Medium

  • Eaten Alive: Morgodeas keep victims alive as long as possible, carefully consuming only those body parts that will not necessarily kill the prey.
  • Fantastic Drug: Morgod jelly causes vivid hallucinations and a sense of euphoria, and is remarkably addictive to most humanoids. Morgodeas collect it in vials or wax-covered paper to sell to victims once they become addicted.
  • No Face Under the Mask: Morgodeas appear as human or elven vagrants covered in dirty rags, which are actually layered flaps of hide the morgodea can open to reveal a brood of cockroaches.
  • Spawn Broodling: Morgodeas reproduce by inserting a single egg into a comatose addict. Within days, the egg hatches, then the larva burrows its way into the brain, consumes it, and begins to merge with the brainless body.
  • To Serve Man: Morgodeas prefer the flesh of humanoid creatures rendered comatose by their addictive jelly.

    Nisid 
Level: 4
Alignment: Chaotic Good
Size: Small

  • Deserted Island: Loners by nature, a nisid claims and forms a bond with a single uninhabited island, and seeks to preserve its untouched sanctity as well as their own solitude. If a nisid determines that a trespasser simply wishes to get off the island, the nisid often offers to help the guest survive and escape. For those who arrive with no intention of quickly leaving or who drastically overstay their welcome, a nisid finds murder a small price to pay for solitude.
  • Laser-Guided Amnesia: The nisid's ties to its island help keep it hidden from repeat visits, ensuring that even trespassers who want to return find doing so difficult, as their memories of the place become hazy, especially when it comes to locating it again.

    Orphne 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_orphne_fey.PNG
Level: 4
Alignment: Neutral Evil
Size: Medium

  • For the Evulz: Orphne are immeasurably cruel and like to hurt others for their own amusement.
  • Wicked Cultured: Orphne are elegant and sadistic fey who adore art, music, and all the finest luxuries in life.

    Satyr 
Level: 4 (satyr), 7 (blackwood satyr)
Alignment: Chaotic Neutral
Size: Medium
Goat-legged revelers whose music can lead the unprepared off track, satyrs are less malevolent and more just careless.
  • Charm Person: A blackwood satyr emits an aura of incorrigible charm, which affects all nearby creatures with charm person. Blackwood satyrs seem to take perverse pleasure in waylaying nobles, playing songs from the Sellen River's bank to lure vessels closer and enthrall all aboard.
  • Fauns and Satyrs: They're a race of exclusively male hedonists with a penchant for seducing young women, and a separate race from fauns. Interestingly, the first fauns were (and many later ones still are) actually born from the copulation of satyrs with particularly Good women.
  • Horned Humanoid: Like their mythological inspirations, they have goat horns on their otherwise humanoid heads.
  • Magic Music: A satyr can focus and empower magic by playing haunting melodies on his panpipes.
  • One-Gender Race: All satyrs are male, and as such they have to copulate with women from humanoid species in order to reproduce.

    Thin Man 
Level: 4
Alignment: Chaotic Neutral
Size: Medium

Mysterious creatures from the island of Nuat with an uncanny ability to hide in plain sight.


  • Rubber Man: A thin man's skeleton has few bones and is almost entirely cartilaginous, which allows them to easily navigate tiny burrows and escape the notice of humans.
  • To Serve Man: When thin men tire of their normal fare, they catch a local farmer alone in his fields or travelling at night, murder the hapless victim and feast on his remains.

Level 5

    Danthienne 
Level: 5
Alignment: Chaotic Neutral
Size: Tiny

Rejected from the courts of the fey realms, danthiennes — sometimes called gossip pixies—nevertheless delight in courtly intrigue. They adore the trappings of wealth and class, but lack a deeper understanding of politics, and focus most of their energy on personal entertainment and accumulating wardrobes of rich fabrics and random jewelry. These tiny fey spend their time skulking around academies, guilds, and noble courts, stealing valuables and influencing mortal minds to create drama.


    Dawn Piper 
Level: 5
Alignment: Chaotic Neutral
Size: Medium

Strange and enigmatic creatures from the First World, dawn pipers are not wholly flesh and bone but infused with a raw creative power.


  • Elemental Powers: A dawn piper can infuse an area with the primal qualities of the First World, and gains additional spells based on a single element while within range of this elemental fount.

    Grimstalker 
https://static.tvtropes.org/pmwiki/pub/images/grimstalker.png
Level: 5
Alignment: Chaotic Evil
Size: Medium

  • Alien Blood: Grimstalkers bleed a thick, sap-like blood.
  • Dead Guy on Display: Grimstalkers mark their territories by lopping off the heads of their victims and stringing them up in the surrounding trees.

    Kikimora 
Level: 5
Alignment: Chaotic Neutral
Size: Medium

  • Arch-Enemy: Kikimoras are enemies of brownies, since they often invite pain and frustration on their chosen houses instead of helping chores along. Some brownies actively seek out kikimora-infested homes with the intention of driving out kikimoras.

    Kvernknurr 
Level: 5
Alignment: Chaotic Evil
Size: Large

  • Arrow Catch: The kvernknurr is quick enough to snatch arrows and spears in its jaws midair before swallowing them down. Folks brave enough to attack a kvernknurr soon learn to fight up close.
  • Monster Mouth: When a kvernknurr unhinges its lower jaw, it opens a yawning mouth nearly the size of a human doorway.
  • To Serve Man: The kvernknurr's preferred food is humanoids.

    Lurker in Light 
Level: 5
Alignment: Neutral Evil
Size: Small

  • Invisible Monsters: In areas of bright light, lurkers are invisible, even when attacking.
  • Light Is Not Good: Lurkers in light detest darkness and the creatures that dwell in it, yet they themselves are sadistic and evil.
  • Poisoned Weapons: Lurkers typically coat their daggers with shadow essence poison.

    Ohancanu 
Level: 5
Alignment: Chaotic Evil
Size: Large

  • Attack Its Weak Point: Each ohancanu has a few conspicuously white hairs connected to their essence that wrack them with nausea and weakness if plucked.
  • Ax-Crazy: Ohancanus are rapacious and destructive, and block up streams in order to grab trapped fish, cause rockslides to wound prey, and hew down healthy trees just for the joy of killing.
  • Cyclops: Ohancanus have a single eye in their foreheads, but are fey creatures and unrelated to cyclopes.
  • Death by Childbirth: Old ohancanus are murdered and dissected and their organs planted among the roots of the oldest trees around. About a year later, some of these organs sprout into young ohancanus.
  • Genetic Memory: Newborn ohancanus understand language and basic survival skills, suggesting each generation retains some portion of their progenitors' memories.

    Polevik 
Level: 5
Alignment: Neutral Evil
Size: Medium

  • Birth-Death Juxtaposition: Poleviks reproduce only after their death. As a polevik begins to decay, one of his unique fungal infestations begins to consume his flesh and eventually grows into a colony of large toadstools. After a year, the stalk of the largest toadstool bursts open and gives birth to a new, fully grown polevik who carries none of the memories of his progenitor.
  • Mushroom Man: Poleviks have learned how to nurture myriad species of symbiotic fungi upon their bodies.

Level 6

    Bagiennik 
Level: 6
Alignment: Chaotic Neutral
Size: Small

  • Healing Shiv: The bagiennik's caustic nasal spray can also cure maladies.

    Baobhan Sith 
Level: 6
Alignment: Chaotic Evil
Size: Medium

  • Our Vampires Are Different: The baobhan sith is a living fey creature that has adopted the vile practices and habits of vampires.
  • Wicked Cultured: A baobhan sith adores the aesthetics of abandoned homes, desolate burial grounds, and crumbling ruins, and strives to give their lairs a gothic beauty.

    Barrow Hound 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_barrow_hound_fey.PNG
Level: 6
Alignment: True Neutral
Size: Large

  • Supernatural Fear Inducer: A barrow hound can let out an unearthly, ear-splitting howl that terrifies creatures in the vicinity.

    Blodeuwedd 
https://static.tvtropes.org/pmwiki/pub/images/blodeuwedd.png
Level: 6
Alignment: Chaotic Neutral
Size: Medium

  • Art Evolution: The blodeuwedd was given a much more monstrous appearance in 2nd Edition.
  • Green Thumb: Every stride taken by a blodeuwedd causes small plants to sprout from the ground.
  • A Kind of One: The original Blodeuwedd from Welsh folklore was a singular being, instead of a whole species.
  • Voluntary Shapeshifting: A blodeuwedd can assume a single unique humanoid shape or the form of a prairie owl once per day for up to 7 hours.

    Cat Sith 
Level: 6
Alignment: Chaotic Neutral
Size: Tiny

    Coryphae 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_coryphae_fey.PNG
Level: 6
Alignment: Neutral Evil
Size: Medium

  • Crown-Shaped Head: A crown of softly glowing crystals caps the head of a coryphae.
  • Dance Battler: In battle, a coryphae claims an enemy as its dance partner, pulling them along with it, as they take damage from the frantic dancing and buffeting.

    Elananx 
https://static.tvtropes.org/pmwiki/pub/images/elananx.png
Level: 6
Alignment: Neutral Evil
Size: Medium

Cruel, catlike fey closely tied to fire, elananx can be found either hunting alone or allied to redcap bands.


  • Cats Are Mean: They embody the worst traits associated with cats, being cruel and fickle beings who deliberately prolong their hunts to savor their prey's pain and fear.
  • Glowing Eyes of Doom: Their official art depicts them with glowing red eyes.
  • Playing with Fire: They possess flaming bites and are themselves immune to fire damage.
  • Pyromaniac: They're fascinated by fire, and often deliberately start wildfires in order to enjoy both the flickering of the flames and the suffering of other creatures caught in the fire.
  • Sadist: They derive a disturbing degree of entertainment from making other creatures suffer.

    Grassling 
Level: 6
Alignment: Chaotic Neutral
Size: Small

  • Multi-Armed and Dangerous: Each of a grassling's four arms ends in a hand with supernaturally sharp blade-like claws.
  • No-Sell: Grasslings have a number of immunities common to plant creatures, including paralysis, poison, polymorph, sleep effects and stunning.
  • Plant Person: A grassling's body is made almost entirely of fresh, tough grass, with little to no flesh or muscle. Despite their fibrous construction, grasslings are fey creatures, not plants.

    Lamp Blighter 
Level: 6
Alignment: Chaotic Evil
Size: Small

  • Eye Scream: Lamp blighters are fond of ripping out eyes with their vicious claws.
  • Invisible Monsters: A lamp blighter is always invisible, even when it attacks, unless it chooses to become visible.
  • Trick Arrow: When a lamp blighter fires an arrow from any bow, it can augment the arrow's properties by sprinkling it with dust from its wings.

    Redcap 
Level: 6
Alignment: Neutral Evil
Size: Small

  • Blood Knight: Redcaps prefer violence and murder above any other activity.
  • Cain and Abel: Redcap siblings viciously fight to please their parents and jockey for respect, and typically only one per litter survives to adulthood.
  • Sinister Scythe: Redcaps wield scythes which are longer than their own bodies.

    Remacera 
Level: 6
Alignment: Chaotic Neutral
Size: Large

  • Not Afraid to Die: Remaceras have no fear of death, knowing that they’ll no doubt enjoy whatever new forms they take.
  • Reincarnation: Any creature that dies when suffering from wounds inflicted by a remacera is immediately forced to reincarnate, even if the soul is unwilling.
  • Spawn Broodling: A remacera can cause several tiny, larval remaceras to suddenly and painfully burrow out of the skin of a nearby creature.

    Swan Maiden 
Level: 6
Alignment: Chaotic Good
Size: Medium

  • One-Gender Race: All swan maidens are female.
  • Swans A-Swimming: Swan maidens are fey shapechangers who vow to protect unspoiled wilds from the encroachment of civilisation or evil.

Level 7

    Crossroads Guardian 
Level: 7
Alignment: Neutral
Size: Medium

  • Magical Guide: Most crossroads guardians are helpers and assistants, guiding heroes through the wilderness to where they're needed, usually a quest that must be carried out, helpless individuals who must be protected, or something that must be guarded.

    Culdewen 
Level: 7
Alignment: Chaotic Evil
Size: Small

  • Obsessed with Food: A culdewen perpetually plies waterways to search for and catch appealing fish (a term which they use to refer to every non-fey living creature). Each time they catch a fish, they're compelled to find an appealing spot to dine, but every time their catch will be gone before that. Conversation with a culdewen is fruitless, as they talk in circles, speaking only of fishing and the weather.

    Cu Sith 
Level: 7
Alignment: True Neutral
Size: Large

  • Canis Major: Cu siths are hound-like, bull-sized creatures.
  • Gate Guardian: Cu siths are doorkeepers of remote portals to other planes, particularly portals to the First World. Those that bargain for safe passage to or from a portal find cu siths to be vigilant escorts that also ensure their charges don't veer from the most direct path.

    Pukwudgie 
Level: 7
Alignment: Neutral Evil
Size: Small

  • Eats Babies: Pukwudgies enjoy the tender flesh of newborn babies, and are often willing to go through great personal risk to steal children when they are available.
  • Worthless Yellow Rocks: If shown proper respect, pukwudgies trade their crafts for items they deem valuable. They have little use for coin but accept unique foods, items of beauty, and even interesting stories as payment.

    Sangoi 
Level: 7
Alignment: Neutral Evil
Size: Small

  • Vampiric Draining: Sangois are evil nocturnal fey that haunt towns and graveyards, feed on blood, and are sometimes confused with vampires.
  • Weakened by the Light: Sunlight causes sangois to partially fade from view and become fatigued.

    Stygira 
Level: 7
Alignment: Lawful Evil
Size: Medium

  • Taken for Granite: Any creature struck by a stygira's claws might be affected by a curse that gradually turns the victim to stone.

Level 8

    Avarek 
Level: 8
Alignment: Neutral Evil
Size: Small

  • Hate Plague: Avareks use magic to cloud the minds of the crew and passengers, building conflict and mistrust, until crew members accuse one another of theft and treachery, leaving the avareks free to sabotage the ship.
  • To Serve Man: After sinking a ship, an avarak gorges on the corpses of the crew and passengers.

    Boggle 
Level: 8
Alignment: Chaotic Neutral
Size: Small

  • The Trickster: Boggles are frenetic and capricious fey who love to run and cavort through the woods, pulling pranks on animals, people, monsters and fellow fey.

    Cold Rider 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_fey_cold_rider.jpg
Level: 8
Alignment: Chaotic Evil
Size: Large

Cold riders were once princes of the forest, honored knights of the Willow Kings, or otherwise powerful fey in the service of an Eternal Monarch. Brought before the Witch Queen, these noble gallants watched in horror as she plunged her cruel icicle-nails into their chests and tore out their steaming hearts before their eyes. In the gaping gore of their chest wounds, the Witch Queen packed the month-old rotting hearts of slaughtered stags, and then breathed life anew into the tortured fey with an icy kiss. A cage of frozen armor wrapped about them and they rose as wintry antlered abominations. Their songs were stolen and their love of green and beauty replaced with cold hate and undying love for the Witch Queen.

Their 3.5 stats can be found in Carnival of Tears. Their Pathfinder 1sy Edition stats are online here.
——

  • Heal Thyself: Cold riders can regenerate health as long as they're in contact with ice.
  • Horse of a Different Color: They ride either magically cold-resistant creatures, undead mounts or ethereal steeds created through magic.

    Encantado 
Level: 8
Alignment: Chaotic Neutral
Size: Medium

  • Morphic Resonance: When encantados take humanoid form, they keep their blowholes, which they hide with hats, wigs or elaborate coiffures.

    Escorite 
Level: 8
Alignment: Chaotic Evil
Size: Large

Creatures created when unknown stimuli cause a metamorphosis in a remacera. Where remaceras embody rebirth, escorites represent the inevitability of entropy, teaching the careless immortals of the First World to fear cessation.


  • Brown Note Being: Even standing in an escorite's presence claws at the mind as one wrestles with the inevitability of one's own eventual nonexistence.
  • Deadly Gaze: An escorite's eyeless stare can disintegrate enemies.
  • Metamorphosis: On rare occasions, a remacera may begin producing dark silk, sealing itself inside a black cocoon. A week later, it emerges in the form of an escorite.
  • Skull for a Head: An escorite has a head like a doe skull.

    Kishi 
Level: 8
Alignment: Neutral Evil
Size: Medium

  • To Serve Man: Kishis consume every part of their victims, leaving no trace of the murder.
  • Two-Faced: Kishis appear to be attractive humans, but their full heads of thick hair conceal a face of a snarling hyena. When a kishi lures their prey into a vulnerable situation, their head swivels around to reveal this second face.

    Shadow Collector 
Level: 8
Alignment: Chaotic Neutral
Size: Small

  • Casts No Shadow: A shadow collector casts no shadow of its own, but instead casts any one of the stolen shadows it possesses.

    Sorrow Stitcher 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_fey_sorrow_stitcher.PNG
Level: 8
Alignment: Chaotic Evil
Size: Medium

Descended from fey exiles from the First World, sorrow stitchers are born unable to feel love or joy and seek to inflict this torment on others. Their stats can be found in '"Seers of the Drowned City'' or online here.


    Svartalfar 
Level: 8
Alignment: Lawful Evil
Size: Medium

  • Professional Killer: Svartalfar killers hire their services to any who pay them. They pride themselves on their pitilessness and inability to be bribed or dissuaded from ending a target's life once contracted to do so.

Level 9

    Candlewick 
Level: 9
Alignment: Chaotic Neutral
Size: Small

  • Cephalothorax: A candlewick appears to be a glowing disembodied face.
  • The Trickster: While not malicious, candlewicks are unpredictable pranksters that value a good laugh above all, without caring who gets harmed.

    Heart Thief 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_fey_heart_thief.PNG
Level: 9
Alignment: Chaotic Evil
Size: Large

Originally created by Curchanus as both shepherds and stewards for his many animals, these creatures were corrupted by Lamashtu when she slew their god. Their true name and purpose abandoned, they have existed from that point on as predators and murderers. Their stats can be found in '"Seers of the Drowned City'' or online here.


    Ijiraq 
Level: 9
Alignment: Chaotic Neutral
Size: Medium

  • The Faceless: Few can claim to have ever seen an ijiraq's true face, since they wear impressive caribou skulls as masks.

    Leanan Sidhe 
Level: 9
Alignment: Chaotic Neutral
Size: Medium

  • The Muse: Leanan sidhe pride themselves as patrons of the arts, and establish a magical link with a talented mortal performer or artist to enhance their skill.
  • Vampiric Draining: A leanan sidhe slowly feeds on the life energy of a creature that uses her skill blessing or spell blessing.

    Nuckelavee 
Level: 9
Alignment: Neutral Evil
Size: Large

  • Gaia's Vengeance: Nuckelavees exist to be protectors of the waters, and will viciously and violently avenge pollution and despoilment of the bodies of water they guard.
  • Logical Weakness: The nuckelavee, a fey embodiment of polluted water, is burnt by fresh water as if it were like acid.
  • Nuckelavee: Nuckelavees are swamp-dwelling fey who resemble a horselike monstrosity with the gnarled upper body of a humanoid growing directly from its back. They arise from swamps and polluted water and go wreak bloody vengeance, but ironically spread filth and corruption themselves. They're very difficult to approach in any kind of peaceful manner, but if a mortal sufficiently impresses one the nuckelavee may secretly gift it a token in the form of a bracer of damp, briny gray flesh. If worn, this allows its bearer to purify water at the cost of polluting their own blood and becoming sickly and ill. Notably, because they survive on polluted water, they generally don't take kindly to those that try to clean it up, and rather than enact their vengeance on those who threaten the environment, they attack anyone and everyone around them.

Level 10

    Alp 
Level: 10
Alignment: Chaotic Neutral
Size: Medium

Alps are troublesome fey who disturb the dreams and drink the blood of sleeping victims.


  • Nightmare Weaver: An alp controls the dreams of a sleeping target by sitting atop its torso. Once it does so, the alp becomes heavier and heavier, restricting the victim's breathing while inducing terrible nightmares and draining blood.

    Bogeyman 
Level: 3 (bogey), 6 (bugaboo), 10 (bogeyman)
Alignment: Neutral Evil
Size: Small (bogey), Medium (bugaboo, bogeyman)

Stealers of innocence and eaters of souls. Bogeymen begin as bogeys, gradually growing in power as they feed on souls and fear until they develop into bugaboos and eventually into true bogeymen.

The 1e stats for bogeymen can be found in Bestiary 3 or online here. The 2e stats for bogeys, bugaboos, and bogeyman can be found in Extinction Curse: Legacy of the Lost God.


  • Bizarre Alien Reproduction: Bogeymen reproduce by using mortal souls somehow, abducting victims and returning afterwards with a newborn bogey. At each stage of their life, they need to devour an increasing number of souls to progress to the next instar. Once they reach the bogeyman stage, devouring souls no longer allows them to progress to a new stage in development but does cause them to grow stronger with no upper limit. The most analogous animal to their life cycle would actually be lobsters, which progress through several instars before reaching an adult stage that can grow indefinitely so long as food supplies allow.
  • Healing Factor: They have a potent fast healing ability once they become bogeyman.
  • In the Back: They have bonuses when attacking creatures who have yet to act in combat, and bugaboos and bogeymen have a weakened version of the rogue's sneak attack.
  • No-Sell: They're all immune to fear effects.
  • One-Gender Race: As the name implies, bogeymen are exclusively male.
  • Soul Eating: They can eat souls at all levels of their development, and doing so is crucial to their growth.
  • Supernatural Fear Inducer: They can use fear spells at all levels of their development, gaining access to more powerful and dangerous spells as they grow. Bugaboos and bogey men can also induce fear on a critical hit, and true bogeymen are surrounded by a haze of hallucinations that reflect the viewer's deepest fears.
  • Things That Go "Bump" in the Night: They're embodiments of the classic childhood monster hiding in a closet, under the bed, in dark corners of your attic, watching to snatch ankles when you get up at night and stalking you through your house in the darkness. Bogeymen tend to graduate into adults' versions of these, stalking victims through dark alleys and spreading terror through whole communities through nighttime assaults, break-ins and killing sprees.
  • Was Once a Man: Implied. Sometimes a bogeyman will chose to abduct a target rather than killing them. What happens after that is unknown, but when the bogeyman returns months or years later they'll have a bogey in tow.

    Brughadatch 
https://static.tvtropes.org/pmwiki/pub/images/brughadatch.png
Level: 7 (gahlepod), 10 (brughadatch), 14 (doblagub)
Alignment: Chaotic Evil
Size: Small (gahlepod), Medium (brughadatch), Large (doblagub)

  • Amphibian at Large: Gahlepods and doblagubs look like huge tadpoles and mature toads, respectively.
  • Frog Men: Midlife brughadatches have a relatively humanoid appearance, in contrast to the much more frog-like elders and juveniles.
  • Stronger with Age: Brughadatches spawn as tadpoles, grow into humanoids, then finally evolve into huge toads, and gain new magic after every stage.
  • To Serve Man: Brughadatches prefer to feed on humanoids.

    Nereid 
Level: 10
Alignment: Chaotic Neutral
Size: Medium

  • Achilles' Heel: Their shawls. These grant them extensive power, but anyone who seizes a nereid's shawl will gain complete control over them.
  • Call a Pegasus a "Hippogriff": In terms of behavior, habitat and oddly specific weakness, they're extremely close matches to European water spirits such as rusalkas, just with the name of a tangentially similar water spirit from Greek myth.
  • Characterization Marches On: In 2nd edition the abilities of nereids have been kept the same, but they're not dangerous and just want to be left alone. This is Hand Waved as being the result of confusion with rusalkas.
  • Our Nymphs Are Different: They're based on the Greek nymphs of the sea, but bear a stronger resemblance to capricious medieval water spirits than anything else.
  • Poisonous Person: They can spray poison at will.
  • Sadly Mythtaken: They have very little in common with the nereids of myth — to begin with, nereids were nymphs of the sea, whereas these ones dwell in lakes, ponds and rivers. Further, Pathfinder nereids are capricious and often dangerous creatures, quite unlike Greek nymphs. There is also nothing in the original nereid myths saying anything about shawls like the ones these nereids make and depend on.
  • Supernatural Suffocation: They can fill a victim's lungs with water at a touch, preferably a Kiss of Death. If they fail their saving throw, they fall unconscious in one turn and die in three.

    Poludnica 
Level: 10
Alignment: Chaotic Neutral
Size: Medium

  • I Just Want to Have Friends: Poludnicas are lonely creatures that crave for companionship and the simulation of a normal family life, something which leads them to commit questionable acts of kidnapping or even murder.

    Sluagh 
https://static.tvtropes.org/pmwiki/pub/images/sluagh_reaper.png
Level: 10
Alignment: Neutral Evil
Size: Medium

  • Evil Laugh: Sluaghs show merriment on occasion, giggling as their claws draw closer to their quarry's throat.
  • Mutual Kill: According to a fey legend, the first sluagh arose when a member of the wild hunt and a mortal struck killing blows simultaneously. The mortal's soul polluted the fey's, like a blemish in a ruby, causing the fey to be reborn already dead.
  • Non-Human Undead: Unlike most fey, sluagh are undead, possessing strong connections to negative energy and mortal souls.
  • Your Soul Is Mine!: Sluagh collect the souls of those close to death and bring them to feed their queen.

Queen Sluagh

Level: 16
Alignment: Neutral Evil
Size: Large

  • Soul Eating: A queen sluagh grows more powerful by devouring souls collected from underlings or drained through her proboscis. Unless the queen is destroyed, the target can't be returned to life through any means, even powerful magic such as wish.

    Yaganty 
Level: 10
Alignment: Lawful Neutral
Size: Large

  • Finger Firearms: One of the yaganty's hands has fingers made of candlestick wax that end in burning wicks instead of nails and can whip a stream of scalding wax.

Level 11

    Fastachee 
Level: 11
Alignment: Neutral Good
Size: Tiny

  • Green Thumb: Fastachees are mysterious, wise, generous fey who foster the growth of nearby plants.

    Harmona 
Level: 11
Alignment: Chaotic Neutral
Size: Tiny

  • Sweet Tooth: Harmonas have developed a taste for sweets, and the easiest way to befriend a harmona is by tempting it with a sweet it hasn't tried yet.

    Imprecasia 
Level: 11
Alignment: Chaotic Neutral
Size: Medium

  • Abstract Eater: Also known as curse eaters, imprecasias can fully consume curses on objects and creatures, and will usually gladly accept doomed objects or charitably destroy an individual's curse, but never accept the idea of healing a cursed land. To ensure their source of sustenance, some might even seek to strengthen the afflictions in a region or track cursed families over generations until the curse ends or the bloodline goes extinct.
  • Life Drain: When a nearby creature is dying, an imprecasia can inhale a thin blue streak of vapour out of the dying creature's body into their mouth, restoring their health while pushing the target closer to death.

    Larabay 
Level: 11
Alignment: Chaotic Neutral
Size: Medium

  • The Trickster: Larabays are especially fond of toying with sailors and fishermen, playing pranks aboard ships or in seaside towns by assuming various shapes. In their never-ending pursuit of a good laugh, larabays have been known to employ their illusions to draw ships into precarious situations.

    Mari Lwyd 
Level: 11
Alignment: Chaotic Neutral
Size: Large

    Miengu 
Level: 11
Alignment: Neutral Good
Size: Medium

  • Spontaneous Weapon Creation: Miengus can form and shape the water around them into any simple or martial melee weapon. These weapons are made of pure water, magically solidified to the hardness of steel.

    Rabisu 
Level: 11
Alignment: Chaotic Evil
Size: Medium

  • Salt Solution: A handful of salt burns a rabisu as a flask of acid would. A line of salt placed across an aperture can largely prevent a rabisu from passing through that opening.

Level 12

    Banelight 
Level: 12
Alignment: Neutral Evil
Size: Medium

  • Light Is Not Good: Banelights are cruel fey who stalk mortals in the darkness and draw much of their power from light.
  • No-Sell: Banelights are immune to all spells and spell-like abilities that allow spell resistance except magic missile, maze, and their personal daylight.

    Bugul Noz 
Level: 12
Alignment: Chaotic Neutral
Size: Medium

  • Brown Note Being: Viewing the form of a bugul noz is said to tempt death, and backwoods villagers tell tales of wanderers found struck dead after merely glancing at one.

    Candlestone Courtier 
Level: 12
Alignment: Neutral Evil
Size: Medium

The emissaries of Queen Frilogarma and the Court of Ether in the Darklands.


  • Recurring Dreams: One who makes a bargain with a Candlestone courtier is cursed to be carried off in its dreams each night by the courtier to a never-ending fey ball that, while pleasant as often as not, persists until the bargain is ended.

    Gimmerling 
Level: 12
Alignment: Lawful Evil
Size: Small

  • Human Disguise: A typical gimmerling disguises itself as an endangered child to draw creatures close enough to rob.

    Rusalka 
Level: 12
Alignment: Neutral Evil
Size: Medium

  • Arch-Enemy: Rusalkas and riekanoys argue which of their kind came first: whether riekanoys are rusalkas gripped with a nonsensical urge to cavort, or whether rusalkas are riekanoys grown petty and nasty. The two virtually never get along and fight over riverine territories that overlap.
  • Art Evolution: Rusalkas were given a much more androgynous design during the transition from 1st to 2nd Edition.

    Ssumzili 
Level: 12
Alignment: Chaotic Evil
Size: Medium

  • Hunting the Most Dangerous Game: Ssumzilis are murderous fey that exult in the thrill of the hunt.
  • Stealth Expert: Ssumzilis are particularly adept at stalking prey in the rain and delight in approaching their quarry as closely as possible without being observed.

    Zephyr 
Level: 12
Alignment: Chaotic Neutral
Size: Large

  • An Ice Person: A blizzard zephyr's breath weapon is a cone that blasts enemies with snow and ice.
  • Shock and Awe: The common zephyr's breath weapon is a thunderous blast of wind.

Level 13

    Dalos 
Level: 13
Alignment: Chaotic Evil
Size: Huge

  • Magma Man: The dalos, which dwells within or near remote volcanoes and volcanic vents, can cause a volcanic explosion to erupt from its head. Whenever it bleeds, magma splashes from the open wound and sticks to nearby creatures.

    Kamaitachi 
Level: 13
Alignment: Chaotic Evil
Size: Medium

Fickle creatures that delight in causing pain.


  • Blade Below the Shoulder: Their legs each end in a curved, sickle-like metallic blade.
  • Flight: Since the sickles they have instead of feet are little use for walking, kamaitachi fly to get around.
  • Kamaitachi: They're a fairly direct adaptation of the mythical flying, blade-legged weasel, and are especially wicked and malicious in this incarnation.
  • Wicked Weasel: Fey in the shape of weasels that are as cruel, sadistic and vicious as they come.

    Millindemalion 
https://static.tvtropes.org/pmwiki/pub/images/millindemalion.png
Level: 13
Alignment: Neutral Evil
Size: Small

  • Clingy Costume: In battle, a millindemalion can quickly craft a mind-altering hat and toss it onto a target. The hat can't be removed before its effect expires and it falls to pieces.

Level 14

    Ankou 
https://static.tvtropes.org/pmwiki/pub/images/ankou.png
Level: 14
Alignment: Lawful Evil
Size: Large

Ankous are the servants of powerful fey nobles who rule with cold-iron fists, and whose subjects live in terror of a visit from the dark ones. They cannot permanently kill those of the First World, but they can make victims long for oblivion.


  • Me's a Crowd: An ankou can conjure up to four shadowy duplicates to aid in its attack.
  • Professional Killer: Ankous who have rebelled against their masters gather others to form deadly guilds of assassins.
  • Soft-Spoken Sadist: Ankous never speak aloud; when they feel the need to communicate at all, they do so in a telepathic whisper directly into a victim's mind.

    Shatterling 
Level: 14
Alignment: Chaotic Evil
Size: Small

  • Missing Reflection: A shatterling doesn't appear in reflective surfaces if it doesn't want to.

    Zana 
Level: 14
Alignment: Neutral Good
Size: Medium

  • Instant Armor: Zanas usually wear light clothing or no clothing at all, but can conjure forth armour with but a simple thought when necessary.
  • Sex Shifter: Zanas are both male and female and can shift from one gender to the other. Each zana has a unique identity in either form, but both forms have the same strength and skill.
  • Taken for Granite: A zana can petrify enemies with a single glance.

Level 15

    Marrmora 
Level: 15
Alignment: Neutral Evil
Size: Medium

  • The Blank: A marrmora's face is nearly featureless.
  • Energy Absorption: Marrmoras are healed, instead of harmed, by fire damage.
  • Pyromaniac: Marrmoras seek to ignite wildfires and feed upon the charred remains of those who died within.

Level 16

    Muse 
Level: 16
Alignment: Chaotic Good
Size: Medium

  • Magic Music: A muse incorporates solid music into her jewellery and clothing, granting her bonus hit points and AC.
  • The Muse: Incarnations of inspiration, muses rouse poets, musicians, and artists to greater works of beauty.

    Vilderavn 
https://static.tvtropes.org/pmwiki/pub/images/vilderavn.png
Level: 16
Alignment: Neutral Evil
Size: Medium

  • Black Knight: When a vilderavn assumes humanoid form, it fully garbed in black full plate that is almost part of its body.
  • The Corrupter: With historical knowledge and clever rumour-mongering, vilderavns push proud rulers into squabbles, feuds and ultimately wars. The vilderavn stays at the ruler's side until victory is within grasp, then exacts the cruel stroke of betrayal.
  • Human Disguise: Vilderavns can assume a humanoid guise suited to insinuate themselves into the retinues of boastful mortal rulers.
  • I Call It "Vera": Vilderavns have an unusual affection for their swords, often granting them threatening names.
  • Soul Eating: If a vilderavn kills a humanoid foe with a critical hit from its bite, it can tear out the victim's heart and consume its soul.

Level 17

    Alapolo 
Level: 17
Alignment: Chaotic Neutral
Size: Medium

  • Dark Is Not Evil: These shadow dancers aren't actively malevolent, but become petulant when others won't dance with them.

    Gumiho 
https://static.tvtropes.org/pmwiki/pub/images/gumiho.png
Level: 17
Alignment: Chaotic Evil
Size: Medium

  • Asian Fox Spirit: Based on the creature of the same name from Korean folklore, gumihos are legendary nine-tailed foxes who, when disguised in humanoid form, use charm and guile to lure prey deep into the forest before revealing their true form, tearing out their victim's throat and feasting on their liver.

    Tunche 
Level: 17
Alignment: Chaotic Neutral
Size: Huge

  • Mix-and-Match Critters: A tunche has twisted feline legs, a dense body resembling jungle undergrowth, clawed praying mantis-like arms, and a head resembling a cross between a spider and a jungle orchid. Although it has plant and animal features, a tunche is neither plant nor animal.

Level 18

    Erlking 
Level: 18
Alignment: Chaotic Neutral
Size: Medium

  • Monster Lord: Erlkings lead other fey to reclaim defiled lands. Most forest creatures acknowledge an erlking as king of the forest and arbiter in disputes between the people of the wilds.

    Minchgorm 
https://static.tvtropes.org/pmwiki/pub/images/minchgorm.png
Level: 18
Alignment: Neutral Evil
Size: Huge

  • Wicked Cultured: A minchgorm considers itself a creature of refined tastes, exhibiting a love of poetry and vocal performances. Solitary minchgorms often entertain themselves by staging elaborate recitals and productions cast entirely with their own simulacra.

    Nornhound 
Level: 18
Alignment: Lawful Neutral
Size: Gargantuan

  • Canis Major: Nornhounds are massive canines far bigger than any wolf in real life.
  • Time Master: A nornhound pack can combine their powers to affect the flow of time or even stop time outright in a small area.

Level 19

    Riekanoy 
Level: 19
Alignment: Neutral Evil
Size: Medium

  • Arch-Enemy: Rusalkas and riekanoys argue which of their kind came first: whether riekanoys are rusalkas gripped with a nonsensical urge to cavort, or whether rusalkas are riekanoys grown petty and nasty. The two virtually never get along and fight over riverine territories that overlap.

    Seilenos 
Level: 19
Alignment: Chaotic Neutral
Size: Medium

  • Fauns and Satyrs: They resemble hornless and portly middle-aged satyrs, and share their affinity for raw, passionate emotions, mind-altering substances and hedonism, and are popular among other fae creatures due to their skill as storytellers and at inciting revels and inflaming emotions. As such, they're commonly accompanied by groups of other fae creatures, including satyrs.

    Ta'apundo 
Level: 19
Alignment: Chaotic Neutral
Size: Huge

  • Transflormation: When struck by a non–cold iron metal object, the ta'apundo emits a jolt of magic into the object, transforming it into wood.

Level 20

    Norn 
https://static.tvtropes.org/pmwiki/pub/images/norn_9.png
Level: 20
Alignment: Lawful Neutral
Size: Large

  • The Hecate Sisters: Norns who visit the Universe often do so in triumvirates. Regardless of her appearance on the First World, when a norn becomes part of a triumvirate on the Universe, her apparent age shifts so that in each group, there always appears to be one young adult (Maiden), one middleaged (Mother), and one elder (Matriarch).
  • One-Gender Race: All norns are female.
  • Shear Menace: A norn's pair of shears can sever the threads of fate of an enemy.

    Whisperer 
https://static.tvtropes.org/pmwiki/pub/images/whisperer_pathfinder.png
Level: 20
Alignment: Neutral Evil
Size: Large

Otherworldly and alien fey who rule domains of primeval wilderness, to which they brook no intruders.


  • The Blank: They have only a pale glowing light where their face should be.
  • Combat Clairvoyance: How their Anticipation ability works, letting them add their Wisdom modifier to initiative and armor class.
  • Combat Tentacles: In combat a whisperer attacks with tendrils of mist that inflict, deep, bloodless, crater-shaped wounds.
  • Curse: Their Inescapable Curse makes the victim increasingly obsessed with the Primeval Landscape and unwilling to leave it. If forced to leave they become severely ill, doing their best to return to it and automatically teleporting back to where they were when they were first cursed if they ever fall asleep.
  • Death World: A whisperer's Primeval Landscape creates this on an area with a 5 mile radius. Animals and plant creatures become supernaturally hostile, nearly every sentient being that dies within it creates a haunt, and undead and evil fey run rampant, all while is slowly grinds down the minds of those within it. It's also all under the effect of a Grand Perilous Demesne, which creates a number of high CR hazards and traps.
  • Enchanted Forest: While whisperers can appear in any natural environment, like deserts or mountains, their various spells meant to work with plants and animals function best in forests.
  • Expy: Of Slenderman (though they also borrow from Algernon Blackwood's The Willows).
  • Fantastic Drug: Evil fey find a whisperer's alien presences euphoric.
  • The Fair Folk: One of the most alien and malevolent examples in the setting.
  • Flight: They have no movement except their fly speed.
  • Flunky Boss: Evil fey flock to whisperers and undead rise from their victims. Oftentimes these minions will be what fight any intruders, with them none the wiser to the whisperer's existence.
  • Green Thumb: They have multiple spell-like abilities to weaponize, communicate with, or move through plants.
  • Home Field Advantage: Within their Primeval Landscape, the whisperer rules supreme.
  • Humanoid Abomination: Humanoid in general appearance, but a ghostly figure that rules over a domain of madness and hostile wilderness. They also speak Aklo, an irregularity among fey.
  • "Instant Death" Radius: A whisperer has an Aura of Whisperers that forces those within it to save against the whisperer's Primeval Landscape once per round rather than once a day. That's a maximum of five failed saves before instant death, and even then that's if they encounter the whisperer before ever failing normally.
  • Intangible Man: A whisperer is incorporeal, meaning they're essentially intangible at all times.
  • I Work Alone: Whisperers never work together, though they may collect assorted undead and fey minions.
  • Manchurian Agent: They can cast triggered suggestion at will, which they enjoy using to spread grief and self-destruction. For example, a whisperer may command someone to break the heart of someone they love the next time they meet, then go drown themselves.
  • The Maze: All skill checks made to navigate within a whisperer's Primeval Landscape are increased by 20 and spells that offer guidance must beat a caster check or offer incorrect results that lure other deeper into the whisperer's grasp.
  • Mind over Matter: They can cast telekinesis at will.
  • Mind Rape: Being in a whisperer's Primeval Landscape is severely taxing on the sanity, requiring a Will save every day. After the first failure, ordinary things being to seem unsettling and ominous to you. After the second, the terrain around you seems to shift and warp while sounds are twisted into atonal parodies or blocked out by eerie whispering. After the third, hallucinations crowd out actual events and your perception bears little relationship to reality. After the fourth your body begins to suffer when autonomic processes begin to fail as pain and paranoia take hold. Failing the fifth immediately kills you as the metal stress finally causes your body to give out altogether.
  • Nightmare Sequence: Whisperers can cast both dream and nightmare at-will, and while the former is meant to deliver a message rather than a nightmare, the information a whisperer chooses to convey and the appearance they can make their dream messenger take lets it qualify.
  • Night of the Living Mooks: Due to the supernatural mental pressure a whisperer's Primeval Landscape creates, many creatures that die within it become undead and haunts are commonplace. Such undead are about the only things a whisperer doesn't attempt to destroy for trespassing.
  • Powers Do the Fighting: Whisperers rely on their various abilities to kill intruders without ever revealing themselves, and even in direct combat their attacks form from the mist around them rather than any direct means.
  • Psychic-Assisted Suicide: Their usual use of their Compel Sacrifice ability, which allows them to suggest self destructive actions in their suggestion spells without the Fighting from the Inside that such commands usually allow for.
  • Resurrective Immortality: When slain, a whisperer's Rejuvenate ability lets them reappear in their Primeval landscape at the next full moon. This can only be prevented by destroying the effect before they can return.
  • Stealth Expert: Besides their high Stealth bonus and spell-like abilities meant for quick repositioning, their Unsuspected ability means that when creatures save against a whisperer's bilities they don't even know they made a save unless there's clear visual evidence.
  • Wound That Will Not Heal: Its Cursed Wound ability creates these. Damage dealt by its mist tendrils doesn't heal naturally and resists magical healing.

Level 21

    Glaistig 
https://static.tvtropes.org/pmwiki/pub/images/glaistig_pathfinder.png
Level: 21
Mythic Rank: 10
Alignment: Chaotic Neutral
Size: Medium

Ancient, powerful and regal fey who watch over rural countrysides and wildernesses, providing their inhabitants with their formidable protection in exchange for reverence and offerings of food and drink.


  • Amazing Technicolor Population: Glaistigs usually have greenish skin.
  • Dishing Out Dirt: Glaistigs are creatures of the earth and exert a great deal of magical control over it, such as by blasting foes with jagged shards of stone, petrifying targets or summoning earth elementals; in particular, they tend towards the interpretation of elemental earth as including nature- and plant-based powers. Conversely, however, they lose access to much of their powers if lifted away from the ground, and air attacks suppress their normal health regeneration.
  • The Fair Folk: They are based on Scottish fairies, and particularly hearken back to Celtic fairy lore. They are immensely powerful but very fickle, and their presence is a double-edged blessing for those living in their lands. Glaistigs take under their protection vast territories of wilderness and rural land, and the people living in their territories enjoy their protection from outside threats and natural calamites in exchange for gifts of food, drink and craft. If a glaistig is offended, however — and they are easily offended, by anything from lack of proper appeasement to being told any sort of lie — she can and will scourge the land with hexes, curses and blights, and her presence alone is enough to incite people into frenzied, uncontrollable dancing.
  • Garden Garment: Glaistigs typically wear long, flowing robes, skirts and gowns woven out of leaves.
  • Monochromatic Eyes: Their eyes are solid yellow, with no pupils and no distinct irises and scleras.
  • One-Gender Race: They're always and exclusively female.
  • Spontaneous Weapon Creation: They can create temporary whips out of kinetic energy to use as weapons in combat.
  • Would Not Hurt A Child: They are often (incorrectly) thought to kill lost children. In reality they like kids, and usually just talk to them for a bit before sending them home unharmed.

    Spirit Turtle 
https://static.tvtropes.org/pmwiki/pub/images/spiritturtle.png
Level: 21
Alignment: Chaotic Good
Size: Gargantuan

  • Turtle Island: Spirit turtles often bear entire ecosystems on their shells.

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