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ost adventurers have, at one time
or another, caught a fleeting
glimpse of the fairy-folk, the sprites
and pixies and brownies who love to
frolic in green places—and occasionally
tweak the noses of more serious folk.
These wee folk are magical creatures
who may even have inhabited the world
before humans. They are protectors of
secrets and mysteries, and they might
have things to tell even the most sea-
soned adventurer. Fairies can often
inform PCs of news of the magical com-
munity and locations of treasure hoards.
Greenfellow Rogues (as presented in
DRAGON® Magazine issue #237) have the
best chance of gaining the favor of the
wee folk, but practically any good-
aligned adventurer may find allies
among them—if the hero can endure
their mischievous antics.
While most of the wee people are
good-hearted, some have turned to evil.
The quicklings and the spriggans of the
world probably meddled with magic too
powerful to control and are now a threat
to everyone who blunders into them.
Woe to the hero who mistakes one of
these wicked little terrors for a benign
fairy.
The Little People are enigmas, shy
and reclusive. Sometimes, however, they
may come out of hiding to spice up an
adventure. Presented here are four new
types of these fairies, to liven any hero’s
day.

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Boggart
CLIMATE/TERRAIN: Temperate/Urban
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET: Omnivorous
INTELLIGENCE: Very (11-12)
TREASURE: F
ALIGNMENT Lawful Good
NO. APPEARING: 1
ARMOR CLASS: 2
MOVEMENT: 12
HIT DICE: 1
THAC0: 20
NO. OF ATTACKS: 0
DAMAGE/ATTACK: n/a
SPECIAL ATTACKS: Spells
SPECIAL DEFENSES: Invisibility
MAGIC RESISTANCE: 10%
SIZE: T (1’ tall)
MORALE: Steady (11-12)
XP VALUE: 270

Boggarts are tiny, helpful cousins to brownies who live in


extremely old buildings. They much prefer inhabited homes to
abandoned structures.
Boggarts are invisible to all but the most innocent of
humans. These are usually children, but occasionally a very
good paladin or lawful good priest can see them. Those who have been known to play with young children, but they vanish
have viewed boggarts describe them as funny little men with when a disbelieving adult is near.
big noses and colorful clothes. Boggarts speak the common Boggarts never accept payment for their help, though if
tongue as well as the languages of elves and brownies. someone leaves out small scraps of food for them, they gladly
gobble it up.
Combat: Boggarts shun fighting, and they hate evil creatures. Boggarts are usually solitary, though every month at the
When one enters their home, they use their spell night of the full moon, dozens—or even hundreds—of boggarts
abilities to torment the creature in hopes of driving it away. gather in one area for a big festival. Very few mortals have seen
Boggart pranks may include making an offending creature’s these merry occurrences, and those who have tell that strange
hair grow, turning it green, or making it trip over the furniture. secrets can be gleaned from them.
Boggarts have several spell-like powers to help them with
their jokes. At will they can use faerie fire, ventriloquism, dimen- Ecology: Boggarts are primarily vegetarians, though they may
sion door, audible glamer, cantrip, and telekinesis (50 Ibs.). As eat sausages and smoked meats at their festivals.
noted, they are invisible to most creatures, and only detection Boggarts don’t hoard wealth, but some may have a small
spells can reveal their presence. amount of treasure collected over the years. A boggart may be
Anyone who is cowardly enough actually to kill a boggart convinced to give up his treasure if
becomes the recipient of a debilitating curse of the DM’s design. he’s sure it will go to a worthy
This may be lifted only by a remove curse
spell by a caster of no less than 12th level.
Boggarts have a particular weakness:
they are frightened by loud noises, which
cause them to make a Morale check or
flee.
Those who can communicate with
boggarts find them a great source of infor-
mation. Assume that any boggart is 50%
likely to know any fact about the area in
which they live, 80% if that knowledge
involves other fairies.

Habitat/Society: Boggarts are helpful


creatures who live in houses belong-
ing to very good people, helping out
with chores and such after the
family goes to bed. They also

DRAGON #239 49
Clurichaun
CLIMATE/TERRAIN: Any Urban
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Wine
INTELLIGENCE: None
TREASURE: See below
ALIGNMENT: Chaotic (50% Neutral, 25% Good,
25% Evil)
NO. APPEARING: 1
ARMOR CLASS: 4
MOVEMENT: 12
HIT DICE: 3
THAC0: 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon
SPECIAL ATTACKS: Control liquids
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 30%
SIZE: T (2’ tall)
MORALE: Average (8-10)
XP VALUE:

Clurichauns are relatives of leprechauns. They are spirits who


inhabit wine cellars of inns and other such establishments. They
are mischievous little creatures who love nothing more than
fine wine. They appear as tiny elves dressed like innkeepers.
Regardless, a clurichaun can become nasty when drunk. It
Combat: When forced into melee, a clurichaun uses small smashes bottles, scares pets, and makes a general mess of
weapons, usually daggers; however, clurichauns have a much things. More than one innkeeper has hired adventurers as
more dangerous ability. Clurichauns can control up to 10 gal- clurichaun-exterminators.
lons of any liquid (usually wine) through telekinesis. In doing so,
they can make bottles squirt fluid with the force of a decanter of Ecology: A clurichaun lives entirely on wine, of any style or vin-
endless water. They can also create wine or water twice per day (as tage. They don’t drink to excess, taking only about a bottle a
the create water spell). If hard pressed, a clurichaun can create a week, though individual clurichauns have been known to drink
watery double, once per day, but using wine rather than water. heavily.
Clurichauns collect no treasure, though all of them know the
Habitat/Society: A clurichaun’s behavior depends mostly on its location of great riches, or at least interesting rumors of treasure
alignment. A good-aligned clurichaun may help an innkeeper hoards. Naturally, these caches are often well guarded by pow-
by making sure spigots are tightened and no wine is wasted. An erful monsters—a fact a clurichaun conveniently leaves out if
evil clurichaun might slurp up all the supplies, forcing the inn- interrogated rather than questioned politely.
keeper out of business.

./ #$%&$'($)* +,,-
Leprechaun, Wicked

CLIMATE/TERRAIN: Dense forests


FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET: Omnivore (see below)
INTELLIGENCE: Exceptional (15-16)
TREASURE: F
ALIGNMENT: Neutral Evil
NO. APPEARING: 1
ARMOR CLASS: 7
MOVEMENT: 15
HIT DICE: 1
THACO: 20
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 80%
SIZE: T (2’ tall)
MORALE: Elite (14)
XP VALUE: 420

Wicked leprechauns are probably the result of the same form of


evil magics that turned a race of brownies into quicklings. While
these creatures were once playful and mischievous, they are
now vile, deadly monsters.
Wicked leprechauns appear similar to thelr more common kin, Wicked leprechauns can communicate with hornets, wasps,
but they always wear black and gray, disdaining the colorful garb and similar insects. They often send the pests to torment
of their relatives. They inhabit haunted forests and glens. humans and horses. They can also command a single giant
insect of this type, often using one for a mount,
Combat: Wicked leprechauns flght wlth pixie-sized daggers,
garrotes and stilettos when they choose to reveal themselves, Habitat/Society: Wicked leprechauns aren’t a normal part of
Lacking any type of honor, they often poison these weapons fairy-kind and often disrupt ecosystems instead of filling a place
with various venoms. in them.
These creatures possess most powers of the normal lep- These creatures get along with other evil fairies, such as
rechaun. They can turn invisible, polymorph nonliving objects, quicklings and spriggans.
create illusions, and use ventriloquism as often as they like. They
often use these powers to set deadly traps for victims. For Ecology: Wicked leprechauns eat normal food, but instead of
example, one might wait at a bridge for someone to cross, and savoring wine, they have the habit of drinking the blood of
then turn the rungs into sand, sending the victims plummeting. their victims.
They cannot, however, grant wishes or enact Leprechaun Law These fairies are, If anything, even greedier than normal
(teleporting victims away). leprechauns, and they hoard large amounts of treasure.
Once per turn, a wicked leprechaun can cast an evil grin
spell that duplicates the
effects of a scare spell.
Once per day he can
cast Tasha's uncon-
trollable hideous
laughter on 1-4
victims.

.0 #$%&$'($)* +,,-
Leshy
CLIMATE/TERRAIN: Any large forest
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
D I E T : Herbivore
INTELLIGENCE: Genius (17-18)
TREASURE: M (x10)
ALIGNMENT: Neutral Good
NO.APPEARING: 1
ARMOR CLASS: 5
MOVEMENT: 12
H I T D I C E : 8
THAC0: 12
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon + possible Str bonus
SPECIAL ATTACKS: Spells
SPECIAL DEFENSES.’ Spells
MAGIC RESISTANCE: 40%
SIZE: Varies
MORALE: Champion (15)
XP VALUE: 2,000

Leshies are magical protectors of old and ancient forests. There,


is always only one leshy per forest, and they can never go more
than 100’ from their domain, as they are tied to it as a dryad is
bound to her tree.
Leshies look comical, appearing as young elflike men in
green and red clothes. Their coats are always buttoned wrong,
and their shoes are always on the wrong feet. I
A leshy’s size depends on where he is in his forest. At the for- Habitat/Society: Leshies are protectors who act in maintenance
est edge, he is tiny, merely 1’ tall. In the forests center, he is as and defense of their forests at all costs. A leshy will die if his for-
tall as a hill giant and has the Strength to match. In between, his est is destroyed (a rare event, as they inhabit only the largest of
size varies; the closer to the center, the bigger he is. forests).
Leshies know every detail of the forest they inhabit and may
Combat: A leshy can blend in with his surroundings by standing make excellent guides if they can be persuaded. Leshies help
perfectly still, effectively invisible. A druid or ranger has a 5% only good creatures and drive away any evil ones.
chance per level of spotting a leshy. It is impossible to surprise
one. Ecology: Leshies can live to be 1,000 years old, retaining a
Leshies do not normally carry weapons. They may, at their youthful appearance throughout their lives. If one dies, a new
largest size, use tree trunks as clubs, inflicting double club dam- one appears by some unknown occurrence.
age plus the Strength bonus (2d6 + 7 hp damage). They may Leshies are vegetarians, subsisting primarily on berries, fruit,
also, at this size, hurl rocks up to 200 yards for 2d8 hp damage, roots, and tubers.
as a hill giant. They rarely use this attack, however, as they con- Gold and silver have no value to leshies, but they often keep
sider it barbaric. small amounts of wealth to use for bartering purposes.
Leshies have the spellcasting ability of a 12th-level druid.
They prefer spells dealing with plants. They can also call
woodland beings once a day, calling creatures who fight to
the best of their ability.
Also, no good- or
neutral-aligned for-
est creature will
ever harm a leshy.

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