K05

Fairy Glade
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Scout: the forest here is full and lush. while it may be a bit harder to move through, it shouldn’t hinder your team in any real way.

Two small low CR fairies in the area have taken to pranking the PCs as they explore this section of the forest. As the pranks continue, a DC 15 Knowledge (nature) check is enough to confirm that the pranks are likely caused by mischievous fey creatures. A PC who wishes to make contact with these unseen tricksters can try to stay alert and catch one in the act of pulling a prank (a difficult task for low-level PCs), but the successful Knowledge (nature) check also reveals that trickster fey can often be befriended with bribes. If the fey are attacked, they retreat and call their nymph friend into combat to ambush the PCs later at night. The fey start by throwing acorns at the PCs from the treetops, stealthed and invisible, targeting the PC with the most armor. After a solid minute of pelting, the acorns cease. A few minutes later, the PC’s are subjected to the breath weapon of a Fairy Dragon (Breath Weapon (Su) 5-foot cone, euphoria for 1d6 rounds, DC 12 Fortitude negates. Affected creatures are staggered, sickened,and immune to fear effects for the duration of the euphoria. A faerie dragon can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.). Finally, the fae steal an object off of the PCs (preferably something with fluff value but little cost like a holy symbol). If the PCs still do not retaliate or attempt to communicate they are harassed all night should they choose to rest in this hex, do not recieve a full nights rest, and awaken fatigued however in the morning they find the object returned (offer them a DC 12 Wisdom check to forsee this outcome). Should the fae be befriended, they are willing to point the PCs to the hex of another party of adventurers so long as one exists within the forest area or reveal the nature of the encounters in hexes L02K02K03L03K04L04 and J04. Should they be attacked, the Nymph below interupts the PCs rest with Summon Natures Ally IV and V instead, escaping with dimension door and tree shape as necessary, and continues to do so until they exit the forest.


Nymph
A delicate figure rises from the water, her long ears tapering to points above her head, her beauty painful in its perfection.
Nymph
CR 7
XP 3,200
CG Medium fey
Init 5; Senses low-light vision; Perception +14
Aura blinding beauty (30 ft., DC 21)
DEFENSE
AC 23, touch 23, flat-footed 17 (
7 deflection, 5 Dex, +1 dodge)
hp 72 (10d6
32)
Fort +13, Ref +18, Will +16
DR 10/cold iron
OFFENSE
Speed 30 ft., swim 20 ft.
Melee mwk dagger +10 (1d4/19–20)
Special Attacks stunning glance
Spell-Like Abilities (CL 8th)
1/day—dimension door
Spells Prepared (CL 7th)
5th-Summon Nature’s Ally V
4th—summon nature’s ally IV, Widened Entangle
3rd—call lightning (DC 16), cure moderate wounds, water breathing, Summon Nature’s Ally III
2nd—barkskin, flame blade, resist energy, tree shape
1st—charm animal (DC 14), endure elements, entangle (DC 14), obscuring mist, produce flame
0—detect magic, guidance, light, stabilize
STATISTICS
Str 10, Dex 21, Con 18, Int 16, Wis 17, Cha 25
Base Atk +4; CMB +9; CMD 27
Feats Agile Maneuvers, Combat Casting, Dodge, Widen Spell, Weapon Finesse
Skills Diplomacy +18, Escape Artist +16, Handle Animal +15, Heal +11, Knowledge (nature) +14, Perception +14, Sense Motive +14, Stealth +16, Swim +19
Languages Common, Sylvan
SQ inspiration, unearthly grace, wild empathy +21
SPECIAL ABILITIES
Blinding Beauty (Su)

This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 21 Fortitude save or be blinded permanently. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.
Inspiration (Su)

A nymph can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection (typically a lock of her hair). As long as the nymph retains her favor for this creature and as long as the creature carries the nymph’s token, the creature gains a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks. A bard who has a nymph for a muse in this way can use his bardic performance for an additional number of rounds per day equal to his nymph muse’s Charisma modifier. The nymph retains a link to her token and its carrier as if she had cast a status spell on the carrier. The nymph can end this effect at any time as a free action. A single nymph may only inspire one creature at a time in this manner.
Spells (Su)

A nymph casts spells as a 7th-level druid, but cannot swap out prepared spells to cast summon spells.
Stunning Glance (Su)

As a standard action, a nymph can stun a creature within 30 feet with a look. The target must succeed on a DC 21 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.
Unearthly Grace (Su)

A nymph adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.
Wild Empathy (Su)

This works like the druid’s wild empathy class feature, except the nymph has a +6 racial bonus on the check. The nymph’s effective druid level is equal to her HD for determining her total modifer to the check.

K05

Totally Not GG KeenanJones