Fiend Factory 5E. White Dwarf 31: The Daoine-Sidhe

Issue 31 The Daoine Sidhe


This issue has another Fiend Factory “mini-scenario” titled In Search of A Fool.

There’s something about the scenario, and the monsters, in this issue that really highlight how the game has progressed since the early days of White Dwarf.

The scenario involves the characters ending up searching for a an important figure for some mysterious fey – their Fool.

As the party pursue the trail of this mysterious otherworldly bard from place to place, they engage in a series of what are essentially role-playing encounters, including a lorelei willow, which they may mistake for the singing of the Fool, and some root gnomes (dendridi) who attempted, but failed, to capture the Fool. Along the way they piece together the idea that the Fool may be under the control of a mysterious female vampiric creature.

It’s a far cry from the “dungeon” monsters of old; all four creatures presented here have believable ecologies and folkloric connections, they are all multi-faceted and can (apart, perhaps, from the lorelei willow) be used as friends, foes, or somewhere in between. And the scenario itself is much more role-playing based and a lot less hack and slash.

Also of note is that all four entries are by familiar faces. 

The Leanan-Sidhe, from Craig Cartmell (who, I assume, is the CN Cartmell that gave us the Birch Spirit of Issue 28), is the keystone to the scenario. Based on Celtic myth, the Leanan-sidhe, or Fey Vampire, is a spirit that likes to “collect” musicians, especially Bards, using her charm abilities to hold them in thrall. Another interesting aspect of the creature is that she can hide in reflective surfaces, appearing in the reflection as a figure lurking behind the observer.



It’s only because such a creature appears at least twice more that I’m not converting her here – I’m saving that for one of the later entries; the third being in a scenario somewhere in the 60s where I’m not going. What I will probably do, though, is combine all three into one.

 



The Lorelei Willow is from regular contributor Roger E Moore.


Roger uses the Rhine legend of the siren Lorelei and combines it with Tolkien’s Old Man Willow and a sundew. It’s kind of an assassin vine with the power to imitate voices and sounds (although it’s not itself intelligent) as a form of lure. There’s lots of grappling fun to be had with this one as it uses loads of “branches” to entangle creatures, which can also be severed or broken like roper strands.

 



The Dendridi, or Root Gnomes, are by another regular, Phil Masters. 


They’re not massively different to the PHB Forest Gnomes, really. They are good at climbing, good at stealth, have a few druidic spell abilities affecting plants – I think one could easily make them another gnome subrace. And for that reason, that they are just a little too simple to convert, means that I won’t. Beside, Phil will have plenty of bites of the apple, believe me.

 




And so to the other central creature in the scenario, the Daoine Sidhe, pronounced (as far as I can fathom from Wikipedia’s Gaelic pronunciation guide) as “deena shee”. These guys are the classic faerie folk of Celtic mythology, the name meaning “barrow sidhe” or “mound sidhe”, or similar. They live under enchanted hills, sometimes capturing mortals to dance until they drop, or to live under the hill for one hundred years and a day, or sometimes leave one of their own to be raised as a changeling. Entities such as you’d find in stories like Poul Anderson’s “The Broken Sword”, or Mr Norrel and Jonathon Strange, or even (going back to Tolkien again) Smith of Wootton Major.

This entry is by Daniel Collerton, he of the flymen. And like he did with the Flymen, Daniel gives us copious notes for the daoine-sidhe.





Once again, Daniel makes me do a lot of work by giving several variants (I haven’t done the Changeling). The
Fool is described as only havingthe “playing ability” of a 17th level bard, so I’ve just added the inspiration and song –based class abilities, and not the spells, expertise and College-based abilities. I’ve done pretty much the reverse for the King and Queen, giving them the spellcasting powers of (respectively) a 9th level Druid and an 11th level Wizard, but not any of the other class powers. I made the King a little stronger and tougher than a base Sidhe, on the basis that he’s probably a protector of the Queen. Likewise his spell choices are a bit more physical and combative whereas hers are all to do with illusion and charm.

For the general attributes, a standard daine-sidhe is a 3 Hit Dice Medium fey, with only the Exceptional Intelligence and high Charisma noted. As insubstantial creatures I gave them a pretty average Strength and Constitution score, and a little higher in Dexterity as seems befitting a fey.

The vulnerabilities, and their usual insubstantial existence I had to produce whole cloth, but these weren’t too hard, since Daniel’s notes are so extensive. The same with their immortality and the True Age weakness (which I was tempted to leave out, but it adds more flavour). I added in that other fey and giants could interact with them normally. The fey seemed obvious; the giants so that they could wage war against trolls and giants like they do in, for example, The Broken Sword.

I made the group charm tougher than a regular charm person, so that the sidhe could enchant mortals into, for example, dancing themselves to exhaustion, as seems befitting of the legends. And finally I converted their psionic powers to innate spellcasting. Psionics don’t seem befitting of fey. However, coming up with spell equivalents was easy. I made the “minor disciplines” to be At Will powers, with the “major disciplines” as thrice per day.
All of which adds up to a bulky stat-block, but I think it nicely encapsulates the otherworldly flavour of the sidhe.

Daoine Sidhe

Medium fey, neutral

Armour Class 17 (chain shirt plus shield)

Hit Points 13 (3d8)

Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

12 (+1)

14 (+2)

10 (+0)

18 (+4)

16 (+3)

18 (+4)

Proficiency Bonus +2

Skills Insight +5, Perception +5, Performance +8, Stealth +4

Tool Proficiencies musical instrument (usually harp)

Senses passive Perception 15

Languages Common, Sylvan

Challenge 2 (450 XP)

Group Charm. Ten or more daoine sidhe acting in concert can cast a charm person spell, affecting all that can see and hear them within 30 feet of any single member of the group. A DC 14 Wisdom saving throw negates the effect, and if a person successfully saves they are immune to the Group Charm of all daoine sidhe for 24 hours. On a failed save, the target acts as if charmed by all the daoine sidhe from that particular group for 24 hours, at the end of which it can make another save to attempt to end the effect on itself. In this instance, even actions that harm the target do not provoke another saving throw.

Immortality. The daoine sidhe do not age, and are immune to disease.

Sidhe Existence. The daoine sidhe is insubstantial and cannot physically interact with any creature that is not a fey or a giant, except during certain times (dawn, dusk, the solstices and the equinoxes), in liminal spaces (seashores, marshes, crossroads) or if they choose to do so. Magic will affect them, and they can use their magic, when insubstantial.

Sidhe Vulnerabilities. The daoine sidhe take an extra 2 (1d4) damage from iron weapons. They can be turned as if undead, but cannot be destroyed. Holy water will affect them as if they were undead, and salt causes 2 (1d4) damage per pound if used as a thrown weapon, or if placed as a barrier.

True Age. Any creature able to determine the true age of the daoine sidhe is able to command it to do anything within its power. The daoine sidhe does not get a saving throw against this.

Innate Spellcasting. The daoine sidhe’s innate spellcasting ability is Charisma (save DC 14). It can innately cast the following spells without material components.

At will: detect evil and good, invisibility, speak with animals

3/day: shapechange, telepathic bond

ACTIONS

Silvered Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 5 (1d8 + 1) slashing damage.

Silvered Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one creature. Hit: 6 (1d8 + 2) piercing damage.

 

The doaine-sidhe Fool is a revered figure in their culture, the leader of the revels and keeper of their lore. Fools have the abilities of a high level bard, apart from spellcasting and College-specific powers.

Daoine Sidhe Fool

Medium fey, neutral

Armour Class 17 (chain shirt plus shield)

Hit Points 27 (6d8)

Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

12 (+1)

14 (+2)

10 (+0)

18 (+4)

16 (+3)

22 (+6)

Proficiency Bonus +2

Skills Insight +5, Perception +5, Performance +12, Stealth +4

Tool Proficiencies musical instrument (usually harp)

Senses passive Perception 15

Languages Common, Sylvan

Challenge 4 (1,100 XP)

Bardic Inspiration (6/day). The daoine sidhe can choose one creature, other than itself, within 60 feet that can hear it. That creature gains a Bardic Inspiration die, 1d12, that it can add to one ability check, attack roll or saving throw within the next 10 minutes.

Countercharm. The daoine sidhe can start a performance that lasts until the end of its next turn. During that time, the daoine sidhe and any allied creatures within 30 feet have advantage on saving throws against being frightened or charmed. This ends early if the daoine sidhe is incapacitated, silenced or voluntarily ends the performance.

Font of Inspiration. The daoine sidhe regains all uses of Bardic Inspiration during a short rest.

Group Charm. Ten or more daoine sidhe acting in concert can cast a charm person spell, affecting all that can see and hear them within 30 feet. A DC 14 Wisdom saving throw negates the effect, and if a person successfully saves they are immune to the Group Charm of daoine sidhe for 24 hours. On a failed save, the target acts as if charmed by all the daoine sidhe from that particular group for 24 hours, at the end of which it can make another save to attempt to end the effect on itself. In this instance, even actions that harm the target do not provoke another saving throw.

Immortality. The daoine sidhe do not age, and are immune to disease.

Sidhe Existence. The daoine sidhe is insubstantial and cannot physically interact with any creature that is not a fey or a giant, except during certain times (dawn, dusk, the solstices and the equinoxes) or if they choose to do so. Magic will affect them, and they can use their magic, when insubstantial.

Sidhe Vulnerabilities. The daoine sidhe take an extra 2 (1d4) damage from iron weapons. They can be turned as if undead, but cannot be destroyed. Holy water will affect them as if they were undead, and salt causes 2 (1d4) damage per pound if used as a thrown weapon, or if placed as a barrier.

Song of Rest. If any allies of the daoine sidhe expend a Hit Dice to regain hit points during a short rest, they can gain an additional 1d12 hit points if the daoine sidhe plays music during this period.

True Age. Any creature able to determine the true age of the daoine sidhe is able to command it to do anything within its power. The daoine sidhe does not get a saving throw against this.

Innate Spellcasting. The daoine sidhe’s innate spellcasting ability is Charisma (save DC 16). It can innately cast the following spells without material components.

At will: detect evil and good, invisibility, speak with animals

3/day: shapechange, telepathic bond

ACTIONS

Silvered Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 5 (1d8 + 1) slashing damage.

Silvered Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one creature. Hit: 6 (1d8 + 2) piercing damage.



The daoine-sidhe King is the ruler of summer and winter, and the protector of the Queen. He has the spellcasting powers of a 9th level Druid.

Daoine Sidhe King

Medium fey, neutral

Armour Class 17 (chain shirt plus shield)

Hit Points 33 (6d8 + 6)

Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

14 (+2)

14 (+2)

12 (+1)

18 (+4)

16 (+3)

20 (+5)

Proficiency Bonus +3

Skills Insight +6, Perception +6, Performance +11, Stealth +5

Tool Proficiencies musical instrument (usually harp)

Senses passive Perception 16

Languages Common, Sylvan

Challenge 7 (2,900 XP)

Group Charm. Ten or more daoine sidhe acting in concert can cast a charm person spell, affecting all that can see and hear them within 30 feet. A DC 14 Wisdom saving throw negates the effect, and if a person successfully saves they are immune to the Group Charm of daoine sidhe for 24 hours. On a failed save, the target acts as if charmed by all the daoine sidhe from that particular group for 24 hours, at the end of which it can make another save to attempt to end the effect on itself. In this instance, even actions that harm the target do not provoke another saving throw.

Immortality. The daoine sidhe do not age, and are immune to disease.

Sidhe Existence. The daoine sidhe is insubstantial and cannot physically interact with any creature that is not a fey or a giant, except during certain times (dawn, dusk, the solstices and the equinoxes) or if they choose to do so. Magic will affect them, and they can use their magic, when insubstantial.

Sidhe Vulnerabilities. The daoine sidhe take an extra 2 (1d4) damage from iron weapons. They can be turned as if undead, but cannot be destroyed. Holy water will affect them as if they were undead, and salt causes 2 (1d4) damage per pound if used as a thrown weapon, or if placed as a barrier.

True Age. Any creature able to determine the true age of the daoine sidhe is able to command it to do anything within its power. The daoine sidhe does not get a saving throw against this.

Innate Spellcasting. The daoine sidhe’s innate spellcasting ability is Charisma (save DC 16). It can innately cast the following spells without material components.

At will: detect evil and good, invisibility, speak with animals

3/day: shapechange, telepathic bond

Spellcasting. The daoine sidhe is a 9th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The daoine sidhe knows the following druid spells:

Cantrips (at will): druidcraft, guidance, resistance

1st level (4 slots): cure wounds, detect magic, faerie fire, goodberry

2nd level (3 slots): enhance ability, flame blade, moonbeam, pass without trace*

3rd level (3 slots): call lightning, daylight*, dispel magic, haste*, sleet storm

4th level (2 slots): confusion, divination*, freedom of movement*, wall of fire

5th level (1 slot): dream*, geas, insect plague*

ACTIONS

Silvered Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d8 + 2) slashing damage.

Silvered Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one creature. Hit: 6 (1d8 + 2) piercing damage.



The daoine-sidhe Queen rules alongside her husband as co-regent, mistress of spring and autumn. She has the spellcasting abilities of an 11th level wizard.

Daoine Sidhe Queen

Medium fey, neutral

Armour Class 17 (chain shirt plus shield)

Hit Points 27 (6d8)

Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

12 (+1)

14 (+2)

10 (+0)

20 (+5)

16 (+3)

24 (+7)

Proficiency Bonus +4

Skills Insight +7, Perception +7, Performance +15, Stealth +6

Tool Proficiencies musical instrument (usually harp)

Senses passive Perception 17

Languages Common, Sylvan

Challenge 9 (,000 XP)

Group Charm. Ten or more daoine sidhe acting in concert can cast a charm person spell, affecting all that can see and hear them within 30 feet. A DC 14 Wisdom saving throw negates the effect, and if a person successfully saves they are immune to the Group Charm of daoine sidhe for 24 hours. On a failed save, the target acts as if charmed by all the daoine sidhe from that particular group for 24 hours, at the end of which it can make another save to attempt to end the effect on itself. In this instance, even actions that harm the target do not provoke another saving throw.

Immortality. The daoine sidhe do not age, and are immune to disease.

Sidhe Existence. The daoine sidhe is insubstantial and cannot physically interact with any creature that is not a fey or a giant, except during certain times (dawn, dusk, the solstices and the equinoxes) or if they choose to do so. Magic will affect them, and they can use their magic, when insubstantial.

Sidhe Vulnerabilities. The daoine sidhe take an extra 2 (1d4) damage from iron weapons. They can be turned as if undead, but cannot be destroyed. Holy water will affect them as if they were undead, and salt causes 2 (1d4) damage per pound if used as a thrown weapon, or if placed as a barrier.

True Age. Any creature able to determine the true age of the daoine sidhe is able to command it to do anything within its power. The daoine sidhe does not get a saving throw against this.

Innate Spellcasting. The daoine sidhe’s innate spellcasting ability is Charisma (save DC 19). It can innately cast the following spells without material components.

At will: detect evil and good, invisibility, speak with animals

3/day: shapechange, telepathic bond

Spellcasting. The daoine sidhe is an 11th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17,+9 to hit with spell attacks). The daoine sidhe knows the following wizard spells:

Cantrips (at will): dancing lights, fire bolt, mage hand, minor illusion, prestidigitation

1st level (4 slots): charm person, hideous laughter, protection from evil and good, sleep

2nd level (3 slots): detect thoughts, see invisibility, suggestion

3rd level (3 slots): clairvoyance, hypnotic pattern, phantom steed

4th level (3 slots): arcane eye, hallucinatory terrain, phantasmal killer

5th level (2 slot): modify memory, seeming

6th level (1 slot): irresistible dance

ACTIONS

Silvered Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d8 + 1) slashing damage.

Silvered Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one creature. Hit: 6 (1d8 + 2) piercing damage.

 

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