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Seelie Creature (CR +1)

Hidden from sight in forests and fields are the domains of and doorways to Fey Realms. Normal creatures dwelling in such green places often pass right through the domain of the Seelie Court without suspecting that seelie creatures watch and follow their every move. Circles of stones or rings of mushrooms serve as signposts for the seelie creatures that walk in the lands of mortal creatures, and the appearance of such signs might hint that seelie creatures live nearby.

A seelie creature appears superficially similar to a normal creature, but careful observation reveals that it has a lighter step and sleeker form than a normal creature of its kind. Sometimes a seelie creature can be distinguished by the fact that it carries or wears a strange flower from the Fey Realms.

Creating a Seelie Creature

Seelie” is an inherited or acquired template that can be added to any living, intelligent, non-evil creature or creatures that have lost the unseelie template by becoming a creature of good alignment (referred to hereafter as the base creature).

A seelie creature uses all the base creature’s statistics and special abilities except as noted here.

Challenge Rating: Same as the base creature +1.

Alignment: Any non-evil.

Type: The creature gains the extraplanar subtype.

Senses: A seelie creature gains low-light vision and the following.

Seelie Sight (Ex)

Seelie creature can identify a seelie or unseelie creature on sight, regardless of mundane or magical disguise effects. Additionally, a seelie creature can see any other creature in a faerie walk state (see Faerie Walk, below). Effects that prevent the seelie creature from seeing an unseelie creature (such as invisibility) block seelie sight.

Defensive Abilities: A seelie creature gains DR 5/cold iron or silver.

Spell-like Abilities: A seelie creature gains the following spell-like abilities. Caster level is equal to seelie creature’s total Hit Dice. The save DCs are Charisma-based.

3/daydancing lights, ghost sound, silent image, speak with animals, speak with plants
1/dayalter self, magic mouth, plane shift (to and from the Fey Realms only), quench, sleep

Abilities: Dex +4, Wis +2, Cha +4.

Skills: A seelie creature gains a +4 luck bonus on Perception checks and a +4 racial bonus on Heal, Survival, and Knowledge (nature) checks. Knowledge (nature) is a class skill for a seelie creature, and they can use the skill untrained.

Languages: If the seelie creature can speak or understand languages, it gains the ability to speak Sylvan in addition to any other languages the base creature knows.

Special Qualities: The seelie creature retains all the base creature’s special qualities and gains those described here.

Charmed Life (Ex)

A seelie creature gains a +4 luck bonus on all saves against figment-based illusions and compulsion effects.

Faerie Walk (Su)

At will as a full-round action in an untouched or uncultivated natural environment at least an acre in area, a seelie creature can enter a state similar to becoming ethereal as per the ethereal jaunt spell. However, the seelie creature is not on the Ethereal Plane, but coexisting on the plane of the Fey Realms and the Material. It can remain in this state for as long as it wishes, so long as it remains in an untouched natural environment, and it can return to the Material Plane as a free action. A seelie creature using its faerie walk power cannot enter structures on the Material Plane that were not built by a seelie creature, nor can they pass beyond the uncultivated natural environment. A seelie creature that crosses into such forbidden areas while in its faerie walk state immediately becomes tangible on the Material Plane. In addition, a seelie creature that willingly crosses such a boundary while undergoing a faerie walk loses the ability to use faerie walk for 1 week.

A seelie creature can use its faerie walk ability to bring another willing creature or a creature affected by its sleep spell to a faerie walk state. The creature is subject to the same constraints of movement as the seelie creature, becoming material and losing the ability to travel to the Fey Realms with a seelie or unseelie creature for 1 week should it voluntarily cross the boundaries prohibited by the faerie walk ability. In addition, the creature remains in its ethereal-like state for only as long as the seelie creature does, or until the seelie creature decides to send it back to the Material Plane.

A seelie creature cannot use this ability in an area claimed by an unseelie creature or under the effects of an unhallow spell or similar magic. Magic circle spells also prevent the use of faerie walk if the seelie’s alignment has a component of the alignment the magic circle is protecting against.

Feyblood (Ex)

If the base creature is not of the fey type, the seelie creature is considered both a fey creature and a creature of its normal type for the purpose of spells, abilities, and effects that affect those types. If its type renders it immune to any effect that would normally affect a fey creature, it remains immune unless the effect specifically targets creatures of the fey type. In addition, the seelie creature may use magic items with racially specific qualities as though it were of the fey type.

Seelie Pact (Ex)

A seelie creature that becomes evil loses the seelie template and gains the unseelie template.

Environment: Any natural environment and the Fey Realms.

Section 15: Copyright Notice

Advanced Bestiary, Copyright 2014, Green Ronin Publishing, LLC; Author Jeff Hersh, Developer Owen K.C. Stephens