When writing Hubris I was very inspired by Mike Mignola and his take of fae and fairies in Hellboy and wanted to channel that in to the Court of Delirium. Another area that I took inspiration from was Jim Butcher’s Dresden Files books (good stuff). Movie wise I was inspired by Pan’s Labyrinth, Jim Henson’s Labyrinth, and the fae court in Hellboy 2.
I also to stay true to the DCC philosophy of not burdening a book with too many versions of the same creature. I scanned through various monster manuals for fae and jotted down notes on powers, abilities, physical descriptions, etc. and made the charts shown below (as DCC did with demons, and I used for Fallen Angels). I like this approach because rather than having super long winded descriptions about each and every one with long lists of powers and abilities, it can all be done right here.
Anyways enjoy and feel free to leave feedback.
Fae of the Court of Delirium
The fae of the Weeping Forest of Forgotten Memories are as varied in their temperament and abilities as they are in appearance. Most fae belong to the Court of Delirium, loyal to He Who Wears the Yowling Crown; king of the fae.
Fae will strike deals with mortals, but the cost can be more than mortal foresaw or bartered for. Some are playful tricksters that enjoy hoodwinking mortals, others shy away from the greedy leering eye of outsiders, while others have no tolerance the mortal races and show extreme resistance to them entering the forest.
Years ago several fae became corrupted by Hubris and became the Wretched. Krampus, the leader of the Wretched, attempted to gain the Yowling Crown for himself, but was thwarted and banished from the forest. Now Krampus and his Wretched wander the Great Plains of Unbidden Sorrow causing havoc and despair to all those they come across. Still Krampus yearns for the Yowling Crown and will stop at nothing to become the king of the fae.
Fae can be any alignment.
|Fae Rank||Abilities||Immunities||Vulnerabilities||Crit Range|
|Rank I||Low-light vision 30’, Animal Summoning (DCC, pg 129) (+2 check), talk to nature, 1 extraordinary power||Half damage from non-magical weapons||3d2||20|
|Rank II||Low-light vision 50’, Animal Summoning (DCC, pg 129) (+4 check), talk to nature, 1d3 extraordinary powers||Immune to non-magical weapons or natural attacks from creatures of 2 HD or less.||2d2||20|
|Rank III||Low-light vision 60’, Animal Summoning (DCC, pg 129) (+8 check), talk to nature, 1d5 extraordinary powers||Immune to non-magical weapons or natural attacks from creatures of 3 HD or less.||1d4||19-20|
|Rank IV||Low-light vision 80’, Animal Summoning (DCC, pg 129) (+12 check), talk to nature, 2d3 extraordinary powers||Immune to weapons of +2 enchantment or natural attacks from creatures of 4 HD or less. Natural animals must make a DC 16 Will save to attack the fae.||1d2||18-20|
|Rank V||Low-light vision 120’, Animal Summoning (DCC, pg 129) (+18 check), talk to nature, 2d3 +2 extraordinary powers||Immune to weapons of +3 enchantment or natural attacks from creatures of 5 HD or less. Natural animals will not attack the fae.||None||17-20|
|Fae Statistics by Rank|
|Rank||HD||AC||Attack Modifier||Target DCs for special attacks|
|I||1-2||9-13||+1 to +3||8-12|
|II||3-5||10-14||+3 to +6||12-14|
|III||5-7||13-16||+5 to +10||14-18|
|IV||7-10||15-20||+8 to +15||18-20|
|V||10-20||17-22||+12 to +18||22-24|
1) Goat legs and ram horns
2) Fat belly, covered in thick coarse hair, jolly laugh
3) Humanoid; Extremely beautiful
4) Human appearance with animalistic eyes
5) Anthropomorphic animal
6) Pixie Wings (fly 20’), tiny stature
7) Wings (fly 30’)
8) Humanoid with bark-like skin
9) Flowers grow where fae walks
10) Small goat horns
11) Ram horns
12) Blue skin and completely bald
13) Human body with animal head
14) Animal with super intelligence and ability of speech
15) Body covered in bubbles and glitter
16) Pink skin and purple hair
17) Sentient tree with a trunk that can split apart to become legs
18) Finely chiseled features, as if sculpted, with long pointy ears
19) Human looking with white hair and golden eyes; intricate ritual scarring of the history of nature all over body
20) Covered in red and orange hair. Ability to pull their body apart and use parts in games of play. Loves dancing and sing.
|1||See in the dark||See in dark (even magical) to a distance same as fae’s low-light|
|2||Spells||Can cast 1d5 + rank of the following spells with a 5 + rank check: (1) Cantrip (DCC, 130), (2) Charm Person (DCC, 131), (3) Color Spray (DCC, 134), (4) Darkness* (DCC, 258), (5) Sleep (DCC, 155), (6) Ventriloquism (DCC, 158), (7) Invisibility (DCC, 172), (8) Invisible Companion (DCC, 173), (9) Mirror Image (DCC, 182), (10) Phantasm (DCC, 187), (11) Scare (DCC, 191), (12) Dispel Magic (DCC, 208), (13) Gust of Wind (DCC, 219), (14) Paralysis (DCC, 264)|
|3||Darkness||Can cast the Darkness spell (DCC, 258) with a 10 + rank check|
|4||Illusions||Can cast Cantrip (DCC, 130) with a 15 + rank check|
|5||Plant control||Ability to control small plants to do fae’s bidding (attack, grapple, etc)|
|6||Change appearance||Can cast Polymorph with a 10 + rank check|
|7||Tree meld||A fae can meld into a tree and appear in any other tree in the forest as a movement action|
|8||Forest stride||While in the forest the fae moves at 40’/rnd and is not hindered by thorns, brambles, or thick underbrush|
|9||Grow large claws||The fae is able to grow claws that do 2d3 damage|
|10||Charm person||Can cast Charm Person (DCC, 131) with a 10 + rank check|
|11||Insect affinity||The fae is able to get insects (any size) to do their bidding. Insects must succeed a DC 18 Will save to attack the fae|
|12||Stunning glance||The glance of the fae freezes those their gaze falls upon. The target is frozen until they succeed at a DC 16 Will save|
|13||Enchanted arrows||A target hit with a fae’s arrows is 1) petrified; 2) slow (-4 initiative, MV 10’); 3) charmed; 4) in love with first person they see; 5) asleep; 6) hallucinating|
|14||Animate trees||The fae can animate any tree within 180’. The tree will uproot itself within 1 round and fights for the fae. +2 attack branches (x4) 1d8 damage; AC 16; HD 3d6; MV 10’|
|15||Speed||The fae is fast. Increase speed by 20’, +4 initiative and Reflex saves|
|16||Telepathy||The fae can communicate with any creature in a 180’ radius with their mind. Target must succeed a DC 12 + fae’s rank to avoid having the fae read their mind|
|1||1) Cold iron; 2) steel; 3) silver||Takes extra 2d3 damage|
|2||Unholy creature||Suffers -4 to Will saves to be turned by a cleric (who can turn fae)|
|3||Rooted||The fae lives in a sacred tree and must remain within a certain distance of it: 1) 50’; 2) 100’; 3) 500’; 4) 1 mile|
|4||Habit||The fae has a habit such as always speaking in rhyme, needing to kidnap sleeping children from a local village, be out only at night, dance naked under the full moon, etc.|
|5||Ritual||The fae can be bound by a ritual. They can either be made a slave or bound in a prison-like state. The full name of the fae must be known and 100 x fae’s rank in gold must be spent. The ritual takes 24 hours to cast and a successful check must be made: Rank 1- DC 12; Rank 2- DC 15; Rank 3- DC 20; Rank 4- DC 22; Rank 5- DC 25|
|6||Salt||A line of salt creates an impassable barrier for the fae. A fae surrounded by salt is imprisoned until the salt is disturbed and the circle is broken. Salt thrown in the fae’s face stuns them for 1d5 rounds (no save)|
|7||Fire||Fire does an additional 1d6 damage. The fae catches on fire in a 2 in 6 chance rather than 1 in 6|
|8||Weak resistance||The fae suffers -2 to Fortitude, Reflex and Will saves|
Bumblepan, Hinkletink, Skrunkle, Ramble, and Nittlebonk- the Grove Guardians (rank 2 fae): Init +3; Atk club +5 melee (1d6), shortbow +5 ranged (1d6), AC 14; HD 4d6; MV 30’; Act 1d20; SP fae traits, 4 vulnerabilities, 3 extraordinary powers; SV Fort +3, Ref +4, Will +2; AL N.
The five grove guardians live in a sacred grove in the Weeping Forest of Forgotten Memories. All are covered in fiery red and orange hair and have the strange ability to pull their limbs and head off and use parts in games of play. The brothers love dancing and sing. All the brothers must sing and dance around their sacred tree, a large 1000 year old oak, every full moon for the entire night. The Grove Guardians are linked to their tree and are unable to travel more than 100’ away from it without become extremely weak.
In combat the Grove Guardians will pelt their foes with arrows from afar, and then use their clubs, which are crafted from fallen branches of their great oak. The Grove Guardians are able to see in complete darkness (even magical) up to 50’. The Grove Guardians love to use illusions to trick and misdirect their foes (or just play tricks on others), and can cast Cantrip (DCC, 130) with a +17 to their check. Those that incur the wrath of the Grove Guardians may find themselves transformed into a less than desirable form for the brothers are able to cast Polymorph with a +12 check. Sometimes they like casting it on themselves to turn into beautiful women or men and trick those foolish enough to come across their path.
Due to their nature the Grove Guardians take an additional 2d3 damage from cold iron and suffer -4 to Will saves to resist being turned by cleric’s who’s god deem them unholy.
The Grand Ol’ Oak (rank 5 fae): Init +10; Atk branch x2 +15 melee (2d8), stomp +12 melee (3d6), AC 20; HD 18d8; MV 20’; Act 3d20; SP fae traits, 6 extraordinary abilities; SV Fort +10, Ref +5, Will +10; AL N.
The Grand Ol’ Oak has always been and always will be, so long as the Weeping Forest of Forgotten Memories stands. The Grand Ol’ Oak is a sentient tree with a trunk that can split apart to become legs. He traverses the forest and knows its secrets, probably better than any other fae alive.
In combat the Grand Ol’ Oak is a terrible foe that attacks as if fueled by the very wrath of nature itself. The Grand Ol’ Oak is able to attack with two branch attacks and stomp on a target that is at his feet, effectively crushing them.
The Grand Ol’ Oak is able to animate any tree within 180’. The tree will uproot itself within 1 round and fights for the fae. The tree has +2 attack branches (x4) 1d8 damage; AC 16; HD 3d6; MV 10’. The Grand Ol’ Oak is also able to control small plants and bushes to do his bidding (attack, grapple, etc) as a movement action. When in trouble the Grand Ol’ Oak uses illusions to beguile his opponents, casting Cantrip (DCC, 130) with a +20 check.
This massive tree is also able to cast several spells with a+10 to their spell check: Ventriloquism (DCC, 158), Scare (DCC, 191), Color Spray (DCC, 134), Invisible Companion (DCC, 173), Dispel Magic (DCC, 208), Sleep (DCC, 155), Mirror Image (DCC, 182), Phantasm (DCC, 187), and Charm Person (DCC, 131)
Creating a Wretched
Use the same rules to create a fae that has become tainted and corrupted by the world of Hubris, with the following additions:
- All Wretched are chaotic (evil).
- Their appearance is marred by lank hair, mold, sweat, pus, and despair.
- Feel free to add some Wizard Corruptions (DCC, pg 116-119) or mutations (pg XX).
- All have jagged claws (1d6 damage) and needle-like teeth (1d4 damage)