The Neck
A powerful and dangerous fey, one of the greatest harpers in the universe they love music but consider most humans who play far beneath them. Despite the fact that they seem to always be in flux like the water falls and pools in which they live they are strangely seductive with their presence acting as a hypnotic trance because of the strange way in which they move.
Necks are normally solitary however they will occasionally meet to play music, or will on demand of powerful fairies play for a court, but only on very special occasions. For necks are not willing to play at just any occasion.
Mortals who approach necks are likely to be drowned or ignored depending on the mood of the neck. However at times the neck may be willing to teach a human to play harps much more quickly then any mortal could learn on their own. What the neck demands in return for such a lesson involves a long arduous quest, typically to raise the neck in the eyes of the local fairy court.
The lesson the neck teaches is very harsh, for the neck well grab hold of the humans hands and force them to play for 48 hours, none stop, faster and faster, at the end of this lesson the humans hands will be so bloody and raw that they will not be able to hold anything for a month.
However the Mortal will gain a +3 on all performance checks for using the harp.
Neck
Size/Type: Tiny Fey
Hit Dice: 11d6
Initiative:+2
Speed: 12 ft
Armor class: 24 (+6 dex, +4 magical, +4 hard to sense)
Base Attack/Grapple: +6
Attack: punch +6 1d3+2
Full Attack: +8, +3 1d3+2
Space Reach: nil
Special Attacks: Hypnotic Pattern, Bardic Spells
Special Qualities: Damage Reduction 15/cold iron, low light vision, hypnotic pattern
Saves:
Abilities: Str 14, Dex 22, Con 10, Int 15, Wis 12, Char 20
Skills: Hide+11 Move Silently+21 Listen+10 Handle Animal+5 Swim+21 Knowledge Fey +14 Perform Harp +34
Feats: (2 total)
Environment: Water falls and pools of clean water.
Organization: Solitary
Challenge Rating: 5
Treasure: Standard (double magical)
Alignment: Neutral
Advancement: As Level
Level Adjustment:+10
Necks all come into being as level 11 bards, with a +10 to performance checks. For this reason they have all the abilities bards normally have.
Necks are also able to use quickened dimension door at will and will normally use this ability rather then engage in direct combat, they prefer to lure people to their deaths or drawn them while the mortals are helpless.
The necks ever moving body which warbles like the water in which they live acts as a hypnotic patter as if cast by a level 15 spell caster.
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