Use the information on Fey to create new sidhe.
Sidhe have the following traits.
Change Self (Sp): A sidhe can change its appearance at will, as per the change self spell cast by a 10th-level Mage.
Immunities (Ex): A sidhe is immune to one or more specific types of energy or weapon damage. Sidhe roll on the immunity column of Table: Sidhe Immunities and Resistances.
Energy Resistance (Ex): A sidhe is resistant to one or more specific types of energy damage. Sidhe roll on the immunity column of Table: Sidhe Immunities and Resistances.
Damage Reduction (Su): Sidhe have damage reduction, as noted in the chart below. One-of-a-kind sidhe lords may have even higher damage reduction (usually 15/+2).
|Sidhe Hit Dice||Damage Reduction|
|8 or fewer||5/+1|
|17 or more||15/+2|
Low-Light Vision (Ex): Sidhe can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Allegiances: All sidhe have a primary allegiance to chaos.
Bonus Feat: Sidhe gain either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat.
Automatic Languages: Sidhe can speak Sylvan (the language of fey) and a number of additional languages equal to their Intelligence bonus. Sidhe with an Intelligence of 8 or higher can also read and write these languages.
Advancement: By character class.
|Table: Sidhe Immunities and Resistances|
|Roll d%||Immunity||Roll d%||Resistance|
|01–06||Acid damage||01–21||None (do not roll again)|
|07–12||Cold damage||22–27||Acid resistance 10|
|13–18||Sonic/concussion damage||28–30||Acid resistance 20|
|19–24||Electricity damage||31–36||Cold resistance 10|
|25–30||Fire damage||37–39||Cold resistance 20|
|31–36||Ballistic damage||40–45||Sonic/concussion resistance 10|
|37–42||Bludgeoning damage||46–48||Sonic/concussion resistance 20|
|43–48||Piercing damage||49–54||Electricity resistance 10|
|49–54||Slashing damage||55–57||Electricity resistance 20|
|55–60||Poison damage||58–63||Fire resistance 10|
|61–66||Radiation damage||64–66||Fire resistance 20|
|67–100||Choose one, and roll again||67–100||Choose one, and roll again|
Fascinate (Sp): A dreamghast can fascinate onlookers by staring at the targets and speaking softly. The targets must be within 60 feet of the dreamghast and must be able to see and hear the dreamghast. The dreamghast must also see the creatures it intends to fascinate. The distraction of a nearby combat or other dangers prevents the ability from working. Otherwise, creatures that fail a Will save (DC 21) remain stationary and quiet, staring at and listening to the dreamghast as long as the dreamghast maintains the fascinate effect for up to 1 minute.
Any potential threat (such as a thrall of the dreamghast moving behind the fascinated creature) allows an affected target a new save against the fascinate effect. Any obvious threat, such as drawing a weapon, automatically breaks the effect. While using the fascinate ability, a dreamghast must spend an attack action each round concentrating. The fascinate ability is a spell-like, mind-affecting charm ability.
Despair (Su): The mere sight of a dreamghast in its true form forces the viewer to succeed at a Will save (DC 21) or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that dreamghast’s despair ability for one day.
Detect Dreams (Sp): A dreamghast can observe the dreams of a sleeping creature within 60 feet. This functions like the detect thoughts power manifested by a 10th-level Telepath, except that it only functions on sleeping creatures.
Devour Dreams (Su): A dreamghast can caress the forehead of a sleeping victim and consume its dreams for itself. The process requires 10 minutes of uninterrupted feeding, during which time a cloud or roiling vapor emerges from the victim’s head and is sucked into the dreamghast’s gaping maw. Once the dream is devoured, the dreamghast gains a +1 luck bonus on attacks, ability checks, skill checks, and saves and 4 temporary hit points per Hit Die of the victim. The luck bonus and temporary hit points last for 24 hours. At the end of the dream-eating process, the dreamghast chooses whether it wants to enslave the victim or cause memory loss (see below); either is a free action. A sleeping victim has no chance of waking during the dream-devouring process.
Enslave (Su): If the dreamghast considers a dream-eating victim particularly interesting or useful, he may implant a series of enslavement commands in the victim’s mind. The target must succeed at a Will save (DC 21) or be affected as though by a domination power manifested by a 10th-level Telepath. The dreamghast commands the enslaved victim telepathically when the victim sleeps; when the victim is awake, it acts on previous orders but can’t be given new ones. An enslaved creature obeys the dreamghast’s commands until freed by a dispel magic or remove curse spell or a negate psionics power. The enslaved creature can also attempt a new Will save every 24 hours to break free. The control is also broken if the dreamghast dies or travels more than 1 mile from its slave.
Memory Loss (Su): Once the dreamghast eats someone’s dreams, it may consume the subject’s memories as well. The victim must succeed at a Will save (DC 21) or suffer complete memory loss. The victim has no memory of his identity, background, family, friends, and so forth. The memory loss has no effect on languages known, class-related talents, or other class features. The subject temporarily loses all Knowledge skills but retains all other skills. The memory loss persists until the victim receives a break enchantment spell or undergoes 1d6 months of therapy.
Immunities (Ex): A dreamghast is immune to ballistic damage.
Fire Resistance 10 (Ex): Dreamghasts ignore the first 10 points of fire damage dealt by any single attack.
Dreamghast (Sidhe): CR 7; Medium fey; HD 10d6+10; hp 45; Mas 16; Init +2; Spd 30 ft.; Defense 17, touch 12, flat-footed 15 (+2 Dex, +5 natural); BAB +5; Grap +6; Atk +6 melee (1d6+1/19–20, machete) or +6 ranged; Full Atk +4 melee (1d6+1/19–20, machete), +0 melee (1d6/19–20, 3 machetes) or +6 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ fascinate, change self, despair, detect dreams, dream eating, enslave, memory loss, damage reduction 10/+1, fire resistance 10, immunities, low-light vision; AL chaos, evil; SV Fort +4, Ref +5, Will +8; AP 0; Rep +0; Str 12, Dex 14, Con 13, Int 11, Wis 13, Cha 20.
Skills: Concentration +14, Intimidate +18, Listen +13, Spot +14.
Feats: Archaic Weapons Proficiency, Combat Reflexes, Improved Damage Threshold, Multiweapon Fighting*, Simple Weapons Proficiency.
*The Multiweapon Fighting feat functions just like the Two-Weapon Fighting feat, except you need more than two arms to use it. The primary attack takes a –2 penalty, and all the secondary attacks take a –6 penalty.
Possessions: Four machetes.
Advancement: By character class.
Enchanting Music (Su): Music is magical to fauns, and they can create a variety of enchanting effects on listeners with a carefully crafted song. When a faun infuses its song with its fey power, all creatures within a 60-foot spread of the satyr (except other sidhe) must succeed at a Will save (DC 13) or be affected by attraction, as the power manifest by a 10thlevel Telepath. Once per day, the faun can use his music to instead create a lesser domination effect (Will save, DC 15, negates) or mental blast effect (Will save, DC 15, negates) targeted at one specific listener.
It takes the faun a full-round action to use enchanting music. Anyone who successfully saves against the faun’s enchanting music cannot be affected by music from that faun for one day.
Immunities (Ex): A faun is immune to bludgeoning damage, enabling it to survive a barfight unscathed.
Cold Resistance 10 (Ex): Fauns ignore the first 10 points of cold damage dealt by any single attack.
Skill Bonuses: Fauns gain a +4 species bonus on Hide, Listen, Move Silently, Perform, and Spot checks.
Faun (Sidhe): CR 4; Medium fey; HD 5d6; hp 17; Mas 11; Init +2; Spd 30 ft.; Defense 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); BAB +2; Grap +2; Atk +2 melee (1d6, gore) or +2 melee (1d6/18–20, sword cane) or +5 ranged (2d6, Colt Python); Full Atk +2 melee (1d6, gore) or +2 melee (1d6/18–20, sword cane) or +5 ranged (2d6, Colt Python); FS 5 ft. by 5 ft.; Reach 5 ft.; SA enchanting music, change self, cold resistance 10, damage reduction 5/+1, immunities, lowlight vision; AL chaos; SV Fort +3, Ref +3, Will +3; AP 0; Rep +0; Str 10, Dex 15, Con 11, Int 10, Wis 9, Cha 14.
Skills: Bluff +10, Disguise +12, Hide +14, Listen +3, Move Silently +12, Perform (sing) +14, Perform (any one) +14, Spot +3.
Feats: Archaic Weapons Proficiency, Great Fortitude, Personal Weapons Proficiency, Simple Weapons Proficiency.
Possessions: Musical instrument, loaded Colt Python (.357 revolver), sword cane (usually disguised as an umbrella or within the musical instrument’s case).
Advancement: By character class.