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SidheThis serene woman has pointed ears, flowing crimson hair, and colored gossamer wings. She wears an elegant dress and a crown of twigs.

Sidhe (CR 10)

XP 9,600
NG Medium Fey
Init +12; Senses Detect chaos, detect evil, detect good, detect law, low-light vision; Perception +17

DEFENSE

AC 29, touch 24, flat-footed 15 (+5 deflection, +8 dex, +1 dodge, +5 natural)
hp 89 (11d6+62)
mp 51
Fort +12, Ref +20, Will +17
Defensive Abilities Charmed Life, DR 10/cold iron; Resist Holy 15; SR 21
Weakness Shadow

OFFENSE

Speed 30 ft., Fly 60 ft. (perfect)
Melee +1 Longsword +14 (1d8+1/19-20) or Touch +13 (1d4 Cha damage)
Range +1 Longbow +14 (1d8+1/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Lethe Arrow, Zephyr Arrow
Special Abilities Angel Whisper, Summer Breeze, White Wind
Spells Known (FC CL 11th, Concentration +16)

At will (DC 15) – Dancing Lights, Daze, Holy Orb, Ghost Sound
1st (DC 16) – Color Spray, Cure, Heal, Light, Mage Armor, Silent Image
2nd (DC 17) – Blur, Cure II, Healara, Jitterbugs, Light II, Magic Mouth
3rd (DC 18) – Cura, Cure III, Dispel, Displacement, Light III, Lightra

STATISTICS

Str 10, Dex 26, Con 18, Int 16, Wis 20, Cha 21
Base Atk +5; CMB +5; CMD 29
Feats Alertness, Combat Casting, Dodge, Improved Initiative, Persuasive, Quicken Spell (Mage Armor), Spell Focus (enchantment), Weapon Finesse
Skills Acrobatics +16, Bluff +15, Diplomacy +25, Escape Artist +17, Fly +19, Knowledge (arcana) +12, Knowledge (nature) +14, Perception +17, Sense Motive +18, Spellcraft +6, Stealth +17, Use Magic Device +15
Language Common, Sylvan; tongues
SQ change shape (any female humanoid), unearthly grace
Gear Longsword +1, longbow +1, quiver (20 +1 arrows)

SPECIAL ABILITIES

Angel Whisper (Su)

1/day, a sidhe heals herself or an ally by 3d6+12 points of damage and bestows Reraise status for 1d6 rounds upon their ally or self. Blue mages may learn this ability as a 7th level spell (Knowledge: Nature DC 29).

Charmed Life (Ex)

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

Lethe Arrow (Su)

3/day, a sidhe shoots out a blue arrow towards her opponent within 60 ft. The sidhe must make a ranged touch attack (+13), if it hits, the attack deals 8d6 points of wind damage and inflicts Silence status effect (Will save DC 20 to negate) for 1d2 rounds. Blue mages may learn this ability as a 5th level spell (Knowledge: Nature DC 25).

Summer Breeze (Su)

3/day, a sidhe surrounds herself in a yellowish-orange breeze that functions like Esuna. If there is no bad status effect to remove or fails to remove the status effect, then the caster gains Fast Healing 5 for 3 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Nature DC 23).

Unearthly Grace (Su)

A sidhe adds her Charisma modifier as a racial bonus on all her saving throws and as a deflection bonus to her AC.

White Wind (Su)

3/day a sidhe can emit a gust of white wind that heals allies other than itself within 20 feet for an amount equal to the sidhe’s current hit points in damage. The healing received per creature is capped at 10 per hit die attained for the caster (ex: 7 hit dice would mean a cap of 70 healing for each creature). Blue mages may learn this ability as a 4th level spell (Knowledge: Nature DC 23).

Zephyr Arrow (Su)

A sidhe shoots out a green arrow towards her opponent within 60 ft. The sidhe must makes a ranged touch attack (+13), if it hits, the attack deals 3d6 points of wind damage and knocks her opponent back 10 ft. (Fortitude save DC 16 to negate). Blue mages may learn this ability as a 2nd level spell (Knowledge: Nature DC 19).