Fossegrim from the Faengard.



N Medium fey (aquatic)
Init +9; Senses low-light vision; Perception +20
AC 26, touch 16 flat-footed 20 (+2 armor, +4 defense, +5 Dex, +1 dodge, +4 natural)
hp 87 (9d6+3d8+39; 12 HD)
Fort +7, Ref +13, Will +9; +4 vs. bardic performance, language-dependent, and sonic
DR 5/cold iron
Speed 30 ft., swim 40 ft.; water walk
Melee 2 slams +12 (2d6+1)
Ranged waterstrike +14/+9 (1d6+8)
Special Attacks bardic music 16 rounds/day (countersong, distraction, inspire courage +1, watersong, waterstrike), drowning touch (DC 19), enchanting music (DC 24)
Fossegrim Spell-Like Abilities (CL 9th; concentration +17)
* Constant—water walk
* 3/day—hydraulic torrent
Bard Spells Known (CL 3rd; concentration +11)
* 1st (5/day)—charm person (DC 19), dancing lantern, hydraulic push, saving finale, silent image (DC 19), slipstream
* 0 (at will)—create water, detect magic, ghost sound, read magic, prestidigitation, sift, summon instrument
Str 12, Dex 21, Con 17, Int 12, Wis 12, Cha 26
Base Atk +6; CMB +7; CMD 23
Feats Alertness, Dodge, Improved Initiative, Spellsong, Weapon Finesse, Weapon Focus (slam)
Skills Acrobatics +11, Appraise +7, Knowledge (geography) +7, Knowledge (nature) +11, Linguistics +6, Perception +20, Perform (sing) +13, Perform (string) +27, Sense Motive +20, Sleight of Hand +14, Spellcraft +10, Stealth +22, Swim +19, Use Magic Device +17; Racial Modifiers +4 Perform (string), +4 Swim
Languages Aklo, Common, Elven, Sylvan
SQ amphibious, bardic knowledge +1, treasure form, versatile performance (string), wondrous creation
Gear duplicated shadow-caressing armlets

Drowning Touch (Su): Morvyn can flood the lungs of a creature that is willing, is helpless, is affected by his enchanted music ability, touches him while he is in treasure form, or is touched by him. If the target cannot breathe water, it cannot hold its breath and immediately begins to drown slowly. On its turn, the target can attempt a DC 19 Fortitude save to cough up this water; if it fails, it falls unconscious at 0 hp. On the next round, a fallen target must attempt another DC 19 Fortitude save, dropping to -1 hit points and dying if it fails; on the next round it must attempt to save again or lost 1d6 hit points. On the first successful save, the water clears from the target’s lungs and the target stabilizes. The save DC is Constitution-based.

Enchanting Music (Su): As a full-round action, Morvyn can play a musical stringed instrument and target a single creature within 45 feet that can hear and see him with an effect identical to the unnatural lust spell (CL 12th, Will DC 24). This action provokes an attack of opportunity. If the target touches or kisses Morvyn, he can affect the target with his drowning touch ability. This is a sonic mind-affecting compulsion effect. The save DC is Charisma-based.

Shadow-Caressing Armlets: These bracers are a duplicate of ones worn by Solistrae, made through Morvyn’s wondrous creation ability. They provide a +2 armor bonus to AC which stacks with his defense bonus, and a +5 competence bonus to Stealth checks.

Transparency (Su): When underwater, Morvyn’s body becomes transparent, effectively rendering him invisible. He can become visible or transparent at will as a free action.

Treasure Form (Su): As a standard action when completely underwater, Morvyn can create an illusion causing him to resemble a Medium pile of gold and silver coins, glittering jewels, and valuable art objects. If Morvyn speaks, moves, attacks, or uses any of his special abilities or spell-like abilities while in treasure form, the illusion dissipates. A successful DC 24 Will save is required to disbelieve this illusion. If a living creature within Morvyn’s melee reach touches or physically interacts with the illusion, Morvyn may reach out and automatically affect the target with his drowning touch ability. Morvyn can maintain this illusion indefinitely and can revert back to his normal form as a free action. This is a mind-affecting illusion (glamer) effect. The save DC to disbelieve is Charisma-based.

Wondrous Creation(Su): Morvyn possesses an ability unique amongst fossegrims and is able to create various items. He can create gold and silver coins or valuable jewels worth up to 100 gold per week. In addition, once per year Morvyn can attempt to duplicate a magic item. Doing so requires a successful Spellcraft check (DC 5 + the caster level for the item), and Morvyn cannot duplicate items with limited charges, made of cold iron, or artifacts. Duplicated items only retain their magical qualities when used by Morvyn.

Design Notes
* Abilities: 0-points
* Wealth: 7.8k
* Effective Level: 7th

Morvyn comes from a part of the First World known as the Evernight, a place of which he does not speak of. Having left the Evernight for his own reasons, Morvyn traveled the First World in search of new experiences, his journey ending when he was summoned by Queen Adalyn to the Sildeyuir and forced to fight in her war against the Yuir elves.

At first it was easy for him to use his skills of seduction to lure elven women to their deaths by drowning, as it was only natural for a fossegrim to do so. However, as the war dragged on he began to realize the differences between himself and other fossegrim, perhaps what made him leave the place of his origin in the first place. Morvyn refused to continue on with Queen Adalyn’s war, but while the battle was waged he had no choice.

When adventurers defeated Queen Adalyn and oathbound her, Morvyn thought that he might have his freedom to explore the prime material world around him. His dreams were crushed when she commanded those fey she had summoned, by order of her oathbinding, to remain within the demiplane that was now known as the Faengard. He spent sixty years trapped in a realm of insane fey, warped by Adalyn’s cold heart, with only his music for company.

This changed when he met Solistrae and Shane by a chance encounter during their journey into the Faengard. In exchange for retrieving for them a weapon that was used against the dragons Vadha and Tenya in the past, Solistrae agreed to be his girlfriend. Using their new relationship as a way to circumvent the commands of Queen Adalyn, Morvyn left the Faengard to explore whatever lies beyond.


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