Saturday, March 14, 2015

Tooth Fairies

HD 0 (HP 1) Armor as plate + shield
Fairy Fingers* 1d4 + steal teeth Spellcasting sleep, bones to marrow, invisibility
Fly as sparrow  Morale 4 Save 14+

Stealthy and Oblivious. Surprising on 4-in-6, but being caught unawares the other 2-in-6 (usually because they're playing, dancng, singing, etc).

Glamour. Clothing, armor, and attacks are appear however the fairy wishes (often subconsciously, reflecting their emotions).  Fairies usually appear either mostly naked or covered in stylized finery, such as a ballgown made from their favorite material, or a natural substance in their favorite color.

Fairy Dust. In addition to granting flight for a minute, it can also animate a skeleton (HD 1).  These skeletons are curiously non-violent, and will not do any command that involves hurting a living thing (though they can attack undead with a passion).  When left unattended, they congregate into groups and perform elaborate ballets.  They will be loyal for 1d12 days, after which they will creep away (sometimes in groups) in order to pursue some innocuous goal, such as maintaining a garden.  (Fairies usually eat their skeletons before then, of course.)

Fairy Fingers.  Tooth fairies are capable of reaching through flesh as if it were immaterial and plucking out bones.  They usually use this to steal a few small finger bones or teeth in the confusion of melee.  They also use this to steal teeth from sleeping creatures (the process is painless).  Missing teeth and fingerbones can be replaced by returning them back to their old location within 10 minutes of their removal (which may require cutting your finger open) or by a willing tooth fairy (who can even replace your missing bones with replacement bones.

At the DM's discretion, fairies may also be capable of combat maneuvers like dislocations and broken bones.  Also at the DM's discretions, groups of tooth fairies (say, 3 or more) are capable of attacking in unison to remove larger bones (say, 6 damage delivered simultaneously is enough to remove a tibia).

When fairies steal teeth in the middle of combat, they usually stash them in their own mouths, because that's hilarious.  While their tiny faces are pretty beforehand, implanting a few human-size molars into their own gums deforms their smiles, distorts their faces, and makes them talk funny.

Bones to Marrow
Level ? Fairy Curse
If the subject fails a save, all of their bones turn into soft, floppy marrow.  This makes them unable to walk or to even hold a sword.  This is painless, and accompanied by a pleasant numbness.  It lasts until the curse is removed or until the victim eats the bone of another creature.  (They are somewhat aware of this--they feel hungry whenever they think about nice, crunchy bones.)


Also known as bone fairies, tooth fairies resemble other fairies.  Their wings resemble a fly's.  They are beautiful and dainty and polite above all else.  Like all fairies, they are talkative and love to playing games and being shown affection.

Tooth fairies use their magic to turn their collected bones into marrow, which is the only thing that they eat.

They're also one of the "bad fairies", so they perpetually see themselves as villains and strive to do horrible acts.  Some of these are minor (such as spilling ink on a white cat) and some of them are major (such as murdering an entire family and eating their bones).  Bad fairies have a hard time distinguishing degrees of badness--both of those acts are equally despicable in their eyes.  Either way, all sorts of bad behavior are desirable to bad fairies.

Like good fairies, bone fairies will present themselves and demand things (but only on a good reaction roll).  Their demand is usually "Give me your donkey and all its bones and I'll tell a secret".  On a negative reaction roll, they might just try to kill you.

Digression: Secrets from lesser fairies (good and bad fairies) are notoriously unreliable.  Like children, fairies believe all sorts of stupid things about the world, like the idea that the sun is a golden ball with a chocolate center, or that the fairy queens are responsible for the coming and going of the seasons.

Tooth Fairy Encounters

  1. One tooth fairy and her squad of loyal, toothless orcs have captured a bridge and have enacted a modest toll (by their standards): for every person that crosses, 10 teeth or 1 long bone.
  2. A necromancer seeks assistance--she is being stalked by 1d4 tooth fairies who are continually eating her skeletons.  The necromancer lisps badly--she is missing most of her teeth.  (The fairies are seeking revenge because the necromancer cheated during a game of hide-and-seek and then insulted one of their number.)
  3. A giant is flopped down, begging for help.  "PLEASE!  FEED ME!  I NEED BONES!"  He is the victim of 1d4 tooth fairies, who have turned his bones to marrow.  Over the next few days, they will eat him alive (this guarantees freshness).  The fairies are hiding nearby.
  4. 1d4 tooth fairies have captures a litter of puppies and tied their tails together.  They are laughing at the puppies and scaring them.
  5. An enterprising tooth fairy is selling skeletal minions (decorated in jewelry and pretty clothing) in exchange for babies.  Her bodyguard is a toothless ogre.
  6. The PCs come across 6 black-barked oaks in the forest arranged around a circle of mushrooms.  Something shiny glistens like silver inside one of the trees.  In fact, these trees belong to 1d4 tooth fairies (hiding nearby) who use these trees.  They have been collecting teeth from under pillows for years, and paying for them with copper coins.  3 of the trees contain 1000c, while the other 3 trees are stuffed full of teeth (hoarded like a squirrel hoards acorns).  Telling the people in the nearest town about these events will make them furious--those fairies were their friends, and that money belongs to the town.  (The fairies only took teeth that were rotten or that had fallen out already.  At least, as far as the villagers knew.)

Tooth Fairy Treasures

  1. Soldier Teeth (1d4).  When sown into farmland, they grow into a dragon skeleton (inert).
  2. White Rose.  When eaten, it turns you into a skeleton for 1d20 hours (permanent on a 20).  As a skeleton, you cannot speak or cast spells, but most of your other abilities and scores remain intact.  You can be commanded and turned like any other undead.
  3. Bone Balm.  When rubbed on an arm-/leg-stump, will regenerate a lost limb.  Has a 50% chance to regenerate a fairy limb instead, which is graceful and svelte and probably the wrong skin color.
  4. Gown of the Danse Macabre.  By wearing this dress and dancing, all skeletons within 50' are also compelled to dance (if their fail a save).  They may also play xylophone on their ribs or bust out a violin (skeletons are never far away from a violin, usually).  If the wearer is exceptionally desirable (Cha 16+ and a good dancer) the skeletons may actually fight each other for the honor of dancing with the wearer.
  5. Sleep Mask Netting.  Looks like fishnet stalkings worn over your head.  Makes you immune to nightmares and gives you +4 vs sleep.  Additionally, you can fall asleep at will.
  6. Black Cat Milk.  A person who has drank this treats all falls as if they were 10' shorter, forever.

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