This one came to me in my animal behavior class last week. We were talking about cuckoo birds, and the idea came to me -- hey, how about some sort of fey that kills the children of others and leeches off of the hapless parents? Hence was born the cuckoo faerie. It is my joy to share her with the world.
Hit Dice: 7d6+5 (30)
Speed: 30 ft. (6 squares)
AC: 17 (+4 Dex, +2 deflection, +1 natural), touch 16, flat-footed 13
Base Attack/Grapple: +4 / +3
Attack: Claw +7 melee (1d4+1)
Full Attack: 2 claws +7 melee (1d4+1) and bite -2 melee (1d6+1)
Space/Reach: 5 ft. / 5 ft.
Special Attack: Swallow whole (Ex), warble (Ex)
Special Qualities: Low-light vision, wild empathy
Saves: Fort +3, Ref +8, Will +6
Abilities: Str 12, Dex 18, Con 14, Int 8, Wis 9, Cha 16
Skills: Bluff +5, Climb +3, Concentration +2, Escape Artist +9, Handle Animal +9, Hide +7, Intimidate +10, Jump +11, Knowledge (Nature) +4, Listen +8, Move Silently +12, Ride +8, Search +4, Spot +5, Survival +2, Swim +5, Use Rope +5
Feats: Dodge, Persuasive, Stealthy, Weapon Finesse
Environment: Temperate forests
Challenge Rating: 5
Alignment: Usually chaotic neutral, sometimes chaotic evil
Level Adjustment: +4
This creature has the appearance of an attractive adult member of any of the common humanoid races, albeit with a disheveled mop of dark hair and wide eyes that dart frantically in all directions, giving the impression of one who is not all there. It has a nervous habit such a twitch, grinding of its teeth, wrenching of its hands, playing incessantly with its hair, or similar. It wears plain, ragged clothing that may be covered in dirt, food, and blood. It has viciously sharp, claw-like fingernails and an alarmingly wide mouth.
Cuckoo faeries are manic fey creatures who possess several of the same bizarre qualities as the bird that is their namesake. When a cuckoo faerie gives birth, she quickly places her unnaturally huge and hideous child in the crib of another baby. The cuckoo faerie’s baby’s gruesome instinct is to swallow its host baby whole, at which point the cuckoo baby quickly takes on its appearance. In this way, cuckoo faeries can dupe humanoid mothers (unless they can pass a DC 35 Spot check) into raising the parasitic cuckoo baby until it is old enough to survive on its own (usually 4 or 5 years of age) and run away to its true woodland home.
A cuckoo faerie’s demeanor is distracted and neurotic. Although usually not pure evil, cuckoo faeries cannot help but have the capacity for great treachery, deceit, and chaos, and as such they are rarely trusted by other races or each other. Cuckoo faeries make their homes in crude burrows in deep forests, and are content to live a solitary life of wandering aimlessly and killing at their whim for food or sport, as opposed to living in any sort of organized society.
A cuckoo faerie is about the height and weight of a half-elf of its gender.
Cuckoo faeries speak Sylvan and the language of their host family (any of the common humanoid races).
Unlike more peaceful forest-dwelling fey, chaotic cuckoo faeries delight in the occasional random killing, and are therefore more prepared for combat than many other fey. A cuckoo faerie’s bloodlust is fairly indiscriminate, but they generally show more respect towards other forest-dwelling fey (dryads, nymphs, etc.) and animals than other humanoids or monsters. Courtesy (or the lack thereof) or pleading will rarely influence a cuckoo faerie, as they are essentially creatures of whim.
Swallow Whole (Ex): The adult cuckoo faerie has not lost the ability it’s had since birth to swallow prey whole. Able to unhinge its jaw and stretch its mouth to preternatural proportions, it can attempt to swallow a pinned opponent by making a successful grapple check. Once inside, the opponent takes 1d4+1 points of bludgeoning damage plus 1d2 points of acid damage per round from the cuckoo faerie’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 8 points of damage to the faerie’s digestive tract (AC 10). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A cuckoo faerie’s gullet can hold 1 Small, 4 Tiny, 16 Diminutive, or 64 Fine or smaller opponents.
Warble (Ex): As a standard action, a cuckoo faerie can emit a bird-like warbling so piercing and annoying that all within a 15-foot cone are deafened for 1d4 rounds unless their ears have previously been stuffed with wax or some other soundproof material.
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a cuckoo faerie has a +6 racial bonus on the check.
There you have it. I hope it all makes sense. I'm a little cloudy in regards to CR, so if it seems a bit off, you'll have to excuse me. But other than that, if any of you have need of an unstable, murderous fey in your campaign, you're welcome to this one (in fact, I'd like to hear how well one of them works if anyone does in fact want to use one).