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== Statblock == Hit Dice: Change to d6. Speed: All half-fey have butterfly-like wings unless the base creature has wings already. A half-fey that did not already have wings gains a fly speed equal to twice the base creature's fastest mode of movement, with good maneuverability. Special Attacks: A half-fey with Wisdom or Charisma of 8 or higher (after the ability score adjustments noted below) gains spell-like abilities, rising its Hit Dice as its caster level. The table below lists the abilities available. These abilities are cumulative; a half-fey with 3 HD can use the abilities on the 1-2 HD row on the table as well as those on the 3-4 HD row. When a half-fey gets a choice between two abilities (such as faerie fire or glitterdust at 1-2 HD), it can choose anew between these abilities each day. ::HD Abilities ::1-2 Charm person at will, hypnotism 1/day, faerie fire or glitterdust 1/day ::3-4 Detect law 3/day, sleep or enthrall 1/day ::5-6 Protection from law 3/day, Tasha'a hideous laughter or suggestion 1/day ::7-8 Confusion or emotion 1/day ::9-10 Eyebite or lesser geas 1/day ::11-12 Dominate person or hold monster 1/day ::13-14 Mass invisibility 1/day ::15-16 Geas/quest or mass suggestion 1/day ::17-18 Insanity or mass charm 1/day ::19+ Otto's irresistible dance 1/day Special Qualities: Half-fey have low-light vision and are immune to enchantment spells and effects. Abilities: Adjust from the base creature as follows: Dex +2, Con -2, Wis +2, Cha +4. Skills: A half-fey has skill points equal to (6 + its Int modifier) x (its Hit Dice + 3). Treat skills possessed by the base creature as class skills and other skills as cross-class. If the creature has a class, it gains skill points for class levels normally. Challenge Rating: Same as the base creature +1. Level Adjustment: Same as the base creature +2. Alignment: Usually Chaotic (any).
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