For conversion notes and feat descriptions, go here.

 

Unicorns, Pegasi, Treants and Hags, related 'folkloric' beasts, were converted in Mythological Beasties, here.

 

 

Sprite (Pixie): Small Fey; Init +4 (+4 Dex); Defense 15 (+1 size, +4 Dex); Spd 20 ft., Fly 60 ft. (good); Atk +6 melee (-1L dmg, sword) or +6 ranged (+0L dmg, bow); SV Dam +1, Fort +0, Ref +5, Will +3; Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16.

Skills: Bluff +7, Concentration +4, Escape Artist +8, Hide +8, Listen +8, Move Silently +8, Ride +8, Search +9, Sense Motive +6, Spot +8.

Feats: Dodge, Attack Finesse, Unusual Size (Small).

Powers: Flight +12 (Extras: Improved Maneuverability x2 (good)), Amazing Save: Damage +1, Amazing Save: Reflex (Extra: Will) +1, Protection +10, Invisibility +10, Super-Skill: Search +2 (Extras: Spot, Listen), Sorcery +1 (Base Spells: Snare, Illusion, Telepathy, Neutralize (only powers with a mystical power-source), Mind Control, Shapeshift, Extra Spell: Paralysis, Flaws: Excluded Group- Transportation, Material Ward – Cold Iron).

Weakness: Vulnerability – Cold Iron.

Equipment: Weapon +1 (L, melee, short sword), Weapon +1 (L, ranged, short bow)

[Used a 3 HD Pixie as base.]

 

Satyr: Medium Fey; Init +1 (+1 Dex); Defense 11 (+1 Dex); Spd 40 ft.; Atk +2/-3 melee (+1L dmg, horns and / or dagger) or +3 ranged (+1L dmg, bow); SV Dam +5, Fort +1, Ref +2, Will +2; Str 10, Dex 13, Con 12, Int 12, Wis 13, Cha 13.

Skills: Bluff +9, Diplomacy +3, Disguise +1 (+3 acting), Hide +13, Intimidate +3, Knowledge (nature) +9, Listen +15, Move Silently +13, Perform (wind instruments) +9, Spot +8, Survival +1 (+3 aboveground).

Feats: Dodge, Talented (Listen & Spot), Extra Limb (horns), Extra Attack (1 Horn P, 1 Dagger or Punch S).

Powers: Running +2, Natural Weapon +1 (horns), Amazing Save: Damage +4, Amazing Save: Reflex (Extra: Will) +1, Amazing Save: Fortitude +1, Protection +5, Super-Skill: Hide +4 (Extras: Listen, Move Silently, Perform, Spot).

Weakness: Vulnerability – Cold Iron.

Equipment: Weapon +1 (L, melee, dagger), Weapon +1 (L, ranged, short bow), Pipes +6 (Effect: Mind Control, Extra: Area, Flaw: Concentration (musical performance) required).

[Used a 6 HD Satyr as base.  At 9 HD, add +1 Atk and AS: Ref & Will.]

 

Dryad: Medium Fey; Init +4 (+4 Dex); Defense 11 (+1 Dex); Spd 40 ft.; Atk +2/-3 melee (+1L dmg, horns and / or dagger) or +3 ranged (+1L dmg, bow); SV Dam +5, Fort +1, Ref +2, Will +2; Str 10, Dex 19, Con 11, Int 14, Wis 15, Cha 18.

Skills: Escape Artist +11, Handle Animal +11, Hide +11, Knowledge (nature) +11, Listen +9, Move Silently +11, Ride +6, Spot +9, Survival +9, Use Rope +4 (+6 with bindings).

Feats: Great Fortitude, Attack Finesse.

Powers: Amazing Save: Damage +3, Amazing Save: Reflex (Extra: Will) +1, Protection +5, Plant Control +4 (Extras: Plant Elementals, Plant Sense, Plant Stride, Pollen Could (stun), Mind Control, Power Stunts: Pollen Cloud (paralysis, fatigue)).

Weakness: Vulnerability – Cold Iron, Susceptibility – seperation from or damage to her specific tree.

Equipment: Weapon +1 (L, melee, dagger), Weapon +1 (L, ranged, short bow).

[Used a 4 HD Dryad as base.]

 

Djinni: Large Extradimensional Creature; Init +8 (+4 Dex, +4 Improved Initiative); Defense 13 (-1 size, +4 Dex); Spd 20 ft., Fly 60 ft. (perfect); Atk +8/+8 melee (+5S dmg, punch); SV Dam +5, Fort +4, Ref +6, Will +4; Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15.

Skills: Appraise +12, Concentration +12, Craft (any one) +12, Diplomacy +4, Escape Artist +14, Knowledge (any one) +12, Listen +12, Move Silently +14, Sense Motive +12, Spellcraft +12, Spot +12, Use Rope +4 (+6 with bindings).

Feats: Darkvision, Combat Casting, Dodge, Evasion, Improved Initiative, Extra Limb, Extra Attack (2 Slams P), Extra Reach (+5 ft.), Aerial Combat, Immunity (chemical, starvation, exhaustion), Unusual Size (large).

Powers: Flight +12 (Extras: Increased Maneuverability x3 (perfect), Natural Weapon +1 (large fists), Amazing Save: Damage +3, Amazing Save: Fortitude (Extras: Reflex, Will) +2, Sorcery +6 (Base Spells: Element Control (air), Telepathy, Invisibility, Create Object, Dimensional Travel, Extra Spells: Illusion, Incorporeal, Extras: Ghost Touch, Flaws: Excluded Groups – Defense, Offense), Whirlwind +5 (Effect: Snare that is mobile around user, ensnared foes are pulled along in its wake, Extras: Area, Sustained, Obscure (Flaw: Partial Concealment), Partial Extra: Energy Field +2, Flaw: Focus required, cannot take other actions, other than a Half-Action as Movement, while Whirlwind is sustained.).

[Used an 8 HD Djinn as base.]

 

Noble Djinn: Huge Extradimensional Creature; Init +7 (+3 Dex, +4 Improved Initiative); Defense 11 (-2 size, +3 Dex); Spd 20 ft., Fly 60 ft. (perfect); Atk +11/+11 melee (+10S dmg, punch); SV Dam +11, Fort +7, Ref +6, Will +5; Str 20, Dex 17, Con 18, Int 14, Wis 15, Cha 15.

Skills: Appraise +12, Concentration +12, Craft (any one) +12, Diplomacy +4, Escape Artist +14, Knowledge (any one) +12, Listen +12, Move Silently +14, Sense Motive +12, Spellcraft +12, Spot +12, Use Rope +4 (+6 with bindings).

Feats: Darkvision, Combat Casting, Dodge, Evasion, Improved Initiative, Extra Limb, Extra Attack (2 Slams P), Extra Reach x2 (+10 ft.), Aerial Combat, Immunity (chemical, starvation, suffocation), Unusual Size (huge).

Powers: Super-Strength +3, Flight +12 (Extras: Increased Maneuverability x3 (perfect), Natural Weapon +2 (large fists), Amazing Save: Damage +6, Amazing Save: Fortitude (Extras: Reflex, Will) +3, Sorcery +9 (Base Spells: Element Control (air), Telepathy, Invisibility, Create Object, Dimensional Travel, Extra Spells: Illusion, Incorporeal, Extras: Ghost Touch, Flaws: Excluded Groups – Defense, Offense), Whirlwind +8 (Effect: Snare that is mobile around user, ensnared foes are pulled along in its wake, Extras: Area, Sustained, Obscure (Flaw: Partial Concealment), Partial Extra: Energy Field +2, Flaw: Focus required, cannot take other actions, other than a Half-Action as Movement, while Whirlwind is sustained.).

[Used a 12 HD Huge Djinn as base.  At 18 HD add +4 Atk, +1 AS: Fort, Ref & Will and +3 ranks of Sorcery.]

 

Efreeti: Large Extradimensional Creature; Init +7 (+3 Dex, +4 Improved Initiative); Defense 12 (-1 size, +3 Dex); Spd 20 ft., Fly 40 ft. (perfect); Atk +12/+12 melee (+7S dmg, punch +1L fire Energy Field); SV Dam +8, Fort +5, Ref +6, Will +5; Str 20, Dex 17, Con 14, Int 12, Wis 15, Cha 15.

Skills: Bluff +15, Concentration +15, Craft (any one) +14, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +17, Listen +15, Move Silently +16, Sense Motive +15, Spellcraft +14, Spot +15.

Feats: Darkvision, Combat Casting, Dodge, Evasion, Improved Initiative, Extra Limb, Extra Attack (2 Slams P), Extra Reach (+5 ft.), Immunity (fire, starvation, exhaustion), Unusual Size (large).

Powers: Super-Strength +1, Flight +8 (Extras: Increased Maneuverability x3 (perfect), Natural Weapon +1 (superheated metallic skin, Extra: Energy Field (L, fire)), Amazing Save: Damage +6, Amazing Save: Fortitude (Extras: Reflex, Will) +3, Sorcery +9 (Base Spells: Element Control (fire, as Energy Control: Fire), Energy Blast (L, fire), Telepathy, Invisibility, Dimensional Travel, Shapeshift, Extra Spells: Illusion, Flaws: Excluded Group – Defense), Transformation +4 (Extras: Growth, Shrinking, Flaw: Only to enlarge or shrink).

Weakness: Vulnerability- Cold

[Used a 12 HD Efreeti as base.]

 

Ifrit Lord: Huge Extradimensional Creature; Init +6 (+2 Dex, +4 Improved Initiative); Defense 10 (-2 size, +2 Dex); Spd 20 ft., Fly 40 ft. (perfect); Atk +15/+15 melee (+12S dmg, punch +1L fire Energy Field); SV Dam +13, Fort +8, Ref +6, Will +6; Str 20, Dex 15, Con 18, Int 12, Wis 15, Cha 15.

Skills: Bluff +15, Concentration +15, Craft (any one) +14, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +17, Listen +15, Move Silently +16, Sense Motive +15, Spellcraft +14, Spot +15.

Feats: Darkvision, Combat Casting, Dodge, Evasion, Improved Initiative, Extra Limb, Extra Attack (2 Slams P), Extra Reach x2 (+10 ft.), Immunity (fire, starvation, exhaustion), Unusual Size (huge).

Powers: Super-Strength +5, Flight +8 (Extras: Increased Maneuverability x3 (perfect), Natural Weapon +2 (superheated metallic skin, Partial Extra: Energy Field +1 (L, fire)), Amazing Save: Damage +9, Amazing Save: Fortitude (Extras: Reflex, Will) +4, Sorcery +12 (Base Spells: Element Control (fire, as Energy Control: Fire), Energy Blast (L, fire), Telepathy, Invisibility, Dimensional Travel, Shapeshift, Extra Spells: Illusion, Flaws: Excluded Group – Defense), Transformation +4 (Extras: Growth, Shrinking, Flaw: Only to enlarge or shrink).

Weakness: Vulnerability- Cold

[Used an 18 HD Efreeti as base.  At 24 HD add +4 Atk, +2 AS: Fort, Ref & Will and +4 ranks of Sorcery.]