Sprite: Sun
Sprite: Sun by Reagren Wright
Every so often travelers through woods and fields come across strange geometric shapes in the ground. Some usually avoid them thinking they are perhaps some type of circle magic or arcane design made by some faerie folk. The later would be true, but these circles are nothing to be fearful of, in fact they might save a life. Sun Sprites make geometric shapes that are actually ritual protection circles. Safe areas were humanoids can seek shelter from a supernatural evil. More often then not, these patterns will be found near such ills. Sun Sprites also make magical amulets and freely hand them out when travelers are approaching such dangers. They ask for nothing in return (although they enjoy sweets, shiny things, and buttons) and seem to do this out of the kindness of their heart. They are also great defender against such threats, particular the undead which they will attack on sight. Many vampires have fallen victim to a sun sprite ambush. These little creatures will stop at nothing to destroy them, or drive out necromancers who dare enter an area they inhabit. Though these blond hair, orange butterfly winged beings maybe small, but they will turn a vampire into a pin cushion with their magical wooden weapons. They are also quite creative when it comes to killing such abominations. Like the moon sprites, they are among the most friendly and helpful of all faerie folk, but on occasion they do like playing a harmless prank on humanoids, especially on their distant cousins (goblins, hob-goblins, kobolds, and orcs).
Race:.: Faerie Folk
Alignments: Any good alignment
The Eight Attributes: I.Q. 3D6+2, M.E. 2D6, M.A. 3D6+2, P.S. 1D6, P.P. 3D6+6, P.E. 2D6+2, P.B. 3D6+6, Spd 3D6 running and 3D6x10+60 flying.
Natural A.R.: 6
Hit Points: P.E. attribute x2.
S.D.C.: 3D6
Horror Factor/Awe: 8
P.P.E.: 1D6x100, plus can automatically draw on the P.P.E. around them from ley lines and nexus points.
R.C.C. Skills: Speak Faerie 98%, player characters can learn two additional languages at the base skill +10% skill bonus, identify plants & fruits 70%, dowsing 80%, sculpting & whittling 85%, wilderness survival 80%, land navigation 90%, astronomy & navigation 75%, prowl 80%, track humanoids 50%, sing 65%, and dance 70%.
Natural Abilities: Fly and hover, nightvision 60 feet (18.2 m), hawk-like day vision (see a rabbit on a hill side two miles (3.2 km) away, naturally invisible from sunrise to sunset, become visible at night and radiate light equal to a 2nd level globe of daylight, cannot be blinded by light, resist fire and cold (half damage), and sense evil 300 feet (91.44 m).
Attacks Per Melee: Two physical hand to hand attacks or three using magic.
Bonuses: +1 on initiative, +1 to strike, +3 to auto dodge in flight, +3 to roll with punch, +6 to save vs. Horror Factor, and +2 to save on all saving throws.
Vulnerabilities: Same means used to protect oneself from all faerie folk.
Magic Spells: Blinding flash, fireball, fiery touch, turn dead, exorcism, banishment, create heat, flame of life, amulet, and protection circles: simple and superior (can be any geometric shape-square, star, triangle, etc). Like all faerie magic requires a saving throw vs. magic of 16 or higher and has the spell strength, duration, range, and damage equal to a 10th level wizard/warlock.
Psionics: None.
Value: Their wings are worth 20,000-40,000 gold per pair.
Average Life Span: Immortal until slain.
Habitat: Anywhere, as long as there is plenty of sunlight during the day.
Range: Anywhere
Language: See above.
Enemies: The undead (especially vampires) and supernatural evil.
The presence of a necromancer will drive them into a killing frenzy.
Allies: The good and innocent. They enjoy helping out those in need.
Size: 4 inches (10.16 cm) tall.
Weight: 4 ounces (.11 kg).
Note: They never wear clothes or armor. They make readily use of faerie size weapons. They live in groups of 4D6 and associate with all type of faerie folk.
Note: Penalties for dealing with tiny people. Penalties are accumulative.
- -6 to ht with projectile or missile/thrown
- -3 to hit with melee weapon or punch
- -4 to hit with a kick
- -3 to hit while moving or hovering
- -6 to hit if moving more than 30 mph (48.4 km)
- -3 to hit if more than 30 feet (9.1 m) away
- -6 to hit if more than 50 feet (15. 24 m) away.