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Alven Size/Type: Tiny Fey Hit Dice: 2d6-4 (1) Initiative: Speed: 3 ft, 18ft. flying. Armor class: 24 (+4 Dex, +6 Size, +4 concealment) 20 flat footed, 24 touch Base Attack/Grapple: +2 Attack: Touch +2 (special) Full Attack: Touch +2 (special) Space Reach: nil Special Attacks: Sleep, Entangle Special Qualities: Damage Reduction 10/cold iron, low light vision, defensive bubble Saves: Abilities: Str 1, Dex 19, Con 7, Int 13, Wis 12, Char 16 Skills: Hide+11 Move Silently+22 Listen+11 Handle Animal+5 Knowlege+7 Plants+ Swim+21 Feats: (2 total) Environment: Water in Gardens Organization: Troop 20-200 Challenge Rating: 5 Treasure: Standard (+every troop has a hoard equal to ¼ their total hit dice) Alignment: Neutral Advancement: As Level Level Adjustment: -1 So light that it’s difficult to see them, these shy little fairies live in small castles in calm pools of water, preferring garden fountains where fish are less likely to try to eat them. They fly around their watery homes encased in hardened bubbles for protection, as they spend their days tending to the surrounding gardens and plants. On ocastions Alvens will ask mortals to go on great quests, as they find joy in the emotions inspired by these. They always do reward those who go on quests for them, typicly with some romantic item such as a cloak that would make one more handsome, or a blade that would pass through metal as if it did not exist. Combat: The Alven are shy and will never enter combat unless threatened. When entering combat Alven’s know full well that they cannot truly harm their opponents so they attempt to hinder their movements in order to escape. Occasionally they will work with other fairies helping to distract their opponents, while those with the ability to do real physical harm attack. At will Alven's may surround themselves with a hard clear bubble which has a hardness of 5 and 5hp. Spells Minor Illusion, Plant Growth, Entangle, Detect Animals and Plants, Sleep The Alven eat dew and nectar during the spring and summer, during the winter they eat frost. Despite their semi-ethereal abilities they cannot go ethereal and so must make a hole in the ice in order to leave the water. If your a Writer a skilled
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