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Fae

Fae creatures are sustained by Primal magic — the magic of growth, decay, and the cyclical rhythms of nature. They do not age biologically; their relationship to time is governed by emotional or spiritual resonance. Grief, strife, and pain age them; peace and equilibrium preserve them.

All creatures in this file are Fae (Primal) unless otherwise noted.

Builder notes: Fae are diverse — elves, orcs, goblins, dryads, and spirits are all equally Fae. The common thread is Primal magic. Casters need Primal Form to charm, bind, summon, or banish these creatures. Mind magic does not work for non-damage interaction (unlike Mortal creatures).


Fae Goblins — Tuatha

Goblins in Mastery are not the disposable D&D green-skins. They are Fae beings — spiritual, mischievous, sometimes malevolent, sometimes helpful. They are tied to the Primal world and often possess minor supernatural abilities (invisibility, shapeshifting, illusion). Hobgoblins, brownies, boggarts, and other fairy-tale goblins are all subtypes within this category.

Redcap (Tier 2 Adept)

Division 3, Tier 2, Adept. ½ Fae Tuatha (Primal).

Powrie, Redcomb, Bloody Cap

A malevolent, murderous goblin found in ruined castles and places of old violence. Short and thickset, with long prominent teeth, eagle-like talons, fiery red eyes, and iron boots. It soaks its cap in the blood of its victims. Unaffected by human strength — it must be driven off by sacred words or objects.

Attributes:

STR AGI PHY END INT WIS CHA PER
13 (T3, d4) 8 (T2, d3) 9 (T2, d3) 9 (T2, d3) 8 (T2, d3) 8 (T2, d3) 3 (T1, d2) 9 (T2, d3)

Tier Budget: 3+2+2+2+2+2+1+2 = 16. Budget for T2 Adept = 18. Close (-2). ✓

Stat Value
Attack (Pike, Slow, Two-Handed, Reach 10 ft) d6 (DTD) + d6 (STR) Puncturing. Exploding. (2H: +1 step. Attribute: STR)
Attack (Rock, Slow, Heavy Thrown 10/20/30) d4 (DTD) + d4 (STR) Crushing. Exploding. (Attribute: STR)
Health 9 + 3d3 + d4 (DTD) = 9 + 3d3 + d4 (~16)
Resistance Budget 20: Cut 4, Cleave 3, Crush 5, Pierce 4, Puncture 2, Sacred 2
Trials 1d3 + Attribute TD
Defense (with Pike) d3 (DTD) + d3 (STR) + 1 (½sq) + applicable resistance. (2H: −1 step. Attribute: STR)
AP 2
Speed 4 (20 ft)
Footprint ½ sq
Reach 10 ft (pike) / 5 ft (rock)

Senses: Crepuscular sight.

Passive:

Unnatural Strength. (Ability slot 1.) The Redcap cannot be grappled by creatures with STR lower than its own STR score (13). Attempts to physically restrain it automatically fail.

Iron-Shod. (Ability slot 2.) The Redcap's heavy iron boots grant it +2 to trials against Restricted and Prone. It cannot be knocked down by effects that would topple a creature of its size.

Note: The Redcap uses 2 ability slots (T2 Adept maximum) on passive features. It has no active combat abilities — it fights with pike and rock. The Redcap's threat is raw damage output, reach, and the fact that it can't be restrained or knocked down. It is a simple, relentless brute.


Kallikantzaros (Tier 1 Adept)

Division 2, Tier 1, Adept. ½ Fae Tuatha (Primal).

A subterranean goblin that only surfaces during the darkest weeks of the year, around the winter solstice. Motivated by destruction, but terrified of fire and light. Short, ugly, and vicious in packs.

Attributes:

STR AGI PHY END INT WIS CHA PER
6 (T2, d3) 11 (T3, d4) 6 (T2, d3) 4 (T1, d2) 4 (T1, d2) 3 (T1, d2) 2 (T1, d2) 8 (T2, d3)

Tier Budget: 2+3+2+1+1+1+1+2 = 13. Budget for T1 Adept = 12. Over (+1). ✓

Stat Value
Attack (Claws, Fast) d3 (DTD) + d3 (STR) Cutting. Exploding. (Attribute: STR)
Attack (Bite, Fast) d3 (DTD) + d3 (PHY) Piercing. Exploding. (Attribute: PHY)
Health 4 + 2d2 + d3 (DTD) = 4 + 2d2 + d3 (~8)
Resistance Budget 10: Cut 2, Cleave 2, Crush 2, Pierce 2, Puncture 2
Trials 1d3 + Attribute TD
Defense d3 (DTD) + d4 (AGI) + 1 (½sq) + applicable resistance. (Attribute: AGI)
AP 2
Speed 5 (25 ft)
Footprint ½ sq
Reach 5 ft

Senses: Scotopic sight (20 ft dark / 200 ft ambient).

Passive:

Fear of Fire and Light (Passive, no slot). The Kallikantzaros must succeed on a WIS trial [3] to willingly approach within 10 feet of open flame or light. If it takes Fire damage, it advances Demoralized by 1 tier, treating the source of fire as the source of its fear.

Solstice Bound (Passive, no slot). The Kallikantzaros can only surface during the darkest weeks of the year (roughly 2-3 weeks around the winter solstice). Outside this window, it remains underground.

Abilities:

Rend (1 AP, Attack. Ability slot 1). On a hit with a claw attack, with Impotence, if damage is dealt the target must succeed on an END trial [3] or gain Attrition (Bleeding).

Swarm Frenzy (1 AP, Reaction. Ability slot 2). When an allied Kallikantzaros within 5 feet hits a creature, this Kallikantzaros can make a claw attack against the same target.

Note: Swarm Frenzy is the goblin version of Pack — coordinated attacks when allies connect. Combined with their Fear of Fire, the tactical picture is clear: bring torches. Without fire, they swarm and tear. With fire, they scatter.


Orcs — Fae Tuatha

Orcs are Fae. Their violence is not corruption — it is simply what Primal nature looks like at this tempo. They age through grief like all Fae, but their violent nature generates grief faster than they can process it. Their response to pain is violence, which creates more pain, which demands more violence.

Orc Raider (Tier 2 Adept)

Division 3, Tier 2, Adept. 1×1 Fae Tuatha (Primal).

Attributes:

STR AGI PHY END INT WIS CHA PER
14 (T3, d4) 9 (T2, d3) 13 (T3, d4) 12 (T3, d4) 6 (T2, d3) 4 (T1, d2) 6 (T2, d3) 8 (T2, d3)

Tier Budget: 3+2+3+3+2+1+2+2 = 18. Budget for T2 Adept = 18. ✓

Armor: Hide Armor (Cut 1, Crush 4, Cleave 2, Pierce 7, Puncture 6 = 20 total)

Stat Value
Attack (Bearded Axe, Slow, Single) d4 (DTD) + d4 (STR) Cleaving. Exploding. (Attribute: STR)
Attack (Bearded Axe 2H, Moderate, Two-Handed) d6 (DTD) + d6 (STR) Cleaving. Exploding. (2H: +1 step. Attribute: STR)
Attack (Francisca, Fast, Single) d4 (DTD) + d4 (PHY) Cutting. Exploding. (Attribute: PHY)
Attack (Francisca, Fast, Thrown 15/30/45) d4 (DTD) + d4 (PHY) Cutting. Exploding. (Attribute: PHY)
Health 3d4 + 2 (~10)
Durability 25
Resistance Cut 1, Crush 4, Cleave 2, Pierce 7, Puncture 6 (Hide Armor, 20 total)
Trials 1d3 + Attribute TD
Defense (1H) d4 (DTD) + d4 (STR) + applicable resistance. (Attribute: STR)
Defense (2H) d3 (DTD) + d3 (STR) + applicable resistance. (2H: −1 step. Attribute: STR)
AP 2
Speed 5 (25 ft)
Footprint 1×1 (1 sq)
Reach 5 ft

Senses: Scotopic sight (20 ft dark / 200 ft ambient).

Abilities:

Hook (1 AP, Attack. Ability slot 1). On a hit with an axe attack, with Impotence, the target must succeed on a PHY trial [4] or swap positions with the orc.

Note: Hook is directly from the Bearded Axe weapon property and the Axe maneuvers. It's a positioning ability — the orc pulls a defender out of line and gets behind them. Tactical play: orc raiders hook the shield-bearer out of formation, exposing the caster behind.


Orc War Chief (Tier 2 Master)

Division 6, Tier 2, Master. 1×1 Fae Tuatha (Primal).

Attributes:

STR AGI PHY END INT WIS CHA PER
16 (T4, d6) 9 (T2, d3) 14 (T3, d4) 16 (T4, d6) 8 (T2, d3) 6 (T2, d3) 12 (T3, d4) 11 (T3, d4)

Tier Budget: 4+2+3+4+2+2+3+3 = 23. Budget for T2 Master = 24. Under (-1). ✓

Armor: Scale Mail (Cut 12, Crush 6, Cleave 6, Pierce 6, Puncture 8 = 38 total)

Stat Value
Attack (Labrys, Slow, Two-Handed) d12 + d8 Cleaving. Exploding. (2H: +1 step. Attribute: STR)
Attack (Francisca, Fast, Single) d10 (DTD) + d4 (PHY) Cutting. Exploding. (Attribute: PHY)
Attack (Francisca, Fast, Thrown 15/30/45) d10 (DTD) + d4 (PHY) Cutting. Exploding. (Attribute: PHY)
Health 6d6 + 2 (~23)
Durability 39
Resistance Cut 12, Crush 6, Cleave 6, Pierce 6, Puncture 8, Fire 6, Sea 4, Sky 2 (armor 38 + 12 magical = 50 total)
Trials 1d8 + Attribute TD
Defense (with Labrys) d8 + d4 + applicable resistance. (2H: −1 step. Attribute: STR)
Defense (with Francisca) d10 (DTD) + d4 (PHY) + applicable resistance. (Attribute: PHY)
AP 3 (max 2 attacks)
Speed 5 (25 ft)
Footprint 1×1 (1 sq)
Reach 5 ft

Senses: Scotopic sight (20 ft dark / 200 ft ambient).

Passive:

Grief Fury (Ability slot 1). When an allied orc within 30 feet is killed, the orc advances Invigorated by 1 tier (max Tier 3). Degrades by 1 tier per round if not re-triggered. The orc has Dominance on trials to resist conditions that would counter Grief Fury.

Breaker (Ability slot 2). When the orc makes an attack where at least one damage die explodes, it can add its STR score (16) to the damage total. Immediately advances Exhausted by 3 tiers, which degrades by 1 tier per round.

Abilities:

Charge (2 AP, Movement + Attack. Ability slot 3). The orc moves at least 15 feet in a straight line and makes a labrys attack with Dominance. Countered by Set Spear vs Charge.

Double Damage (1 AP, Reaction. Ability slot 4). Before an enemy's melee attack roll targeting the orc, the orc allows the attack to automatically hit with Superiority. After taking damage, the orc immediately makes a labrys attack with Superiority and Dominance.

Note: Weapon-specific properties ("+2 to Hook Attacks", "+2 to Damage", "+1 to Riposte") do not apply to monster stat blocks. These are tied to PC mastery levels. Monsters balance on Tier/Rank, not weapon properties. Exception possible for Epic/Legendary creatures.


Sídhe — Place-Bound Fae Spirits

Sídhe are Fae spirits tied to a specific place or living thing. A dryad IS her tree. A river spirit IS the river. Remove them from their place and they weaken, wither, and eventually die. Within their place, they are formidable — the terrain itself responds to them.

Treow (Tier 2 Champion)

Division 5, Tier 2, Champion. 2×2 Fae Sídhe (Primal).

An ancient tree awakened. The Treow moves with glacial patience, its roots pulling free from the earth with the sound of tearing stone. Bark like iron, branches like siege arms, and roots that grip so deeply the ground shudders when it walks. Treow do not seek conflict — they are guardians, not hunters. But the forest remembers every axe.

Attributes:

STR AGI PHY END INT WIS CHA PER
21 (T5, d8) 3 (T1, d2) 8 (T2, d3) 21 (T5, d8) 3 (T1, d2) 11 (T3, d4) 6 (T2, d3) 11 (T3, d4)

Tier Budget: 5+1+2+5+1+3+2+3 = 22. Budget for T2 Champion = 22. ✓

Classification Package: Immune Primal. Vulnerable Void (Impotence vs Void damage trials). Connected Form: Primal.

Stat Value
Attack (Branch Slam) d8 (DTD) + d8 (STR) + 4 (size) Crushing. Exploding. (Attribute: STR)
Health 21 + 9d8 + d8 (~66)
Resistance Budget 40: Cut 4, Cleave 4, Crush 10, Pierce 8, Puncture 8, Sea 2, Sky 2, Stone 2
Trials 1d6 + Attribute TD
Defense d8 (DTD) + d3 (PHY) + applicable resistance. (Attribute: PHY)
AP 3 (max 2 attacks)
Speed 8 (40 ft)
Footprint 2×2 (4 sq)
Reach 10 ft

Senses: Perceives creatures in contact with the ground within 60 ft through its root network, regardless of visibility.

Passive:

Deep Roots. (Ability slot 1.) The Treow has Superiority on all trials to resist being moved or displaced.

Abilities:

Root Snare (1 AP, Action. Ability slot 2.) The target must succeed on a STR trial [6] or advance Restricted by 1 tier. Advances on repeated application. No damage. Restricted does not deteriorate while held. Once per turn, the target can spend 1 AP on a STR trial [6] to break free; on success, the hold drops by 1 tier. An adjacent ally can spend 1 AP on its own turn to make the same trial for it. While a target is Pinned by Root Snare, the Treow's attacks against it have Superiority.

Timber (2 AP, Attack. Ability slot 3.) The Treow makes a branch slam attack targeting all creatures in a 10-foot line. Roll one attack and apply to all targets. On a hit, targets must succeed on a STR trial [6] or be pushed 10 feet.


Dryad (Tier 2 Epic)

Division 7, Tier 2, Epic. 1×1 Fae Sídhe (Primal).

A spirit of an ancient tree, bound to a grove extending roughly a mile from her bonded tree. Within this territory, roots obey her, branches reach for intruders, and the forest watches through her eyes. She appears as a humanoid figure woven from bark, leaves, and living wood. Destroying the Dryad in combat disperses her spirit; she reforms at her tree within days. To end her permanently, the bonded tree must be destroyed, an undertaking measured in hours or days, not combat rounds.

Attributes:

STR AGI PHY END INT WIS CHA PER
9 (T2, d3) 11 (T3, d4) 12 (T3, d4) 16 (T4, d6) 11 (T3, d4) 14 (T3, d4) 16 (T4, d6) 22 (T5, d8)

Tier Budget: 2+3+3+4+3+3+4+5 = 27. Budget for T2 Epic = 28. Under (-1). ✓

Classification Package: Immune Primal. Vulnerable Void. Connected Form: Primal.

Spellcasting: Mastery Level 6 (Rank). ATD d8 (PER). Spell DC 8.

Stat Value
Attack (Strike, Moderate) d12 (DTD) + d4 (PHY) Crushing. Exploding. (Attribute: PHY)
Health 16 + 7d6 + d12 (~47)
Resistance Budget 60: Cut 5, Cleave 3, Crush 8, Pierce 7, Puncture 7, Fire 4, Sea 6, Sky 4, Stone 6, Void 0, Sacred 4, Profane 6
Trials 1d10 + Attribute TD
Defense d12 (DTD) + d4 (PHY) + applicable resistance. (Attribute: PHY)
AP 2/phase, active in Moderate + Slow (4 total, max 2 attacks/phase)
Speed 6 (30 ft)
Footprint 1×1
Reach 5 ft

Senses: Perceives creatures in contact with the ground within her grove through the root network.

The Bonded Tree

The Dryad's bonded tree is a massive ancient tree (2×2 footprint, 15 ft reach). It cannot defend; attacks against it hit automatically. Damage is reduced by resistance only.

Tree Resistance: 14 (2×Division) to all types. Exceptions: Cleaving 7, Fire 7, Void 7. Immune Primal.

Threshold Effects (checked at the start of the Dryad's turn; based on total damage dealt to the tree since her last turn. Thresholds stack. Reset if the tree takes less than the threshold next round.)

Threshold 1 (7+ damage, 1×Division): Regen suppressed. The Dryad's spells gain Dominance.

Threshold 2 (14+ damage, 2×Division): Woodland Meld unavailable. The bonded tree attacks during the Slow phase: 2 AP, Branch Slam: d12 (DTD) + d8 (PER) Crushing, 15 ft reach from the tree's position.

Grove Terrain: Within the grove, line of sight beyond 60 ft is blocked by canopy and undergrowth.

Passive:

Tree-Bound. (Ability slot 1.) The Dryad regenerates 1d6 health at the start of each turn while within her grove. If reduced to 0 health, her spirit disperses and reforms at her bonded tree within days.

Abilities:

Woodland Meld (1 AP, Action. Ability slot 2). The Dryad melds into natural terrain and emerges from another point within 120 ft. Her next start-of-turn regen becomes 2d6. Cannot use while Restricted.

Thorn Bolt (1 AP, Action [Moderate]. Ability slot 3. Range 60 ft). The target must succeed on an AGI trial [8] or take d12 + d8 primal damage.

Ensnare (1 AP, Action [Moderate]. Ability slot 4. Range 60 ft). Roots seize a creature. The target must succeed on a STR trial [8] or advance Restricted by 1 tier. Restricted does not deteriorate while held. Once per turn, the target can spend 1 AP on a STR trial [8] to break free; on success, the hold drops by 1 tier. An adjacent ally can spend 1 AP on its own turn to make the same trial for it.

Thornwall (1 AP, Action [Slow]. 1/encounter. Ability slot 5. Range 60 ft). The Dryad raises a wall of thorny growth up to 20 feet long and 5 feet tall. The wall has 90 durability. Creatures forcing through take 6 primal damage and must succeed on a STR trial [8] or advance Restricted by 1 tier.

Phase Reference (each phase includes all abilities from earlier phases): - Moderate: Strike, Thorn Bolt, Ensnare, Woodland Meld - Slow: all above + Thornwall

Encounter Modes:

Default: Guerrilla. She teleports, regens d6/turn (2d6 after Meld), harasses from range. The party chases her through dense forest.

Threshold 1: Aggressive caster. Regen stops but spells gain Dominance (Thorn Bolt damage steps to 2d6 + d10). More lethal, no sustain, still mobile.

Threshold 2: Cornered predator. Cannot Meld. Tree attacks in Slow phase (2 AP, Branch Slam at 15 ft reach). The chase becomes a siege.