Fairy Ring (CR 8/MR 3)

Mysterious lights and echoes of music and tinkling laughter can be heard at times in a shadowy glade full of multicolored mushrooms growing in a circle.

Fairy Ring (CR 8/MR 3)
XP 3,200
CN Tiny plant (mythic, swarm)
Init +1; Senses low-light vision, see invisibility, tremorsense 60 ft.; Perception +16
Aura dreaming glade (30 ft., DC 18, 10 rounds)

Defense

AC 21, touch 14, flat-footed 20 (+4 armor, +4 deflection, –2 Dex, +3 natural, +2 size)
hp 100 (9d8+60); fast healing 2
Fort +10, Ref +1, Will +5
Defensive Abilities swarm traits, DR 5/epic and slashing; Immune plant traits; SR 19
Weaknesses vulnerable to cold iron, vulnerable to fire

Offense

Speed 5 ft.
Melee swarm (2d6 nonlethal plus curse of the ages)
Space 10 ft.; Reach 0 ft.
Special Attacks curse of the ages, disenchantmentMA, distraction (DC 16), mythic power (3/day, surge 1d6), mythic spell-like abilityMA, selective swarm

Spell-Like Abilities (CL 9th; concentration +13 (+17 to cast defensively))
Constant—blur, mage armor, speak with animals, speak with plants
At will—dancing lights, daze monster (DC 18), detect law, ghost sound (DC 16), hideous laughter (DC 18), meld into stone, unseen servant
3/day—deep slumber (DC 19), dimension door, minor creation, rainbow pattern (DC 20)
1/day—dream, mind fog (DC 21), mirage arcana (DC 21), summon (level 4, 1d4+1 atomies or fauns, 1d3 faerie dragons or fungus leshies, or 1 mythic faun, mythic faerie dragon, or unicorn, 100%)

Statistics

Str 1, Dex 6, Con 18, Int 15, Wis 14, Cha 19
Base Atk +6; CMB —; CMD
Feats Alertness, Combat Casting, Improved Initiative, Spell Focus (enchantment)MF, Spell Focus (illusion)MF
Skills Knowledge (nature) +10, Knowledge (planes) +10, Perception +16, Sense Motive +12, Stealth +12
Languages Sylvan (can’t speak)
SQ crossroads and backroads, faerie rippleMA, fey moundMA

Ecology

Environment temperate forest or underground
Organization solitary or cluster (2–3)
Treasure incidental

Special Abilities

Crossroads and Backroads (Sp) Once per week, a fairy ring can open a planar crossroads, enabling up to nine creatures to pass into the secret paths of the fey. This functions identically to shadow walk (caster level 9th), save that creatures are passing through the verges of the Faerie Realms rather than the Plane of Shadow, and the bewitching beauty and vibrant life of that land is such that when creatures pass back into the Material Plane they are wracked with longing to return and hopelessness that they may never be able to return, affecting them as crushing despair for 1d6 minutes (DC 16 Will negates). The fairy ring does not accompany the travelers into the Faerie Realm.

Curse of the Ages (Su) Swarm; save Will DC 18; frequency 1 day; effect age 1 year. A creature that saves is immune to that fairy ring’s curse of the ages for 24 hours.

Disenchantment (Su) As a full-round action, a fairy ring can attempt to drain the magic from one magical item carried by a creature within its space. Use Table 9-2 in the Pathfinder Roleplaying Game Core Rulebook to determine which item is affected. The fairy ring makes a caster level check (+9) opposed by a DC of 11 plus the item’s caster level. If the check succeeds, the fairy ring suppresses the item’s power for 1 minute, healing the fairy ring a number of hit points equal to one-half the item’s caster level; any hit points over the fairy ring’s maximum hit points are wasted. If its check exceeds the DC by 5 or more, the item’s power is drained completely, rendering it permanently nonmagical, and heals the fairy ring a number of hit points equal to its caster level. This power has no effect on artifacts; items made of cold iron; or items carried by fey, plants, or creatures with the chaotic subtype.

Dreaming Glade (Su) Creatures coming within 30 feet of a fairy ring are affected as lullaby (DC 18 Will negates). A creature rolling a natural 1 on its saving throw is also affected as a sympathy spell (DC 18 Will negates), becoming enchanted with the place and being unwilling to leave it. Fey creatures and creatures with the chaotic subtype are immune to this effect. If a creature saves, it is immune to the dreaming glade ability of that fairy ring for 24 hours. The save DC is Charisma-based.

Faerie Ripple (Su) A fairy ring’s allies share the benefit of its blur spell-like ability as long as they remain within the fairy ring’s space. In addition, as a full-round action a fairy ring can create a thinness between worlds that brings the Faerie Realm closer to the Material Plane. This acts as a bless spell centered on the fairy ring, but affecting only fey, plants, and creatures with the chaotic subtype. A fairy ring can spend one use of its mythic power as a standard action to instead grant allies within its space the benefits of blink (and prayer, if they are fey plants, or creatures with the chaotic subtype) for 1 minute; these benefits replace the normal blur and bless effects of this ability.

Fey Mound (Sp) As a standard action, a fairy ring can create an extradimensional refuge in the ground within its space. This functions as a rope trick, though creatures entering it need not climb a rope to enter it. A fairy ring can move and reshape itself while maintaining the fey mound, but it cannot move from the square without ending the effect and causing all creatures within to emerge from the entrance. The entrance is difficult to find due to the rippling of reality within the fairy ring’s space, requiring a DC 19 Will save to penetrate the illusion covering the entrance, followed by a DC 19 Perception check to locate it, though a fairy ring can reveal the entrance to any creatures it chooses within 30 feet without revealing it to others. Creatures inside the fey mound gain fast healing 1 as long as they remain within. A fairy ring can spend one use of its mythic power to create a mage’s faithful hound (caster level 9th) to guard the entrance to the fey mound. Alternatively, it can spend 3 uses of its mythic power to create a fairy mound identical to mage’s magnificent mansion. If the fairy ring is killed, all effects of this ability are immediately ended and creatures within are expelled into a random open square within 30 feet of the entrance. Creatures ejected in this manner must save against the fairy ring’s curse ability.

Selective Swarm (Su) Creatures beginning their turn in the area of a fairy ring take 2d6 points of nonlethal damage per round from strange whirling lights, unseen hands, snatches of song, and rippling in the very fabric of reality. Blind or deaf creatures take half damage from a fairy ring’s swarm attack and gain a +2 bonus to save against its distraction ability; creatures that are both blind and deaf take one-quarter damage and gain a +4 bonus. A fairy ring may choose to deal no damage or even to exclude some creatures from damage but not others. Creatures damaged by the fairy ring’s swarm attack are afflicted with the curse of the ages (DC 18 Will negates).

Vulnerable to Cold Iron (Ex) Cold iron weapons deal normal damage to a fairy ring, rather than half damage as normal for a swarm of tiny creatures. In addition, cold iron weapons ignore its deflection bonus to Armor Class.


Fairy rings are magical mushroom colonies that grow (and are often planted and cultivated) in places where there is a thinness in the veil between worlds, where the Faerie Realms and the Material Plane grow close together. In fact, fairy rings embody that closeness and help serve as bridges between the worlds, bringing fey and mortal alike into the world of the other. The hundreds of mushrooms comprising a fairy ring are rarely if ever seen to move. Rather, they disappear into the ground only to sprout up again a few feet away, shifting their pattern and form to suit their needs, or even disappearing from view entirely into the loaming earth or the ancient cromlechs, dolmens, and standing stones they sometimes guard.

Creatures passing within a fairy ring, or awakening to find themselves within one, often report strange dreams, and may disappear from view for days at a time, to return with tales of fey merriment but touched with age as their years seem to slip away. Strange lights and sounds are often experienced around a fairy ring, whirling patterns that entrance and mislead. Those in trouble have often found a refuge within a fairy ring, as the world seemed to grow blurry and hazy and they fell into a strange and comforting safety within.

Fairy rings are subtle creatures of surprising intelligence and insight, understanding much of what they observe and able to communicate quite effectively with the things of the natural world, though rarely revealing their mind to any. They do not speak, but those who spend sufficient time around them claim to be able to read their moods and their wishes through the subtle interplay of colors within them, the shifting rainbow hues of the mushrooms themselves, and the tittering sounds of magical laughter a fairy ring creates when pleased with itself or its guests. Properly asked, a fairy ring can be a powerful ally and protector, but it is a keen judge of persons and rarely associates with strongly lawful creatures unless compelled or at great need.

Though created by the Eldest Lords of the Fey, fairy rings can be stubborn and unreliable unless plied with gifts of music or comedy. Those seeking to use a fairy ring as a means of magical conveyance are well advised to bring them a magical gift, whose powers they drain to fortify their mystical energies. They are normally friendly with plant and fey creatures and creatures of untamed chaos, but they may refuse passage to those that treat them poorly or offend them in some way, or if they have taken a liking to someone else, especially someone that has offered them an enticing gift.

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