Sylvanes
Why must you all insist on giving me these obsuce creatures to be? But seriusly, could you please type out these Diopsid and Unseelie Fey, as I'm not sure what refrence book to look for them under.
They're both in the Dragon Compendium Volume #1, but I'll type em out anyways.
Diopsid:
In a sense, it's like a large bipedal Beetle. Here's the stats:
(I condensed the descriptions a bit but the ones that aren't somewhat obvious I went into detail. if i typed EVERYTHING out it'd fill up a good page >>; )
Diopsid Racial Traits -
Monstrous Humanoid:Immune to spells that only affect humanoids (Charm Person, Hold Person)
+2 Con, -2 Dex, -2 Int: Tough but clumsy and slow witted
Medium Creature:
Base land speed of 30 ft.:
Darkvision 60ft: Black and White only but functions like normal vision
Bioluminescence: At will, shed a light in a 10 ft radius around it's body (like a firefly) shadowy illumination is another 20 ft from that
Natural Armor: +4 Natural Armor via it's tough Carapace
Wings: Small stubby wings that don't provide a flight speed, but allows them to glide to a soft landing at a rate of 60 ft per round. As long as your able to take actions you can use them.
Extra Arms: Diopsids have 4 arms, 2 primary and 2 secondary. Weaker limbs are poorly suited to carry stuff but can support weapons carried by the primary arms. Diopsids can use weapons of one size grade higher then normal without penalty, but the weapon must be held in the primary hand and stablized by the secondary hand (Example : A Diopsid can use a Large Longsword by stablizing it with his secondary hand).
Diopsids can wield a pair of two-handed weapons using all four of it's limbs. Full benefits are given from wielding two-handed weapons (Str 1.5x bonus on damage). Diopsids suffer the same penalty for fighting in this way with two weapons with a non-light weapon in the off hand.
A Diopsid wielding a pair of two-handed weapons is a fearsome sight. it shifts and twirls the two weapons between its four hands, hammering its opponent with tremendous strikes while defying its normally clumsy, fumbling nature.
If a diopsid carries a weapon or shield in it's secondary arms while one or more of its primary arms also carry an item, it suffers a number of pealties. When using a shield, the diopsid takes the shield's armor check penalty on it's attack rolls and skill checks even if it has proficiency with the shield. When using a weapon, the diopsid gains only half its Strength bonus on damage rolls. It takes a -4 penalty on all attacks for each light weapons used in this manner. This penalty increases to -8 for one-handed weapons. The diopsid cannot carry a two-handed weapon with just its secondary arms.
A diopsid with at least one empty hand can cast spells with a somatic component.
Limb Symmetry: A diopsid can use its third and forth limbs (secondary) to steadt a weapon held in its primary arms, shift its weight and maneuver it to attack and defend. A diopsid ignores the Dexterity prerequisite, if any, for any feat that has the words "two-weapon" in its name, such as Two-Weapon Fighting. The diopsid must fulfill the rest of the feat's requirements as normal.
Insect Body: The diopsid's beetle-like body makes it unsuited to use many tools and magic items designed for humanoids. A diopsid has trouble wearing bulky armor even if it has the appropriate feat. A diopsid can wear light armor without penalty. When wearing medium armor the diopsid takes a -2 penalty to Dexterity. This penalty increases to -4 if the diopsid wears heavy armor. The diopsid's multiple limbs and bulky form make it poorly suited to using heavy armor. For such a suit to offer its full protection, it must restrict the diopsid's movements.
In any case, the diopsid must purchase custom-made armor. This armor costs the same price as if the diopsid had to purchase armor one size larger then normal.
Immune to Sleep: They don't sleep and are immune to all sleep effects
Automatic Languages: Common and Diopsid. Bonus Languages: Dwarf, Orc, Terran, Undercommon. Diopsids learn the languages of the Underdark to facilitate trade with other folk. The diopsid love of new weapons and metal goods is powerful enough to overcome their normally sluggish intellects. The diopsid native tongue emplots their luminous glands, allowing them to flash messages across the Underdark caverns with a sound. Diopsids can also create flashes of "light" visible only to creatures with darkvision, allowing them to "whisper" without tipping off their presense to creatures that rely on normal vision.
An observer can detect a diopsid communicating in this manner with a Spot check rather then a Listen check. While creatures that lack bioluminescence cannot "speak" Diopsid, they can understand and translate it.
Favored Class: Barbarian
Alignment: Usually Neutral
Level Adjustment: +1
Unseelie Fey:
Basically it's an offspring of a Fey mating with another race in a sense
"Unseelie Fey" is a template that can be added to any living creature type (referred to hereafter as the "base creature"). The creature's type becomes "fey". It uses all the base creature's statistics and special abilities except as noted here.
Hit Dice: d6 or by Character Class
Speed: Many fey have wings. Some of them are mere vestiges unable to support the weight of the unseelie fey, but most are usable, enabling the creature to fly at twice the base creature's normal speed (average maneuverability). A base creature that normally has wings might have wings unusual for its kind. Wings can be of any type listed on the following table. Select the Wings or roll randomly.
d% Roll Type of Wings01-33 None
34-50 Unusable wings of a type listed below
51-60 Batlike
61-70 Birdlike
71-80 Butterflylike/Mothlike
81-90 Dragonlike/Scaled
91-100 Insectlike
Special Attacks: Retains all the base creatures special attacks and gains one seasonal attack power.
Season's Power: An unseelie fey has a powerful connection to one of the seasons and gains a power related to it.
Vernal Touch:At will, as a Standard Action, the unseelie fey may touch a creature with a vernal touch. If it is living, it removes dazed, nauseated, fatigued, and exhausted conditions. If it is undead, treat it as a turn undead attempt as a cleric of 2 levels lower then the unseelie fey's HD. Unlike the Cleric's turn ability, it only affects the one undead touched.
Summer Caress:The unseelie fey with Summer Caress is protected by a magic circle of nature. Functions like a magic circle against evil, except protects against attacks from all creatures of any alignment except those of the animal, beast, fey, or magical beast creature types. Caster level equals HD
Autumn Harvest: A number of times equal to 1 + Cha modifier (minimum 1), an unseelie fey may touch a creature with a special dispelling touch that acts as a targeted Dispel Magic. Caster level equals HD.
Winter Chill: All living nonfey that are within 5 feet of the unseelie fey feel uneasy and take a morale penalty on saves equal to the unseelie fey's Charisma bonus.
Special Qualities: Retains all qualities from the base creature and gains a few fey qualities.
Damage Reduction: Gained based on its HD
1-3 = None
4-7 = DR 5/cold iron
8-11 = DR 10/cold iron
12+ = DR 15/cold iron
Iron Vulnerability (Ex): The mere touch of iron (or steel) deals 1 point of damage to an unseelie fey. A hit with an iron or steel weapon deals +1d6 damage. The fey's DR protects against this damage unless the weapon can defeat the fey's DR.
Vision: Most unseelie fey have low-light vision. Some strange breeding combinations create off alternatives, as per the table below.
d% Roll Type of Vision1-70 Low-light
71-80 Standard; the creature can see as well as a human
81-90 Darkvision 60 ft.
91-95 The creature lacks eyes but has tremorsense 30 ft.
96-100 The creature lacks eyes but has blindsight 30 ft.
Abilities: -2 Strength, +2 Dexterity, -2 Constitution, +2 Charisma
Skills: +4 Racial bonus on Intimidate checks.
Enviroment: Any
Alignment: Always Evil