Monster Mayhem
Glaistig
By Eric Cagle

"It was more than a song. It tore its way into my soul, calling me to come closer . . . to come closer. I could do naught else but obey. And then, when I saw her, my soul fell to pieces and I was hers forever. That's all that I remember, m'lord. I don't know how the other men died. When I woke up -- I think I woke up -- they were all in pieces all around me! But it wasn't me who killed them, I swear!"

-- Testimony of Tull Arvis, Former Blackwoods Guardsman

Because of their magical nature, fey can take on almost any form, though most are drawn to beautiful humanoid forms. Glaistigs are fey who uses their natural beauty, charm, and beguiling voices to lure innocent victims close to their lairs. Once the victim draws close enough, it lashes out and sucks the blood of its prey.

Most glaistig encounters occur when the creatures use their voices to entice characters, but there are other methods of using this monster. Because they are highly intelligent and well versed in enchantments, a glaistig could have convinced nearby beings that she is nothing more than a reclusive spinster or wise woman -- until children and livestock start to go missing. Regardless of how you use them, remember that glaistigs work best through lies, deceit, and good old-fashioned red herrings.

Glaistig
Medium-size Fey
Hit Dice: 6d6+12 (33 hp)
Initiative: +1
Speed: 30 ft., 50 ft. swim
AC: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Attacks: Bite +4 melee, or hoof +4 melee, or dagger +4 melee and bite -1 melee
Damage: Bite 1d6+1 (primary), hoof 1d6+1, dagger 1d4+1, bite 1d6 (secondary)
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Beguiling song, blood drain, spell-like abilities
Special Qualities: Fast healing 3, low-light vision, resistances (cold 10, fire 10), water symbiosis
Saves: Fort +4, Ref +6, Will +9
Abilities: Str 12, Dex 13, Con 14, Int 12, Wis 14, Cha 17
Skills: Bluff +14, Diplomacy +11, Disguise +7, Escape Artist +5, Hide +6, Intimidate +5, Knowledge (nature) +4, Listen +6, Move Silently +5, Sense Motive +9, Spot +4, Swim +15
Feats: Alertness, Iron Will, Ability Focus (beguiling song)
Climate/Terrain: Any aquatic
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: 7-12 HD (Medium-Size); 13-18 (Medium-size)

Beautiful and enchanting, glaistigs are fey that lurk in and around pools, lakes, and streams. They have an insatiable craving for the blood of mortals, beguiling victims to come close to their lair in order to drain them. Though sometimes mistaken for vampires because of their bloodsucking technique, they are not undead.

Glaistigs resemble incredibly attractive female humans or half-elves. Most have snow-white hair and eyes that shimmer like water. When they smile, glaistigs try not to show their teeth (sharp, cruel-looking fangs), revealing them only when they strike. Instead of normal legs, glaistigs have those of a goat, with long white fur. Glaistigs wear long, fine robes and dresses that drape along the ground to hide their legs. They loathe showing their legs to anyone, and reveal them only to lash out in anger. If someone catches sight of a glaistig's goat legs, she becomes very angry and attacks the offender.

Despite their single-minded lust for blood, glaistigs are unpredictable and capricious. If they have recently fed (say, within a month), they are just as likely to help someone as to attack. Conversely, more than a few people have been attacked by a glaistig who has talked with and been friendly toward them in the past. Glaistigs enjoy dancing; some lure their victims to caper and dance for many hours before descending upon them.

Glaistigs are solitary by nature and do not even like other fey all that much. While they gain no sustenance from the blood of sylvan creatures, glaistigs have been known to attack fey that intrude into their territory. Perhaps because of their similar nature, glaistigs do not like dryads in particular; one rarely finds the two beings in the same area.

COMBAT

Glaistigs use their beguiling song to lure victims close to the water, targeting specific individuals. If a large group comes close to their lair, they lurk beneath the surface until only one or two remain. Glaistig are mystically bound to their watery lairs and cannot move farther than 300 yards from them.

Once a victim comes within striking distance, the glaistig ceases singing and grapples the opponent (grapple bonus +4). If the grab is successful, it drains blood for as long as possible. Should reinforcements arrive, the glaistig tries to use suggestion, hypnotism, or fog cloud to cause a diversion and slip beneath the surface of her watery home.

Beguiling Song (Su): A glaistig can attempt to beguile creatures with its song. The glaistig sings, targeting a single creature it can see within 300 yards of the body of water to which it is linked (see water symbiosis, below). This is a sonic, mind-influencing effect, and the creature must be able to hear the glaistig for it to work.

The targeted creature must make a Will saving throw (DC 18). If the save is successful, that creature cannot be affected by that glaistig's song for one day. Failure indicates the creature is utterly beguiled and moves toward the glaistig, taking the most direct route available. If that path leads into a dangerous area (such as very deep or fast-moving water), the beguiled creature gets a second saving throw. A glaistig who desires a companion may move out of the water and bestow water breathing upon its beguiled victim so it can take him underwater. A beguiled creature takes no actions other than to defend himself. (Thus, a fighter cannot run away or attack, but suffers no defensive penalties.) A beguiled victim who moves within 5 feet of the glaistig must make a Will saving throw (DC 18) or be charmed per charm monster (caster level 8th). Success means that the character is freed of the beguilement and is immune to that glaistig's beguiling song for one day. The beguiling effect continues so long as the glaistig sings. The glaistig does not need to continue to sing to keep a victim charmed.

A glaistig can use its beguiling song both above and below the water. Most glaistigs move into deep water, forcing a beguiled victim to move toward them. If these unlucky creatures fail their second saving throw, they usually drown (see "The Drowning Rule" in the Dungeon Master's Guide).

Blood Drain (Ex): A glaistig can suck blood from a grappled living victim with its fangs by making a successful grapple check (grapple bonus +4) to pin. If it succeeds in pinning the foe, it drains blood, inflicting 1d4 points of Constitution drain each round the pin is maintained.

Spell-Like Abilities: 1/day -- dancing lights, fog cloud, hypnotism, suggestion; Caster level 8th; save DC 13 + spell level.

Fast Healing (Ex): A glaistig regains lost hit points at the rate of 3 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the glaistig to regrow or reattach lost body parts.

Low-Light Vision: The creature can see twice as far as a human in starlight, moonlight, torchlight, and similar low-light conditions.
Resistances (Ex): The glaistig ignores up to 10 points of cold and fire damage each round.

Water Symbiosis (Su): Each glaistig is mystically bound to a body of water or a waterway as small as a pond or as large as a lake or river. Although aquatic, a glaistig can move as far as 300 yards from the body of water to which it is bound and breathe normally. If the glaistig strays farther than that, it must hold its breath or immediately start to drown (see "The Drowning Rule" in the Dungeon Master's Guide). Once a glaistig has moved beyond the boundary of its connection, it cannot breathe normally until it has immersed itself in its body of water.

Skills: A glaistig receives a +2 racial bonus on Bluff and Sense Motive checks.

About the Author

Eric Cagle is the Administrative Assistant to the R&D Department at Wizards of the Coast. Don't let the title fool you: He's also a regular gamer. Eric has edited several different projects for R&D, codesigned a D&D sourcebook, and playtests several products a month. He is currently the lead designer on an upcoming Star Wars book. Eric has contributed several articles to the web team and Dragon magazine. He firmly believes that fire is good.


1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.