Feyr, Greater (CR 14)
Alignment: Always chaotic evil
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +13, and Spot +13
AC: 22 (-1 size, +1 Dex, +12 natural), touch 10, flat-footed 21
Hit Dice: 16d8+64 (160 hp)
Fort +9, Ref +6, Will +12
Speed: 30 ft., fly 60 ft.(good)
Space: 5 ft./10 ft.
Base Attack +12; Grapple +11
Attack: 4 bites +16 melee; 2 tentacle slams, +14/+9/+4 melee
Full Attack: 4 bites +16 melee; 2 tentacle slams, +14/+9/+4 melee
Damage: 4 bites 2d6+4, 2 tentacle slams 1d6+2
Special Attacks/Actions: Emotion, fear, improved grab, smother
Abilities: Str 19, Dex 13, Con 19, Int 14, Wis 15, Cha 22
Special Qualities: Budding, fear immunity, improved invisibility, make familiar, SR 20
Feats: Alertness; Combat Reflexes; Flyby Attack; Improved Initiative; Multiattack
Skills: Hide +6, Intimidate +25, Listen +13, Sense Motive +18, and Spot +13
Advancement: 17-32 HD (Huge)
Dragon Annual 5
The greater feyr is more intelligent and cunning than its previous forms. It prefers to work from afar, avoiding combat except when the odds are in its favor.
Fear Immunity (Su): Greater feyrs are immune to magical and non-magical fear. Emotion controlling magic normally has no effect, but spells that cause or counter fear respectively act as cure spells or inflict spells of the equivalent level. Thus fear cast by a wizard is equivalent to cure critical wounds. Conversely, a spell that counters fear injures the feyr in a similar manner. (A 1st-level remove fear acts as inflict light wounds.)
Fear (Sp): Any creature attacked by a greater feyr must make a Will save (DC 20) or be subject to the effects of a fear spell as though cast by a 14th-level sorcerer. Additionally, anyone witnessing a lesser feyr attack must also make a Will save (DC 20) or be subject to the effects of a fear spell as though cast by a 14th-level sorcerer.
Improved Grab (Ex): To use this ability, the greater feyr must hit a Medium-size or smaller opponent with two tentacle slams in the same round. If it gets a hold in this fashion, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Once a victim has been grappled, the feyr can initiate its smother attack.
Improved Invisibility (Sp): A greater feyr gains the benefits of improved invisibility at will.
Smother (Ex): A greater feyr can smother a grappled victim. The victim being smothered can hold her breath for a number of rounds equal to double her Constitution. After this time, the victim must make a Constitution check (DC 10) every round in order to continue holding her breath. Each round the DC increases by 1. When the victim fails her Constitution check, she begins to suffocate. In the first round she falls unconscious (0 hp). In the following round, she drops to -1 hit points and is dying. In the third round, she dies. Victims of greater than animal intelligence killed by smothering grant the greater feyr temporary hit points equal to 4 x the victim's HD. The temporary hit points last for a number of hours equal to the victim's Constitution. A greater feyr cannot move or attack while smothering.
Emotion (Sp): Five times a day, greater feyrs have the innate ability to manipulate creatures' emotions as the arcane spell emotion, although they can exercise only the despair, fear, hate, or rage options. The ability has a range of 150 feet and affects all creatures in a 15-foot radius. Victims must make a Will save (DC 20) to resist the effects.
Budding (Ex): A greater feyr can split off some of its life force to create one or more feyrs under the parent's control. Usually these offspring are used for specific, short-term missions such as reconnaissance or to decoy pursuers. The feyr can divide its Hit Dice as desired between itself and its offspring, as long as the smaller creature receives at least 4 Hit Dice and the parent retains more Hit Dice than any of the offspring. It takes 2 rounds for the split to occur, during which time the feyr can perform no other action and cannot use its power of improved invisibility. After the split, roll hit points for the new creature, deducting that total from the larger creature. For game purposes, treat any feyr with 4-6 Hit Dice as lesser feyrs and 7-10 Hit Dice as greater feyrs.
Once spawned, the other feyrs immediately leave at their maximum movement to perform their assigned mission. The parent maintains a telepathic link with the smaller creatures, commanding them and seeing what they see.
If the smaller feyrs survive the mission, they return to their parent and are devoured, restoring the feyr to its original Hit Dice. Should the offspring perish, the feyr hunts to smother victims. It recovers 1 Hit Die for each victim of greater than animal intelligence that it kills by smothering. Roll hit points for each recovered Hit Die.
Make Familiar (Su): A greater feyr can make a creature its familiar by terrorizing it for 2d4 days. The feyr must successfully use the despair power of its emotion ability on the victim three times each day and suffocate the victim to unconsciousness at least once each day. At the end of this time, it uses its Intimidate skill on the victim. The victim must then make a Will save with a DC equal to the greater feyr's Intimidate check result. A successful save indicates the target has broken free of the feyr's control and is immune to further attempts to be made into that feyr's familiar. Failure indicates that the victim has become the feyr's familiar.
The feyr maintains a telepathic link with the familiar with a range of 4 miles. If a distance greater than 4 miles separates the feyr from its familiar, the link is broken and the target cannot be made a familiar by that feyr again. Nothing else short of a limited wish, wish, or miracle spell can break this bond.
The greater feyr can see and hear everything that the familiar does, and it can command and converse with the familiar at will. The feyr gains knowledge of all languages at the same level of fluency as the familiar. If commanded to take actions contrary to her nature, the familiar can make a Will save with a DC equal to a new Intimidate check made by the feyr plus a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are not carried out and break the feyr's control. A successful save indicates the target has broken free of the feyr's control and cannot be made into a familiar again.
A greater feyr can have only one familiar at a time.