
MockingfeySource Rival Academies pg. 45Required Number of Abilities 4
Granted Abilities flier,
independent,
speechMockingfey are tiny fey with the heads of humanoids and the bodies of colorful parrots. Though they’re mischievous and unruly, mockingfeys are very loyal to those they consider friends. They can speak and understand language, but typically communicate in pantomime instead, as they find verbal speech restrictive.
Some spellcasters ally with mockingfey as familiars, as they’re highly curious and keen—if distractable— students. Cobyslarni students and faculty, being used to the bizarre nature of the First World, are more tolerant than most of a mockingfey’s antics, and the little creatures are a common sight flitting around the school’s towers. Naturally, any pranks a mockingfey pulls on a student’s rivals are merely the unsanctioned work of an excitable familiar.
Cobyslarni representatives have found their familiars’ antics are less appreciated by the students of other schools. In part, this is because a small or feathered student doesn’t seem out of place among the Traveling Academy’s student body. Even without that confusion, many Cobyslarni students are finding they must teach their mockingfey familiars the most difficult lessons of all: when not to insult people and who to leave alone.
Concentrate Illusion Mental Occult Visual Source Rival Academies pg. 45Frequency once per round;
Effect The mockingfey takes on the imperfect, illusory appearance of a creature it can see within 60 feet, pantomiming their mannerisms in a derisive fashion. This illusion doesn’t make the mockingfey look any larger and lasts until the end of your next turn. The creature must attempt a Will save against your class DC or spell DC, whichever is higher. Regardless of the result, the creature is temporarily immune for 1 minute.
Success The creature is unaffected.
Failure The creature is
off-guard until the start of your next turn, as it’s distracted by your familiar’s taunts.
Critical Failure The creature is off-guard until the end of your next turn.