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Goodfellow

Every royal court needs a fool, both to entertain and to humble the mighty with the blade of cutting wit. Among the nobles of the First World, the fey most favored to fill this important role are the charming, mischievous goodfellows. Their favorite targets for pranks are mortals they deem “too uptight.” Fey nobles fully expect they, too, will be targets of pranks, though goodfellows wisely keep these on the harmless side. That said, their chaotic whims might strike at any time, and they can't be fully trusted with anything but mischief.

Goodfellows average around 4 to 5 feet tall, with skin that ranges from red to brown and full heads of wild, feathery hair that run a similar spectrum.

Elite | Normal | Weak
Proficiency without Level

Weak GoodfellowCreature 8

Medium Fey 
Source Feybound pg. 109
Weak Changes are marked. The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 24 • Fey (Nature)
Perception +15; low-light vision
Languages Aklo, Common, Fey, Goblin
Skills Acrobatics +12, Arcana +12, Athletics +9, Deception +18, Diplomacy +17, Nature +11, Performance +18, Society +12, Stealth +16, Thievery +16
Str +0, Dex +3, Con +2, Int +1, Wis +2, Cha +6
Honest Fellow When a goodfellow attempts a Deception check to Lie, they get a result one degree of success better than what they rolled. This effect doesn't apply when a goodfellow is attempting to Lie to any creature who they've failed an attempt to Lie to in the past.
Items +1 striking sling (20 bullets)
AC 25; Fort +13, Ref +16, Will +19
HP 150; Weaknesses cold iron 10
What Fools These Mortals Be! (emotion, mental) Goodfellows can't help but appreciate a good prank. When any creature that the goodfellow can see—friend or foe—suffers visible negative effects from critically failing a save, the goodfellow becomes slowed 1 and off-guard for 1 round as it succumbs to a fit of uncontrollable laughter.
Speed 25 feet
Melee [one-action] fist +16 [+11/+6] (finesse, magical), Damage 2d12-2+6 bludgeoningRanged [one-action] sling +17 [+12/+7] (magical, propulsive, range increment 50 feet), Damage 2d6-2+6 bludgeoningPrimal Innate Spells DC 26, attack +18 (-4 dmg); 5th blister, humanoid form, magic passage; 4th fly, invisibility (at will; self only), mirage; 3rd curse of lost time, haste, mad monkeys, mending; 2nd animal messenger, deafness; 1st gentle landing; Cantrips (5th) detect magic, prestidigitation, puff of poison, summon instrument
Lost with their Fears [one-action] (concentrate, mental) Frequency once per round; Requirements The goodfellow's aura is active (see below); Effect All frightened enemies within the aura take 4d8 mental damage with a basic DC 26 Will save. A creature who critically succeeds at this basic save also becomes temporarily immune to this goodfellow's aura for 1 hour.Through Bog, Through Bush, Through Brake, Through Briar [three-actions] (aura, emotion, fear, illusion, mental, visual) The goodfellow Strides and takes on the illusory appearance of a gruesome and terrifying creature, such as a rabid dog, a headless bear, or a rampaging living fire. They gain a terrifying aura in a 60-foot emanation that lasts for 1 minute and can be Dismissed. A frightened creature in this aura doesn't reduce its frightened value at the end of its turn. An enemy who enters or begins its turn in this aura must attempt a DC 26 Will saving throw.
Critical SuccessThe target is unaffected and temporarily immune to this effect for 1 hour.
SuccessThe target becomes frightened 1.
FailureThe target becomes frightened 2.
Critical FailureThe target becomes frightened 2 and can't use reactions until the end of their next turn.

Sidebar - Additional Lore Mistake Your Shape And Making

When not acting the fool for fey nobility, goodfellows compulsively seek out the homes and settlements of other intelligent beings, both to observe and to cause mischief that makes their observations more entertaining. Though a goodfellow can turn invisible at will, they’re just as likely to ingratiate themselves in a community through charm and deception alone, pretending to be an unusually tall goblin or short hobgoblin with an uncommon heritage.

Shelyn's Corner

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