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Marraine

The stories are as common as they are unlikely: the mysterious noble who won the heart of a prince at a courtly ball is revealed to be the humble third son of a miller and rises to a station beyond his wildest dreams. A proud elf turns an elderly visitor away and is cursed to transform into a hideous beast, cured only when she finds “true love,” and with it, happiness her wealth could never bring.

In truth, most of these stories are the machinations of fey marraines. These courtiers of the First World make up the councils marraine, a loose confederation of fey nobility who compete in a complicated game of status that mostly hinges on the bragging rights secured by ensuring the happiness and prosperity of their chosen “pet” mortals, which they call their godchildren.

While nominally benevolent, relations can quickly sour if a marraine's mortal charge disagrees with their self-proclaimed godparent's designs. Those who accept a marraine's initial gifts but reject their future meddling, or who seek to escape a “happily ever after” they've come to regret, quickly find their former benefactor enacting vengeance through powerful magic or fey allies.

Elite | Normal | Weak
Proficiency without Level

Weak MarraineCreature 6

Rare Medium Fey 
Source Feybound pg. 130
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 27 (includes +5 from Rare) • Fey (Nature)
Perception +11; low-light vision
Languages Common, Fey; truespeech
Skills Acrobatics +9, Arcana +18, Crafting +14, Deception +15, Diplomacy +15, Etiquette Lore +14, Nature +11, Performance +14, Political Lore +14, Society +15
Str +2, Dex +2, Con +4, Int +5, Wis +4, Cha +6
Council Marraine For their mutual benefit, marraines form councils of exactly three or seven members. A council marraine acts as a hag's coven but has the arcane trait instead of occult and their granted spells also include creation, illusory scene, and scrying. If the council has seven members, dragon form, lifewood cage, and planar palace are also added to their granted spells, and when council members Cast cursed metamorphosis as a coven spell, they can transform targets into sentient animated objects as well as harmless animals, and can transform animals or objects into humanoids. If a creature critically fails, their transformation into an object ends at the next midnight or sunrise (depending on the council's bylaws).
Items marraine wand
AC 20; Fort +12, Ref +10, Will +16; +1 status to all saves vs. magic
HP 95; Weaknesses cold iron 5
Speed 25 feet, fly 25 feet
Melee [one-action] marraine wand +12 [+8/+4] (agile, magical, shove), Damage 1d4-2+6 bludgeoningArcane Innate Spells DC 23, attack +15 (-4 dmg); 4th animated assault, befitting attire, bestial curse, blindness, charitable urge, clairvoyance; 3rd charm, cozy cabin, disguise magic, mending, safe passage, shrink item, wall of thorns; 2nd invisibility (at will; self only), item facade, knock, marvelous mount, telekinetic maneuver; 1st gentle landing, thoughtful gift (at will); Cantrips (4th) daze, detect magic, figment, light, telekinetic projectile; Constant (5th) truespeech
Rituals DC 23 (-4 dmg); 6th awaken animal, curse of true form (page 45); 3rd mystic carriage; 2nd animate object
Sudden Appearance [one-action] (primal, teleportation) Frequency once per week; Requirements The target is in the Universe, and the marraine is in either the First World or the Universe; Effect The marraine teleports to an unoccupied space within 30 feet of a creature they've marked as their godchild. They must have previously seen the target, typically with a clairvoyance or scrying spell.

Sidebar - Advice and Rules Footman Or Footstool?

The humanoids created from inanimate objects by a council marraine are non-sentient magical constructs. They have the construct trait and no will of their own, acting only to follow the directions given at the time of their metamorphosis. Their limited behavior beyond these directions is uncannily stiff and unresponsive, which often unsettles those unaware of their true nature.

Shelyn's Corner

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