These gray-skinned sprites possess a fishlike tail and silver scales on their lower half. Their eyes are large ovals, leading some to call them “fish faeries.”
Reed Faeries get their name from both the weapon they prefer (a reed blowgun) and their habitat (amidst the reeds of marshes and bayous). Their tiny stature (1½ ft. tall) is perfect for hiding in such an environment. They are unusual for sprites, in that they have both fishlike tails and gossamer wings. Reed Faeries speak Common, Sylvan and Insectid.
For food, Reed Faeries cultivate duckweed and algae, fish for minnows, and trap crawfish. They prefer using their blowguns against humanoid attackers, but resort to spell-like powers if such an attack fails.
Amphibious (Ex): While Reed Faeries are aquatic, they can survive indefinitely on land. They cannot walk on land without polymorphing their fishlike tails into legs (speed 15 ft.).
Aquasense (Ex): A Reed Faerie can automatically sense the minutest disturbance in water up to a distance of 120 ft. This ability allows determination of size, density, direction, and speed of immersed or floating objects, as well as the detection of water currents and their directions.
Spell-Like Abilities: 1/day—charm monster, charm person, dispel magic, entangle, lesser confusion (DC 14), polymorph self, water breathing.
Special Needles (Ex): Reed Faeries use reed blowsticks (new weapon) to shoot needles that deal no damage, but instead produce spell-like effects involving water or aquatic animals. Two typical effects are:
- Water Dependence: Any creature struck by this needle must succeed a Fortitude save (DC 15, caster level 12th) or become completely dependent on water for 4d4 rounds. The afflicted creature must fill its lungs with freshwater to breathe, and if not, drowning rules apply (DMG) on the next round.
- Piscatorial Organs: An opponent struck by this needle must make a successful Fortitude save (DC 15, caster level 12th) or become affected as though by a piscatorial organs spell.