Hearth Spirit
Tiny Fey (Fey, Spirit)
Hit Dice: 2d8+4 (13 hp)
Initiative: +3
Speed: 15 ft.
Armor Class: 16 (+3 Dex, +1 natural, +2 size), touch 12, flat-footed 13 or by alternate form
Base Attack/Grapple: +1/+1
Attack: Knife +4 melee (1d3-2/19-20) or by alternate form
Full Attack: Knife +4 melee (1d3-2/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Alternate form, spell-like abilities
Saves: Fort +2, Ref +4, Will +3
Abilities: Str 6, Dex 16, Con 14, Int 15, Wis 15, Cha 12
Skills: Craft (sewing, woodworking, cooking) +6, Hide +6, Knowledge (local) +5, Knowledge (religion) +6, Listen +6, Move Silently +6, Search +5, Spot +6
Feats: Weapon finesse (knife)
Environment: Households of LN, LG, or NG persons
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Always Lawful Good
Advancement: By character class
Level Adjustment: +1
A hearth spirit is a much-loved and cherished addition to any household. They are akin to dryads and nymphs and function much the same, except that instead of becoming one with a tree or river, they are one with a household. The spirit requires that the members of the household hold it in reverence, speak kindly and well of it, include it in their prayers and (if they are wealthy) establish a household shrine to it. In return, the spirit lives in the house, casts its spells to the benefit of the household, alerts them if there is a disaster, alarm or intruder, and destroys any vermin that menace them (bedbugs, termites, mice, etc.)
Hearth spirits are picky about which families they “adopt.” They prefer Lawful Good families, but realize that not all members of a family will be the same alignment. They can accommodate Lawful Neutral and Neutral Good members, especially if those members are worshipers of Heartha or Mielikki, who are the patron deities of the hearth spirits (Heartha serves Mielikki). Hearth spirits only inhabit those households where there is a married couple with children, though if the children all leave the household, the hearth spirit will generally stay until the couple passes away or leaves. They require the house to have a stone hearth, which rules out any impermanent huts or temporary buildings. Hearth spirits do not like military structures and so avoid keeps and castles. These fortifications are not to the spirit’s liking. Structures made for war do not nurture families or promote fertility and growth as directly as the hearth spirit would like.
In their base humanoid form, a hearth spirit looks like a stout brownie dressed in a motley patchwork of rags. They are able to perform many small tasks such as sewing, carving, cooking, picking nearby wild flowers and fragrant herbs, and doing very small repairs. The spirits are very shy, however, and do their work only at night. They almost never talk to people, although they are perfectly able to do so. Broken items the family hopes to have mended might be laid upon the hearth with a saucer of cream and some other token of appreciation.
Hearth spirits do not need to eat, but they take spiritual energy from benign sacrifices made in their name. They lose energy if the house is abandoned, empty or someone in the household does not make the proper observances. They must sleep eight hours a day or else be fatigued like any living creature. Usually they take spirit form for their rest time, though sometimes they will lie on the rug as a cat or dog. While resting in spirit form, a hearth spirit remains aware of the goings-on in all parts of the house.
Alternate form (dog): The fey takes on the physical stats, skills and special abilities (scent) of an average, small (30 lb.) dog. Changing into this form from any other is a full round action. Dogs are oddly colored with a splotchy coat pattern. A druid or other character with Nature Sense will automatically detect that the dog is some manner of magical beast. Others require a Knowledge: Nature roll, DC 20. Success on the roll indicates the animal is a magical beast not what manner of beast it is.
Alternate form (cat): The fey takes on the physical stats, skills and special abilities (lowlight vision, etc.) of an average house cat. Changing into this form from any other is a full round action. The coat of the cat form is often mistaken for calico. A druid or other character with Nature Sense will automatically detect that the cat is some manner of magical beast. Others require a Knowledge: Nature roll, DC 20. Success on the roll indicates the animal is a magical beast not what manner of beast it is.
Alternate form (spirit): This is the form the fey takes then it merges with the house or hearth. It is invisible, intangible and a part of the house when it is in this form. It knows what is happening in every part of the house as if it were in the room watching. It can take no physical actions while in this form, nor can it communicate in any way. Changing into this form from any other is a full round action.
Spell-like Abilities: The hearth spirit can cast the following spells one time per day each, as a standard action: Know Alignment, Detect Magic, Prestidigitation, Mending, Ghost Sounds, Dancing Lights, Destroy Vermin. Using these spell-like abilities does not provoke attacks of opportunity.
© Mary Baker 2005