XP 400
NE Medium Fey (Swamp, Shapechanger)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +6
Aura Aura of Dread (10 ft., Will DC 12 or become shaken for 1 round) +8
AC 15, touch 13, flat-footed 12 (+2 natural, +3 Dex)
hp 18 (2d8+9)
Fort +5, Ref +6, Will +4
DR 5/cold iron
Immune disease, poison
Resist cold 5
Speed 30 ft., swim 20 ft.
Melee 2 claws +4 (1d4+2)
Special Attacks Grasping Muck (1/day, 10-ft. radius, DC 13 Reflex, 3 rounds)
Str 15, Dex 16, Con 16, Int 8, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 16
Feats Weapon Finesse
Skills Stealth +7, Perception +6, Swim +10
Languages Sylvan; understands Common but does not speak
Grasping Muck (Su): Once per day, a Fenborne can cause the swamp itself to rise and entangle creatures in a 10-foot radius centered on itself. This functions as the entangle spell, lasting for 3 rounds. A successful DC 13 Reflex save negates the effect. The area is also considered difficult terrain.
Aura of Dread (Su): The presence of a Fenborne is deeply unsettling. All creatures within 10 feet must succeed at a DC 12 Will save or become shaken for 1 round. This is a mind-affecting fear effect.
Environment temperate swamps, fens, and marshes
Organization solitary or hidden grove (2–3)
Treasure standard
A Fenborne is a creature born of tragedy and twisted mercy. Once human, these beings have been remade by swamp hags, cursed spirits, or ancient wetland magics. Their bodies are knotted with creeping roots, slime, and half-petrified bone. Moss clings to their skin, and their limbs move with jerking, unnatural force.
Some Fenborne retain fragments of memory, faces they once loved, places they once called home, but these memories are blurred, like names spoken underwater. They roam the deep fens as hunters, guardians, or revenants, tethered to the will of the one who made them and the sorrow that birthed them.