thecreaturecodex:

Image by Tomas Giorello, © Wizards of the Coast. Accessed at the Monster Manual V Art Gallery here

[I once ran a game in which one of the PCs was a jaebrin favored soul. I was sorely tempted to make the sample NPC an oracle in her honor, but went with mesmerist because it’s closer to the beguiler the MMV version has a level in.]

Jaebrin
This lean humanoid stands a head shorter than a human
and has pointed ears and solid-colored eyes. They grin, revealing a mouth full
of needle-like teeth.

Jaebrins are in some
ways opposite to gnomes—they are the descendents of humanoids that entered the First World and became fully fey. Their exact ancestors
are something of a mystery, with human, elven and both stocks frequently
conjectured. Jaebrins in the First World are
commonly seen as jesters and diplomats in fey courts, and they are similarly
charming and gregarious when abroad in the Material Plane. Most jaebrins have a
manipulative edge to them, and often act as tricksters.

Jaebrin
communities are few and far between—they are most commonly found living alone
in the company of other humanoids or fey. They are endlessly curious and
typically desire attention, poking their noses into anything and everything in
search of companionship and stimulation. Some jaebrins disguise their monstrous
teeth with masks or bandanas, but others lean into their inhuman appearance and
exaggerate their strangeness with speech tics and flamboyant clothing. Jaebrins
lean towards character classes that complement their skills with enchantment
magic, such as bard, sorcerer and mesmerist, although rogues are also common.
They are rarely divine casters—those few jaebrins with divine magic are usually
oracles.

A jaebrin stands
between five and five and a half feet tall, and tend towards thin builds. They
are adults by the age of twenty, and die of old age around their two-hundredth
year.

Jaebrins as Player Characters
Jaebrins do not
have racial Hit Dice and advance by class level. The racial traits of a jaebrin
character are as follows.

+2 Int, +2 Cha, -2 Str Jaebrins have
quick minds and charming demeanors, but are physically weak
Medium Size
A jaebrin does not gain bonuses or
penalties due to its size
Normal Speed
A jaebrin has a land speed of 30 feet.
Fey type
Jaebrin have the fey type and are immune
to charm person and other spells or
effects that target humanoids
Lucky
A jaebrin gains a +1 luck bonus to Armor
Class
Natural Weapons
A jaebrin gains a bite attack as a
primary natural attack that deals 1d3 points of damage
Shrewd
A jaebrin gains a +2 racial bonus on all
Appraise and Bluff checks
Jaebrin Resistance
A jaebrin gains a +2 racial
bonus on saves against enchantments
Jaebrin Magic
Jaebrins add +1 on save DCs on enchantment spells they cast
Feign Enchantment
A jaebrin that is unaffected by an
enchantment spell or effect may pretend to be affected with a Bluff check. This
can even fool divination magic—the caster of the divination spell must succeed
a Spellcraft check opposed by the jaebrin’s Bluff check to tell that the
creature is truly unaffected.
Languages
Jaebrins begin play speaking Common and
Sylvan. Jaebrins with a high Intelligence score may choose from the following
languages: Aklo, Draconic, Elven, Gnome, Goblin, Halfling

Keep reading

When the armies of the Western Queen marched across Vedzeva, many humans submitted to them and were conscripted. Fewer still signed on willingly, estimating that the fey would come to rule and wishing to secure a position of advantage for themselves. When the forces of the Five-Scale Alliance stopped the Western Queen’s forces from freeing her, those humans fled back to the First World with their masters. In the modern day, sightings of the strange jaebrin are on the rise, leading many to fear that the fey forces may be gearing up for another attack.