Changeling [Kin]

Mortals whose shadows were sliced away by the shadow fey and remade as tireless master artisans, leaving hollow, sleepwalking husks behind in the human world.

Setting: Ravenloft · Sources: The Shadow Rift

Appearance

When the shadow fey make a changeling, they steal a mortal's shadow and leave the body behind. That husk keeps up its daily routine like a sleepwalker, with a glassy, distant stare and no spark of thought, and it will not even defend itself. Nearby human lands call such people the elf-shot or the shadow-reft. The severed shadow is the true changeling. It lives on in the hidden shadow realm, wholly absorbed in perfecting its craft for its masters. Its dress and manner reflect its old life, and it speaks every language it once knew, in a flat, lifeless voice.

Combat

Apart from those made by the muryan, teg and powrie, changelings have no interest or skill in fighting and usually make no move to protect themselves. The base figures describe unaligned changelings; those belonging to one of the nine fey breeds use the examples below.

Habitat and Society

Mortals would call the change a curse, but the shadow fey consider it a reward. The process strips away personality and imagination, leaving only what bears on the subject's craft, and without distraction the changeling surpasses any mortal: its work is worth at least triple a master craftsman's. A changeling swordsmith's blades are so perfect they count as +2 weapons, though unenchanted. The fey sincerely think they are doing the subject a favor and are baffled that anyone would cling to a short, dull mortal life instead, though the price usually outweighs the gain.

Ecology

The shadow can be cut free only with consent, normally given by eating faerie food, which locals call faerie cake; the victim need not understand what the bite means. The eater soon falls into an enchanted sleep. The fey lights a magical black candle, scatters ebony dust over the sleeper, slices the shadow away with a silver sickle as the dust settles, and bundles it into a small sack.

The candle lasts about five hours, and the shadow must reach the fey realm before it goes out. If the flame dies, by design or by burning down, the shadow returns to its owner at once, and while it burns, only snuffing it can wake the sleeper. When the shadow crosses the border it takes its owner's shape; at that moment the candle in the mortal world flickers out and the body rises, zombielike, to resume its routine. The new changeling is handed its tools and set to work for the fey who brought it.

The Breeds

Alvenkin are harmless gardeners with miraculous groves who never defend themselves. Bragkin are strong but use their might only for the realm's building and repair, each structure an inventive work of art. Firkin tend its flawless machinery and never fight, but their traps and alarms impose a -25% penalty on anyone trying to find or disarm them. Portunekin are the rare healers who tend changelings and fey alike; any wounded person in their care recovers three times as fast as normal. Sheekin perform songs and tales for the fey with a bard's liveliness, then sink into silent stillness when the show ends.

Muryankin are berserkers who guard the realm and escort forays into human lands, below the shadow fey's elite dancers in deadliness but still perilous. One has AC 5, MV 12, 3+2 HD, 26 hp and THAC0 17, and attacks twice a round with a bastard sword (2d4) or spear (1d8), gaining +2 to attack and damage rolls in battle frenzy. Chaotic, violent, chaotic neutral, Int average (9).

Powriekin are stealthy spies and killers sent into the mortal world on missions vital to the Prince of Shadows, rarely seen because they move silently and hide in shadows (75% each). One has AC 7, MV 15, 3+2 HD, 17 hp and THAC0 17, and attacks once with a dagger (1d4) or three times with darts (1d3 each), all coated with type O poison; a backstab gains +4 to hit for triple damage. Cunning, sadistic, chaotic evil, Int average (9).

Sithkin are gaunt, pale and lovely, often mistaken for walking corpses or visions of death. They never speak, make no sound, and are sent into the mortal world to fetch things from crypts and mortuaries. One has AC 8, MV 12, 3+2 HD, 9 hp, THAC0 18 and MR 15%, fights with a sickle (1d6), and casts chill touch three times, spectral hand twice and vampiric touch once per day (3/2/1). It commands undead as a 7th-level evil priest, and no undead below a domain's dark lord will ever attack it. Elegant, morbid, lawful evil, Int genius (17).

Tegkin are bestial hunters, deadly in battle but usually met while hunting game for fey tables. One has AC 7, MV 15, 3+2 HD, 17 hp and THAC0 17, and shoots a short bow twice a round (1d6 each). Foes suffer -2 on surprise checks against it, and it gains +2 on its own. Persistent, chaotic neutral, Int average (9).

All four combat breeds are immune to both charm and hold magic, fearless (morale 20), size M, and worth 270 XP.

More: Monsters starting with C · Ravenloft monsters · All monsters A-Z
Related: Changeling [Birthright]

Statistics

Climate/TerrainThe the hidden shadow realm
FrequencyUncommon
OrganizationSolitary or Pack
Activity CycleNight
DietFaerie food
IntelligenceAverage (8-10)
TreasureNil
AlignmentNeutral or as shadow fey
No. Appearing1 or 2d6
Armor Class10
Movement9 or better
Hit Dice3+2
THAC017
No. of Attacks1 or more
Damage/Attack1d6 or better
Special AttacksVaries
Special DefensesImmune to charm and hold spells
Magic ResistanceNil
SizeM (6' tall)
MoraleFearless (19-20)
XP Value35 and up