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Forgotten One

This is a small 1-foot tall creature with pointed ears, slanted eyes, and long lithe limbs. Its hair is brightly colored and decorated with leaves and twigs and it is dressed in greenish-brown clothes. It carries a tiny spear in its hands.

Forgotten One CR 2

XP 600
N Diminutive fey
Init +4; Senses environmental awareness, low-light vision; Perception +9


AC 19, touch 18, flat-footed 15 (+4 Dex, +1 natural, +4 size)
hp 10 (3d6)
Fort +1; Ref +7; Will +6
Defensive Abilities environmental awareness


Speed 20 ft.
Melee shortspear +9 (1d2-4 plus poison)
Ranged shortspear +9 (1d2-4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 3rd)



Forgotten ones try to avoid combat with anything larger than themselves-they are well aware of their own limitations. If hard pressed or ordered into combat by a greater fey creature to defend their forest, forgotten ones will fight with courage not often attributed to creatures of such small size.


Str 3, Dex 19, Con 11, Int 14, Wis 17, Cha 21
Base Atk +1; CMB +1; CMD 7
Feats Skill Focus (Knowledge [nature]), Weapon Finesse
Skills Acrobatics +10 (+6 jumping), Climb +10, Craft (alchemy) +8, Escape Artist +10, Knowledge (nature) +11, Perception +9, Sense Motive +9, Stealth +22, Survival +7; Racial Modifiers +4 Acrobatics when jumping, +4 Survival
Languages Common, Elven, Sylvan
SQ forgetful presence


Environmental Awareness (Ex)

The very earth speaks to a forgotten one. A forgotten one has the benefits of tremorsense and blindsight within a 100-foot radius. It cannot be flanked or caught flat-footed.

Poison Use (Ex)

Forgotten Ones are skilled in the use of poison and never risk accidentally poisoning themselves. Forgotten ones use a mixture of bee and spider venom on their spears that causes severe itching and soreness.

Forgotten One Poison-injury; save Fort DC 11; frequency 1/hour for 24 hours; effect -1 (non-cumulative) penalty on attack rolls, skill checks, and saving throws, if the target fails at least 8 saves it also takes 1 point of Con damage; cure 1 save. Humanoids and monstrous humanoids have a 5% chance of being severely allergic to forgotten one poison. The effects of a failed save are as above, but the penalty is -2 rather than -1, and 1d3 Con damage.

Forgetful Presence (Su)

Three times per day, a forgotten one can cause any creature within 20 feet of it to forget an encounter with it as per a modify memory spell with the restriction that it can only remove memories specifically dealing with the forgotten one. Opponents that succeed on a DC 16 Will save avoid the effects. Opponents that make the save are immune to the forgetful presence of that forgotten one for 24 hours. The save DC is Charisma-based.

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