| Hit Dice: | 1d6+2 (5 hp) |
| Initiative: | +9 |
| Speed: | 15 ft. (3 squares), fly 60 ft. (good) |
| Armor Class: | 17 (+2 size, +5 Dex), touch 17, flat-footed 12 |
| Base Attack/Grapple: | +0/−12 |
| Attack: | Dagger +7 melee (1d2−4) |
| Full Attack: | Dagger +7 melee (1d2−4) |
| Space/Reach: | 2½ ft./0 ft. |
| Special Attacks: | Sleep songs |
| Special Qualities: | Damage reduction 5/cold iron, low-light vision |
| Saves: | Fort +2, Ref +7, Will +2 |
| Abilities: | Str 3, Dex 20, Con 15, Int 15, Wis 10, Cha 18 |
| Skills: | Craft (flower arranging) +6, Escape Artist +9, Hide +17, Knowledge (nature) +6, Listen +4, Move Silently +9, Spot +4, Tumble +9 |
| Feats: | Improved Initiative, Weapon Finesse |
| Environment: | Temperate forests |
| Organization: | Solitary, pair, bouquet (3–6), or garden (7–10 plus 2–6 thorns) |
| Challenge Rating: | 1 |
| Treasure: | Standard |
| Alignment: | Usually neutral good |
| Advancement: | 2–3 HD (Tiny) ♊ |
| Level Adjustment: | +2 (cohort) |
Ahead is a small troupe of tiny humanoid-shaped creatures dressed in garments made from leaves, their petallike wings keeping them aloft. Their beautifully colored skin makes one think of flowers come to life. They sing a soft, delightful song.
These little fey often act as servants, messengers, or attendants to larger or more prestigious fey including sprites and dryads. When not in service to another fey, they tend to cluster near some more powerful plant creature (such as a treant) for protection.
While nonfey may view petals as mischievous nuisances, petals know that they’re only doing what’s right and proper. Every traveler and adventurer needs the benefit of a restful sleep. All should wake refreshed and surrounded by beauty.
As their way of carrying out this philosophy, petals sing travelers to sleep. They then remove their sleeping victims’ armor, weapons, and equipment, piling it nearby. (Petals never steal anything; to a petal, doing so would be a wrongful act.) Once they divest a traveler of his equipment, they garb the character in clothing made of leaves and flowers, adorning him with beautiful garlands. The petals then leave their victim to wake refreshed and in an idyllic environment.
While the actions of petals may be whimsical and innocent, adventurers may come to realize that the real trouble lies not with the petals themselves, but with dangerous creatures that might also inhabit the area. Predators and the unscrupulous are quite happy to take advantage of opportunities provided to them by the petals.
The skin color of a petal resembles the color of a flower, ranging from pale pastels to vibrant red or yellow. In place of hair atop their heads, they have blossoms. These are often of a different shade or color than their skin. Often, the blossoms have different hues, sometimes with paler tips or centers, even speckles or strips. Their wings are of the same shades and patterns as their blossoms. A typical petal stands 1½ feet tall and weighs 3 pounds.
Petals speak Sylvan and Common.
Petals like to use their sleep songs from a distance to put travelers to sleep. They avoid close combat.
Sleep Songs (Su): Petals can sing two kinds of songs that deal no damage but can lull a creature into a state of relaxation or sleep.
Lullaby: Any creature within a 20-foot-radius that fails a DC 14 Will save is affected as though by a lullaby spell. A creature that successfully saves cannot be affected again by that petal’s lullaby song for 24 hours. The save DC is Charisma-based.
Sleep: This song requires two or more petals separated by no more than 100 feet to be singing in unison. Any creature within 100 feet of either singer that hears the song must succeed on a DC 14 Will save or be affected as though by a sleep spell. Additional petals within 100 feet of a target can lend their voices to the song, strengthening it and increasing the save DC by 1 per additional singer. A creature that successfully saves cannot be affected again by those petals’ sleep song for 24 hours. The save DC is Charisma-based.
Petals inhabit the sylvan woodlands and flower fields of Aundair. There, they go beyond their traditional roles of helpful sprites that encourage rest. They actively defend their pastoral demesnes against encroaching evil, using their sleep songs as offensive tools.
Source: Monster Manual III, page 120.