Cinder's Sketchbook Vol 3, The Feywild

by Cinder Blocksally

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Creatures of the Feywild

In the Bogs of Willomyre, where globuls of light swim through mossy branches - beware what lays in wait below the water. Though it speaks through the voices of the dead, the bolotnik has neither their patience nor mercy.



Bolotnik

Medium monstrosity, neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 75 (10d8 + 30)
  • Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 16 (+3) 7 (-2) 13 (+1) 11 (+0)

  • Skills Athletics +7, Deception +3, Perception +4
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses passive Perception 14
  • Languages --
  • Challenge 5 (1,800 XP)

Ambush Predator. If the bolotnik surprises a Medium or smaller creature and hits it on its first turn in combat, the creature is restrained (escape DC 15). While restrained in this way, it is considered to be suffocating.

Amphibious. The bolotnik can breathe air and water.

Natural Camouflage. The bolotnik has advantage on stealth checks while it is submerged in water.

Voice Mimicry. The bolotnik can mimic sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by the bolotnik's Charisma (Deception) check. The bolotnik speaks no language. When it mimics a voice, it has no comprehension of the words being spoken.

Unnatural Strength. The bolotnik takes no movement penalty for dragging a Medium or smaller creature that it has grappled.

Actions

Multiattack. The bolotnik makes two claw attacks. It can use its bite attack in place of one claw attack if available.

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit 14 (2d8 + 4) slashing damage and the target is grappled (escape DC 15). The bolotnik has two claws.Once a creature is grappled, it cannot use the same claw on a different target.

Cursed Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one grappled target. Hit 12 (2d6 + 4) piercing damage and the target must make a constitution saving throw DC 15 or take an additional 24 (7d6) poison damage, or half on a success. An evil humanoid slain by this attack rises after 24 hours as a will-o-wisp.


Bramble Walker

Large fey, chaotic neutral


  • Armor Class 12 (17 while rooted)
  • Hit Points 76 (9d10 + 27)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+3) 15 (+2) 16 (+3) 12 (+1) 16 (+3) 10 (+0)

  • Saving Throws Str +6, Wis +5
  • Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned, prone, unconconsious
  • Senses Darkvision 60 ft., tremorsense 120 ft. while rooted, passive Perception 13
  • Languages Understand Sylvan but cannot speak
  • Challenge 4 (1,100 XP)

Forest Camouflage . The walker has advantage on Dexterity (Stealth) checks made to hide in wooded terrain.

Take Root. As an action, the walker plants itself in the ground as enormous branches sprout out from its back. Its size becomes huge, its movement speed becomes 0, it gains a +5 to its AC and makes all dexterity saving throws at disadvantage. While rooted, the walker is immune to abilities or effects that would move it. While it remains motionless, creatures had disadvantage on checks made to determine its true form. These features remain until it uses an action to shed its branches and stand up.

Actions

Multiattack. The walker makes 4 thorny vine attacks or 3 branch slam attacks while rooted.

Thorny Vine. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Branch Slam (Only While Rooted). Melee Weapon Attack: +5 to hit, reach 15ft., one target. Hit: 18 (3d10 + 3) bludegoning damage and the target must make a strength saving throw DC 14 or be knocked prone.

While hiking through the dense underbrush of the Wandering Woods, it is best to tread lightly. Be respectful of the space as if every tree is watching. Some of them certainly are.

Families that share their homes with a domovoy, whether intentionally or not, do well to keep the house spirit appeased with offerings of food and drink. They especially like maple liquor and cinnamon baked apples. A domovoy can make life in a home much simpler or much more hectic.


Domovoy

Small fey, chaotic neutral


  • Armor Class 14
  • Hit Points 17 (5d8 - 5)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
10 (+0) 19 (+4) 8 (-1) 14 (+2) 13 (+1) 17 (+3)

  • Skills Animal Handling +3, Stealth +6, Sleight of Hand +6
  • Damage Resistances Bludgeoning, Piercing, and slashing damage from Nonmagical attacks.
  • Senses Darkvision 60ft., passive perception 11
  • Languages Common, Sylvan, and the languages of any creatures it shares a home with, it but rarely speaks.
  • Challenge 1 (200XP)

Innate Spellcasting. The domovoy's innate spellcasting ability is Charisma (spell save DC 13). The domovoy can innately cast the following spells, requiring no material components:

At will: guidance, mage hand (the hand is invisible)

3/day each: bless, bane

1/day each: bestow curse, remove curse

Magic Resistance. The domovoy has advantage on saving throws against spells and other magical effects.

House Spirit. Every domovoy has one place of residence that it is bound to. While within 30ft of this space or inside it, the domovoy gains the following features: It can choose to be invisible or visble again as a bonus action. The domovoy knows immediately when any creature becomes aware of it and when that creature has line of sight with it. While the domovoy is hidden from sight, as an action it can teleport to any space within 30 ft of its residence that is also out of sight.

Actions

Household Object. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: (1d4+4) bludgeoning damage.

Hold the Hearth (Recharge 5-6) The domovoy can attempt to expel an unwanted spirit from its residence. One aberration, celestial, elemental, fey, fiend, or undead that it can see that is inside its residence must make a wisdom saving throw save DC 13 or become frightened until it is out of sight of the residence. While frightened this way, the target must use its action to get as far away from the residence as possible. Hold the hearth ignores magical resistances as well as resistance or immunitity to the frightened condition.



Fey Giant

Gargantuan giant, chaotic neutral


  • Armor Class 14 (natural armor)
  • Hit Points 245 (14d20 + 98)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
27 (+8) 12 (+1) 24 (+7) 5 (-3) 9 (-1) 10 (+0)

  • Saving Throws Con +11, Cha +4
  • Skills Animal Handling +3, Athletics +12, Intimidation +4
  • Senses passive Perception 9
  • Languages Giant, Sylvan
  • Challenge 10 (5,900 XP)

Fey Ancestry The giant has advantage on saving throws against being charmed, and magic can’t put it to sleep.

Enchanting Presence. Beasts that see the giant must immediately make a wisdom saving throw (DC 16) or be charmed by the giant. While charmed, they can understand the speech of the giant. Additionally they consider the giant a true friend and do their best to aid it in any way possible. The effect lasts until the charmed creature takes damage or is out of sight of the giant for 10 minutes. The giant is unaware of these effects.

Actions

Multiattack. The giant makes 2 tree bouquet attacks.

Tree Bouquet. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage. The target must make a DC 16 strength saving throw or be knocked prone.

Tree . Ranged Weapon Attack: +12 to hit, range 60/180 ft., one target. Hit: 38 (5d10 + 8) bludgeoning damage. The target must make a DC 16 dexterity saving throw or be knocked prone and restrained as they are pinned beneath a tree trunk.

The effects of a fey giant's magic are subtle and can be seen in the activities of the woodland creatures around it. Beasts of all sort flock to the giant, compelled through forces that neither the beast nor giant seems to understand or mind.



Lonely Procyon

Tiny Fey, chaotic evil


  • Armor Class 13
  • Hit Points 14 (4d4 + 4)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
3 (-4) 16 (+3) 13 (+1) 14 (+2) 12 (+1) 20 (+5)

  • Skills Deception +7, Perception +3, Stealth +5
  • Damage Vulnerabilities radiant
  • Damage Resistances necrotic, bludgeoning, piercing, slashing damage from nonmagical attacks.
  • Senses Darkvision 60 ft., passive Perception 13
  • Languages Sylvan
  • Challenge 2 (450 XP)

Aura of Deceit. All creatures within 120 ft. of the procyon make any insight, investigation, and perception checks with disadvantage until they leave the aura.

Otherworldy Movement. While in dim light or darkness, the procyon gains the effects of the freedom of movement and spider climb spell.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 1 piercing damage and 5 (2d4) necrotic damage.

Assume Shape. The procyon magically polymorphs into a Small humanoid child of a creature type that it can see, or back into its true form. While polymorphed this way, the procyon can speak and understand the language of the creature it is mimicing. Other than its size, its statistics are the same in each form.

Lonley Procyon are shapeshifters and scavengers. They can eat almost anything, but much prefer the taste of charitable offerings from well intentioned travelers - often taking the form of a lost child and staying with a party for weeks at a time, only to sneak off in the dead of night when food supplies have run dry.


Peacagama

Medium beast, unaligned


  • Armor Class 13
  • Hit Points 20 (4d8+4)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 13 (+1) 2 (-4) 12 (+1) 5 (-3)

  • Senses Darkvision 30ft., passive Perception 11
  • Languages --
  • Challenge 1/4 (50XP)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 5(1d6+2)

Disorienting Frill (Recharge 4-6). The peacagama flashes its brightly colored feathery frill. All creatures that can see the peacagama in a 15 ft cone must make a wisdom saving throw DC 11. On a failure, they become frightened or charmed (the peacagama's choice) until the end of their next turn.

Peacagam flair their collar feathers whenever they feel threatened... or hungry... or if they are attempting to woo a mate. They are beautiful creatures but some might consider their communication skills a bit limited.


Wizard's Bane Faerie

Small fey, chaotic evil


  • Armor Class 17
  • Hit Points 21 (6d6)
  • Speed 25ft., fly 60 ft.

STR DEX CON INT WIS CHA
5 (-3) 24 (+7) 10 (+0) 11 (+0) 14 (+2) 15 (+2)

  • Skills Arcana +2, Perception +4, Stealth +9
  • Damage Immunities bludgeoning, piercing, and slashing damage from magical weapon attacks.
  • Senses Darkvision 120 ft., passive Perception 14
  • Languages Understands Sylvan but cannot speak
  • Challenge 3 (700 XP)

Magical Resistance. The faerie has advantage on saving throws against spells and other magical effects.

Arcane Energy Well If the faerie were to take damage from a spell or magical effect, roll a d6. On a one through five, the faerie takes no damage. On a six, it takes no damage and recharges the use of its arcane leech ability.

Actions

Multiattack. The faerie makes two arcane burst attacks. It can use its Arcane Leech in place of one if it is available.

Arcane Burst. Ranged Weapon Attack: +9 to hit, range 40/120 ft., one target. Hit: 9 (1d4 + 7) force damage

Arcane Leech (Recharge 6). Melee Weapon Attack: +9 to hit, reach 5ft., one target that has at least 1 spell slot. Hit: 14 (3d4 + 7) force damage and the target must make constitution saving throw DC 13. On a failure, the target loses the ability to cast spells of first level or higher for 1 minute. During this time, the faerie gains resistance to bludeoning, piercing, and slashing damage from nonmagical attacks and it regains 1d6 hit points at the start of each of its turns if it has at least 1 hit point.


All art and monster design by Cinder Blocksally.

Twitter @Cinder_blocksal

Instagram @Cinder_Blocksally

Reddit: /r/monstrousanonymous

Cover art by GhostBat


Many people believe that years of arcane studies and scholarly pursuits lends itself to a higher class of individual. But once you've seen a wizard come up against a wizard's bane faerie, you learn quickly that they are as foul mouthed and irratble as any sailor or solder you've ever seen.

 

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