Actaeon
Actaeons resemble humanoid elks with rich dark tan fur, golden eyes, and a magnificent rack of ivory antlers that are never shed (nor do these antlers ever get caught in the undergrowth. Solitary guardians, these powerful fey normally with have nothing to do with most humanoids, save those who prove to love the woodlands as much as they.
Born of the Woods. Actaeons aren’t born; they’re created. On rare occasions, a giant elk will be born with golden eyes. Archdruids, working with powerful nature spirits, will engage in a powerful, lengthy ritual which transforms the giant elk into the actaeon. Generally, only arch-druids are aware of the details of the ritual, and only the highest-ranking druids take part in the ritual.
Once created, the actaeon can live for hundreds of years, only showing the effects of aging towards the very end of their long lives. An actaeon requires only minimal food and drink, much of which it can create through magical means.
Forest-Lord. Actaeons may not be archfey, but they are incredibly powerful in their own rights. Nearly all forest-dwellers consider them to be the master of the woodlands and bow before them. To most fey and intelligent beasts, an actaeon’s word is law, and such creatures tend to view the actaeon as a hero.
And yet, actaeons never abuse this power. They care nothing for personal power or politics of any sort; they care only for the health of the forest. They have nothing to do with fey court politics and typically view such proceedings as pointless pomp and as a pathetic attempt to ape human culture. This angers the fey in power, but they dare not do anything to show their displeasure. So many woodland fey hold actaeons in awe that should a courted fey harm one, it would likely spark a riot.
An Eye For Treasure. Strangely enough, actaeons collect treasure. They don’t go after treasure greedily, but will take it from foes they have defeated. Most of it is given to friendly druids or rangers or used as bribes to keep loggers or hunters out of the woods. The acteaon itself keeps a few items, typically those that it views as beautiful. Such items are usually stored in secure, well-hidden locations. If an item is stolen, the acteaon will usually shrug and move on—but if it sees a humanoid with the item, it will demand its return.
Actaeon
Large fey (shapechanger), neutral
- Armor Class 16 (natural armor)
- Hit Points 105 (11d10+44)
- Speed 40 ft.
STR DEX CON INT WIS CHA 19 (+4) 18 (+4) 18 (+4) 12 (+1) 16 (+3) 19 (+4)
- Saving Throws Str +8, Int +6, Wis +7, Cha +9
- Skills Insight +7, Nature +5, Perception +7, Stealth +8
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities charmed, frightened
- Senses darkvision 60 ft., passive Perception 17
- Languages Druidic, Elven, Sylvan
- Challenge 10 (5,900 XP)
Charge. If the actaeon moves at least 20 feet straight towards a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Magic Resistance. The actaeon has advantage on saving throws against spells and other magical effects.
Magic Weapons. The actaeon’s weapon attacks are magical.
Innate Spellcasting. The actaeon’s spellcasting trait is Charisma (spell save DC 17). It can innately cast the following spells without the need for material components:
At will: beast sense, druidcraft
3/day each: conjure animals, detect magic, goodberry, locate creature
1/day each: commune with nature, conjure woodland beings, druid grove, wall of thorns, wrath of natureLegendary Resistance (3/Day). If the actaeon fails a saving throw, it can choose to succeed instead.
Shapechanger. The acteaon can use its action to polymorph into a elk or giant elk or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wear or carrying is absorbed or borne by the new form (the actaeon’s choice). It reverts to its true form if it dies.
Speak With Beasts. The actaeon can communicate with beasts as if they shared a language.
Woodland Adaptation. While in a forest, the actaeon’s movement isn’t hindered by difficult natural terrain features and it has advantage on Dexterity (Stealth) rolls made to hide.
Actions
Multiattack (True Form Only). The acteaon makes two spear attacks.
Hooves (Giant Elk Form Only). Melee Weapon Attack: +9 to hit, Reach 5 ft., one prone creature. Hit. 9 (2d4+3) bludgeoning damage.
Ram. Melee Weapon Attack: +9 to hit, Reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage
Spear (True Form Only). Melee or Ranged Weapon Attack: +9 to hit, Reach 10 ft. or Range 30/60 ft., one target. Hit: 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if wielded in both hands.
Transforming Breath (Recharge 6). The actaeon breathes gas in a 15-foot cone. Each creature in that area must make a DC 17 Wisdom saving throw. On a failure, the creature is transformed into a beast of CR 1 or lower for 1 minute. Its game statistics are replaced by those of the beast’s. At the end of this time, an affect creature may make a second Wisdom saving throw, reverting to its true form on a success. On a failure, it remains transformed for 24 hours, after which it may make a third saving throw. On a failure, the creature remains in beast form permanently. A remove curse ends the effect at any time.
Legendary Actions
The actaeon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The actaeon regains spent legendary actions at the start of its turn.
Detect. The actaeon makes a Wisdom (Perception) check or a Wisdom (Insight) check.
Move. the actaeon moves up to its speed without provoking opportunity attacks.
Fierceness (Costs 2 Actions). The actaeon makes a ram or spear attack.
Cast a Spell (Costs 3 Actions). The actaeon casts a spell.
Bajang
In this fey’s natural form, a bajang looks something like a gnarled halfling with lipless, unsmiling mouths and vulture’s talons in place of hands and feet. They can change their form into that of a lynx-like forest cat or a tremendous polecat, but in all of their forms they retain their bright-orange, slit-pupiled eyes.
Tree-Bound. In much the same way as a dryad’s life is bound to a tree, so is a bajang’s. It is fiercely protective of this tree—it lacks the dryad’s ability to charm victims into protecting the tree, and has to rely on trickery and violence instead. A bajang’s tree are usually deep within thick forests and jungles and thus difficult to find, but it doesn’t wait for loggers to find it. Instead, the bajang seeks out potential sources of danger and either kills them, curses them, intimidates them into leaving, or tricks them into believing that the tree is sacred.
The forests and jungles around a bajang’s tree are always more dismal than they should be: the plants seem more prone to rot, the animals quieter and more skittish.
Birthed from Ruin. A bajang is born in forests where battles raged, foul cults sacrificed sentients, or where pregnant women and infants were murdered. If the death-blood is spilled on tree roots, the tree absorbs the blood and some of the spirits as well, and the tree forms a burl. Inside the burl, the murdered spirits boil and fester, mingling with the spirit of the tree itself, until eventually, the burl bursts open and a bajang crawls out. The hole in the tree becomes the bajang’s home.
Generational Familiars. Bajang have been known to ally with spellcasters. They act as familiars, providing aid and information in exchange for protection, shiny trinkets (they see these items more as a trophy of its own cleverness than as an item of monetary value), and their favorite foods: fresh fruit, eggs, milk, and humanoid blood. It will also not-so-subtly attempt to get the spellcaster to pass its skills down to the next generations, and then ally with the younger spellcasters as well; the more spellcasters it works with, the more protection it has and the more payment it receives.
Bajang
Small fey (shapechanger), chaotic neutral
- Armor Class 12 (natural armor)
- Hit Points 27 (6d6+6)
- Speed 30 ft. (40 ft. in lynx form), climb 30 ft.
STR DEX CON INT WIS CHA 9 (-1) 15 (+2) 12 (+1) 14 (+2) 14 (+2) 16 (+3)
- Skills Arcana +4, Perception +4, Stealth +4
- Senses passive Perception
- Languages Common, Sylvan
- Challenge 1 (200 XP)
Innate Spellcasting. The bajang’s spellcasting trait is Charisma (spell save DC 13). It can innately cast the following spells without the need for material components:
3/day each: augury, bestow curse, dancing lights, dragon’s breath, hold personShapechanger. The bajang can use its action to polymorph into a lynx or giant polecat (use giant weasel stats). Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The bajang reverts to its true form if it dies.
Actions
Multiattack. The bajang makes two claw attacks.
Claws. Melee Weapon Attack: +4 to hit, Reach 5 ft., one target. Hit: 5 (1d4+2) slashing damage, and the target must make a DC 11 Constitution saving throw or be poisoned for one minute.
Boowray
A boowray looks like a beautiful, translucent child, barely a foot tall. It is as naked and sexless as a doll and has mint leaves for hair; although otherwise intangible, it smells faintly of sweet mint. Its shy, winning smile and large, luminous eyes hide a cruel and sadistic heart.
Suggestive Whispers. Also called a whispering spirit, a boowray takes delight in corrupting the innocent and inspiring good people to commit evil. It targets lonely and naïve people, such as children who turn to imaginary friends because they lack real ones, or people who think the fey are all good and happy storybook creatures and wish to befriend them. They use their magical abilities to charm the victim, planting suggestions that the victim perform specific evil deeds.
The fey suggests nothing too vile at first, but eventually, as the victim’s will erodes, the requests become more and more evil. As the victim, unaware of the corruptive magic influencing it, seeks to justify its evil deeds and cover up for their crimes, its moral boundaries start to slip. Eventually, the once-innocent person turns truly evil and the boowray congratulates itself on a job well done.
Weak. Boowrays are physically weak and incapable of interacting with the real world. If faced with danger, a boowray will flee. Although it doesn’t like the idea of giving up on a job before its target completes its slide into evil, it will if it means the difference between its life or death.
Fey Nature. A boowray doesn't need to eat or drink.
Boowray
Tiny fey, neutral evil
- Armor Class 15
- Hit Points 3 (1d4)
- Speed 10 ft., fly 30 ft.
STR DEX CON INT WIS CHA 1 (-5) 20 (+5) 10 (+0) 13 (+1) 12 (+1) 18 (+4)
- Saving Throws Wis +3
- Skills Deception +6, Insight +3, Perception +3, Persuasion +6
- Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks.
- Damage Immunities poison
- Condition Immunities charmed, frightened, grappled, paralyzed, poisoned, prone, restrained
- Senses passive Perception 13
- Languages Common, Sylvan
- Challenge 1/8 (25 XP)
Ephemeral. The boowray can't wear or carry anything.
Evil Whispers. If the boowray’s target fails its saving throw against the boowray’s suggestion, it has disadvantage on the next saving throw it makes that week against any spell or effect that would charm it. A dispel evil and good will end this effect.
Any creature other than the boowray's intended target has disadvantage on Wisdom (Perception) checks to hear the boowray's whispers.Incorporeal Movement. The boowray can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Innate Spellcasting (3/day). The boowray can cast suggestion three times per day. Its spellcasting ability is Charisma (spell save DC 14).
Actions
Invisibility. The boowray magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.
Dazzle
In their natural form, dazzles look like beautiful, nearly angelic-looking humanoids with glowing skin and eyes and wings made of feathered light. This beauty hides a hungry and manipulative heart.
Dazzles can disguise themselves as nearly any type of humanoid (and are egotistical enough to make sure that all of their disguises are very attractive). When disguised, their wings vanish. They consider the lack of flight to be fair price for their ability to walk in a city among the throngs of humanity.
Urban Fey. Unlike many fey, dazzles care absolutely nothing for the wilderness. They are city-fey, through-and-through. For them, the rush of a city's market place is far more alluring than any forest could ever be, and the wonders created by humans interest them far more than any produced in the Feywild. In addition, the larger number of people in a city makes it easier for them to escape unwanted attention, since there are fewer people to realize that the dazzle is present nearly every time a fight breaks out.
Emotion-Eaters. Dazzles feed on the energies produced by humans experiencing strong base emotions. Although they feed on mental energy, their emotional vampirism causes no ill effects by itself, except, perhaps, slight tiredness. The methods they use to create those emotions can have a devastating effect on a community, since dazzles rely on starting fights and causing anger.
To promote such emotions, dazzles have a variety of magical abilities. They use their illusions and enchantments to start fights and cause ill will between humanoids, and do so in a way to make it seem as though someone else was the magic's originator. A favored tactic is to mimic a person's voice while using vicious mockery, or even while simply insulting another creature, while hiding out of sight and letting someone else take the blame. And when their magic fails, they are so naturally charming that they are capable of talking their way out of nearly anything.
Dazzle
Medium fey, neutral evil
- Armor Class 14
- Hit Points 22 (5d8)
- Speed 30 ft., fly 50 ft. (only when not disguised)
STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 10 (+0) 12 (+1) 14 (+2) 17 (+3)
- Skills Deception +5, Insight +4, Persuasion +5, Sleight of Hand +6
- Damage Immunities radiant
- Condition Immunities blinded, charmed, frightened
- Senses passive Perception
- Languages Common, Sylvan
- Challenge 1 (200 XP)
Magic Resistance. The dazzle has advantage on saving throws against spells and other magical effects.
Incorporeal Movement. As a bonus action, the dazzle can become incorporeal until the end of its next turn. While incorporeal, the dazzle can move through other creatures and objects as if they were difficult terrain, and a creature it passes through takes 3 (1d6) radiant damage. While incorporeal, it can't cast spells or take any actions. It takes 5 (1d10) force damage if it ends its turn inside an object.
Illumination. The dazzle sheds bright light in a 0 to 10-foot radius and dim light for an additional number of feet equal to the chosen radius. The dazzle can alter the radius, or turn the light off completely, as a bonus action.
Innate Spellcasting. The dazzle's spellcasting trait is Charisma (spell save DC 13). It can innately cast the following spells, without the need for material components:
At will: alter self, friends, minor illusion, shocking grasp, vicious mockery
3/day each: blindness/deafness, charm person, hypnotic patternMocker. The dazzle has advantage on Charisma (Deception) rolls to mimic voices.
Actions
Fist. Melee Weapon Attack: +6 to hit, Reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Feydrake
A feydrake resembles a human-sized dragon with tiny wings and no forelimbs. Its scaly hide is typically rich brown, deep forest green, or porcelain white, spotted with a myriad of other colors. Each felldrake are capable of shapeshiting into a single humanoid form, potentially as a result of its fey heritage.
Chaotic Nature. Feydrakes travel in small groups, to which they are quite loyal. But other than those groups, they are whimsical creatures who do what they like. They are thrill-seekers and, often, thieves, who get a kick out of stealing the most interesting objects they can and meddling in other societies. While some of them are deeply selfish and cause problems just because they enjoy watching other people suffer, others of them work to undermine corrupt organizations and governments, or just to shake things up and see what will happen.
Feyborn. Feydrakes come originally from the Feywild, and must return their to breed with other feydrakes. However, they prefer the Material Plane to the Feywild—they enjoy being able to pull the wool over the eyes of normal humans.
Wanderers and Travelers. Feydrakes spend much of their time in humanoid form, traveling from settlement to settlement, stealing what they can and enjoying their freedom. They rarely settle down for any length of time—even if they wanted to, their chaotic nature means that they are likely to eventually get run out of town.
Unlike most other dragons, feydrakes are a fairly randy people. While not very fertile with humanoids, liaisons between the two do occasionally produce children. These children are like their humanoid parent rather than like their feydrake parent, but carry a drop of dragon’s blood in them, which often manifests as sorcery. Many a dragon-blood sorcerer have assumed that their powers originated from a mighty great wyrm and would be quite embarrassed to learn that they instead came from a horny feydrake.
Feydrake Bards
Both dragons and fey like music and stories, so it's no surprise that a fair number of feydrake become bards; a party of traveling feydrake often have at least one bard among them. Bardic feydrake have a Charisma of 20 (+5), the Perform skill at +7, and the following trait:
Spellcasting. The feydrake is a 4th-level spellcaster. Its spellcasting trait is Charisma (spell save DC 15, +7 to hit with spell attacks). It knows the following bard spells:
Cantrips (at will): mage hand, prestidigitation, vicious mockery
1st level (4 slots): charm person, disguise self, silent image, Tasha's hideous laughter
2nd level (3 slots): invisibility, locate object, suggestion
Feydrake
Medium dragon (shapechanger), any chaotic
- Armor Class 15 (natural armor)
- Hit Points 22 (4d8+4)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 17 (+3) 13 (+1) 14 (+2) 11 (+0) 16 (+3)
- Skills Deception +5, Insight +2, Perception +2, Sleight of Hand +5, Stealth +5
- Senses darkvision 60 ft., passive Perception 12
- Languages Common, Draconic, Elven, Sylvan
- Challenge 4 (1,100 XP)
Cunning Action. On each of its turns, the feydrake can use a bonus action to take the Dash, Disengage, or Hide action.
Magic Resistance. The feydrake has advantage on saving throws against spells and other magical effects.
Fey Ancestry. The felldrake has advantage on saving throws against being charmed, and magic can't put the feydrake to sleep.
Shapechanger. The feydrake can use its action to polymorph into a specific Small or Medium humanoid or back into its true form. Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Sneak Attack (1/Turn). The feydrake deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the feydrake that isn’t incapacitated and the feydrake doesn’t have disadvantage on the attack roll.
Actions
Multiattack (Humanoid Form Only). The feydrake makes two rapier attacks.
Bite (True Form Only). Melee Weapon Attack: +5 to hit, Reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage
Rapier (Humanoid Form Only). Melee Weapon Attack: +5 to hit, Reach 5 ft., one target. Hit: 8 (1d8+3) piercing damage
Fir
Fir are disturbing to look at, because they resemble human babies with oversized heads and with small claws on their long, clever fingers. Their eyes sparkle with a knowing, magical glimmer. It’s even more disturbing when they change their shape into that of a rodent but still have that same glimmer in their eyes.
Clockwork Fey. Fir are perhaps the most mechanically inclined of all fey, capable of creating wonders far beyond what mortal artificers can. An object created by a fir looks like a normal device, but is capable of performing actions that no mundane object should be able to—and yet the device isn’t at all magical.
A fir might create a toy dragon out of wood that can breathe fire, even though it has no flint or tinder or well for oil or alchemist’s fire; a simple ear trumpet that allows the listener to hear all languages translated into her own; a prosthetic limb that’s as flexible as a real one and can allow the wearer to even feel through it; or even a mechanical child that moves and seems to even think like a person.
Double-Edged Swords. Many fir are good natured, but just as many are cruel. All of them are egotistical. They may grant a person a gift of one of their “little toys,” but if that person isn’t properly thankful or ends up misusing the object or trying to gift it to someone else, he’ll discover that it will turn on him. And someone who dares to steal a fir’s creation is certain to meet a grizzly end.
Fir
Small fey (shapechanger), any neutral
- Armor Class 12
- Hit Points 21 (6d6)
- Speed 20 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 17 (+3) 12 (+1) 15 (+2)
- Skills Arcana +7, Perception +3, Sleight of Hand +6, Stealth +4
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Senses darkvision 60 ft., passive Perception 13
- Languages Common, Sylvan
- Challenge 1 (200 XP)
Innate Spellcasting. The fir’s spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells without the need for material components:
At will: light, mending, prestidigitation
3/day each: cause fear, charm person, confusion, grease, fabricate
2day each: cure wounds, inflict wounds
1day each: animate objects, bane, bestow curse, blessKeen Smell. The fir has advantage on Wisdom (Perception) checks that rely on smell.
Ritual Caster. The fir can cast any spell that has the ritual tag, no matter what class it is. It uses Charisma as its spellcasting ability.
Shapechanger. The fir can use its action to polymorph into a Tiny rodent such as a mouse, squirrel, or hedgehog (use rat statistics) or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Actions
Bite. Melee Weapon Attack: +4 to hit, Reach 5 ft., one target. Hit: 1 piercing damage
Hags
Ash Witch
Ash witches look like tall, thin females, with entirely gray skin and hair. They dress much like stereotypical witches, with raggedy clothing and tall, pointed hats, and they carry brooms, with which they sweep up the ashy flakes they constantly shed. These brooms are very often brooms of flying, or some sort of magical staff in the form of a broom.
Strangest and most disturbing of all, ash witches have no faces—not even depressions where eyes should be or a protrusion to indicate a nose. They also don’t have ears. They can still apparently see, hear, and smell just fine, however, and they speak in a disturbing telepathic whisper.
Solitude. Ash witches crave solitude—at least from other hags (they never form covens) and other “adult” creatures. Instead, most ash witches open “schools” wherein they teach young creatures of any species all sorts of strange and eldritch lore. They also frequently keep minor elementals, such as mephits, as pets and servants.
Infernal Creations. Long, long ago, the first ash witches were created by a night hag who fled to the plane of Ash to escape yugoloths. How and why she created them is unclear; what’s known is that these early hags served their mistress for a time, then killed her and wandered off.
Ash Child
Ash children are created by ash witches as pupils. They look rather like street urchins: they’re scrawny, have raggedy, mismatched clothing, very large and soulful eyes, and enormous pointed ears. Their gender is typically indeterminate. Like ash witches, ash children are entirely gray.
Forever Young. An ash witch may have as many as a dozen ash children at a time, in a group called a school. They never age, and act like actual children. They are endlessly curious and childlike, and have naturally light-fingered proclivities that constantly gets them into trouble, often fatally.
Ash children are basically just children who enjoy playing games, making up (telepathic) counting rhymes with their siblings, exploring, making a mess (their dirty little fingers leave soot marks on everything they touch), and getting hugged—which, sadly, the ash witch never actually does.
Created by the Creations. Ash witches somehow are able to transform a larva into an ash child. The ritual is difficult, especially since it’s often hard for the witch to get her hands on a larva.
Some time after their first full century of existence, the ash child curls up into a little ball and goes to sleep. A few months later it wakes up as a fully grown ash witch. Most don’t live this long, though—if their childish behavior doesn’t get them killed, then it’s entirely possible that their ash witch mother destroys one for components or because she feels that the child is irredeemably naughty.
Blood Hag
In her true form, a blood hag has albino-white skin with flaming scarlet eyes. However, blood hags use their magic to turn the skin of a humanoid into a disguise. They prefer wearing the skins of beautiful young women, but aren't limited to them.
Fire Fey. Blood hags are burning hot to the touch when in their true forms and their blood flames when it is exposed to air. They have some degree of power over fire.
Fair Disguise. Blood hags can perform a ritual which involves abducting a person, torturing it fr an extended period, draining it of blood, and then carefully flaying its skin off. The hag then stitches the dead victim’s skin into a suit, which will magically fit her and make her look like the victim. Even magic can’t tell that she’s truly an evil fey underneath. Since the creation of the skin suit takes such a long time, blood hags take good care of them and do their best to maintain their masquerade for as long as they can. While the blood hag can burst out her skin in order to use her hag powers, doing so destroys the skin and so is only a last resort.
Blood Hag Covens. A coven with one or more blood hags can add the following spells to its spell list: feign death (3rd level), fire shield (4th level), and dream (5th level).
The hannya has pale green skin and black eyes covered in milky cataracts, and with a long, forked tongue. Instead of legs, she has the tail of a tremendous snake with green and black scales. In humanoid form, she looks like a withered and particularly helpless old woman. Serpentine Hags. Hannya share a kinship with snakes of all types, and the areas around their lairs are usually filled with snakes. In addition, they have been known to ally with yuan-ti, spirit naga, elder serpents, and other evil snake-creatures. Human Origins. Although it's not known for certain, it's believed by many that hannya were once female humanoid spellcasters who worshipped serpent gods or serpentine Archfey. In an act that was both blessing and curse, they were transformed into half-snake creatures. Hannya Covens. A coven with one or more hanya can add the following spells to its spell list: blight (4th level), dominate person (5th level), and mass suggestion (6th level)Hannya
Silat
These desert-dwelling hags are ten-feet-tall and have pale blue or green skin and darker blue or green hair. They have long, curved ram’s horns that grow a complete spiral after every century of life. Their yellowed teeth and nails are harder and sharpened than obsidian. They typically wear rags that only barely cover their bodies.
Miss Manners. Silats desire little more than to be left alone. Most of the time, they disguise themselves as extremely ugly humans, in the hopes that their appearance will cause others to avoid them. When they are forced to interact with others, and whenever in a civilized location, they display highly refined manners and demand respect in return. Those who refuse to act appropriately towards them are subject to the silat’s wrath.
Always Hungry. A silat roams the desert and desert cities, constantly on the search for food. They will eat anything, but prefer fresh, bloody meat, especially that of humanoids. Despite that, they are excellent cooks.
Silat Covens. A coven with one or more silat can add the following spells to its spell list: invisibility (2nd level), major image (3rd level), and polymorph (4th level).
The silat is a stickler for manners, and someone who is rude—even unintentionally—to the silat may be cursed by her. Once each day, a silat can engage in a 10-minute-long ritual, affecting a creature she has spoken to that day, provided that creature is on the same plane as the silat. On a failure, it grows an animal part, such as suddenly sprouting a donkey’s tail, having its ears turn into rabbit ears, or growing cat’s whiskers. This body part is doesn’t cause the target any difficulties in normal activities, but due to the curse, it is difficult to hide; the target has disadvantage on checks using a disguise kit—the animal parts seem to have a life of their own and don’t want to be hidden. This body part lasts until the silat reverses it using a bonus action, or a dispel curse is cast on the creature.
Curse of the Beast
The silat’s target must make a DC 13 Constitution saving throw.
Ash Witch
Large fey, neutral evil
- Armor Class 15 (natural armor)
- Hit Points 114 (12d10+48)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 15 (+2) 18 (+4) 17 (+3) 15 (+2) 16 (+3)
- Skills Arcana +9, Perception +5, Stealth +5
- Damage Resistances cold, necrotic
- Senses blindsight 120 ft. (blind beyond this radius), passive Perception 15
- Languages understands Abyssal, Common, Infernal, and Sylvan but doesn’t speak; telepathy 100 ft.
- Challenge 7 (2,900 XP)
Innate Spellcasting. The ash witch’s spellcasting trait is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, using no material components:
At will: chill touch
3/day each: blight, ray of sickness, vampiric touchActions
Multiattack. The ash witch uses her Weakening Gaze and then attacks with her broom.
Broom. Melee Weapon Attack: +8 to hit, Reach 5 ft., one target. Hit: 8 (1d6+5) bludgeoning damage, or 9 (1d8+5) bludgeoning damage if held in two hands, plus 5 (1d10) necrotic damage.
Weakening Gaze. The ash witch targets a creature within 30 feet of her. If that creature can see the ash witch, it must make a DC 14 Wisdom saving throw or have disadvantage on Strength, Wisdom, and Charisma ability checks, attack rolls, and saving throws until the start of its next turn.
Essence of Ash (Recharge 5-6). The ash witch fires a 15-foot cone of poisonous ashes. All creatures in that area must make a DC 15 Constitution saving throw or take 10 (3d6) necrotic damage, or half as much damage on a successful save. If the saving throw fails, a creature is cursed with the wasting essence of ashes for 1 minute. While cursed, the target can’t regain hit points, and at the end of each of its turns, the target’s hit point maximum is reduced by 5 (1d10). If the curse reduces the target’s hit point maximum to 0, the target dies and its body turns to dust. Otherwise, the reduction lasts until the target finishes a short or long rest.
Ash Child
Small fey, neutral
- Armor Class 14 (natural armor)
- Hit Points 11 (2d6+4)
- Speed 40 ft.
STR DEX CON INT WIS CHA 9 (-1) 18 (+4) 14 (+2) 8 (-1) 9 (-1) 12 (+1)
- Skills Perception +2, Sleight of Hand +6, Stealth +6
- Damage Vulnerabilities fire
- Damage Resistances cold, necrotic
- Damage Immunities poison
- Condition Immunities poisoned
- Senses darkvision 60 ft., passive Perception 12
- Languages understands Abyssal, Infernal, and Sylvan but doesn’t speak; telepathy 100 ft.
- Challenge 1 (200 XP)
Limited Telepathy. The ash child can only communicate telepathically with a creature that speaks Abyssal, Infernal, or Sylvan.
Pack Tactics. The ash child has advantage on an attack roll against a creature if at least one of the ash child's allies is within 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity. While in sunlight, the ash child has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Bite. Melee Weapon Attack: +6 to hit, Reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 3 (1d6) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.
Blood Hag
Medium fey, neutral evil
- Armor Class 18 (natural armor)
- Hit Points 78 (12d8+24)
- Speed 30 ft., climb 30 ft., fly 30 ft. (fire form only)
STR DEX CON INT WIS CHA 18 (+4) 22 (+6) 15 (+2) 14 (+2) 13 (+1) 19 (+4)
- Saving Throws Dex +9
- Skills Arcana +5, Deception +7, Perception +4, Persiasion +7, Stealth +9
- Damage Immunities fire
- Sensesdarkvision 60 ft., passive Perception 14
- Languages Common, Ignan, Sylvan
- Challenge 7 (2,900)
Death Throes. When the hag dies, she explodes, and each creature within 15 feet of her must make a DC 13 Dexterity saving throw, taking 10 (4d6) fire damage on a failed save, or half as much damage on a successful one.
Fire Form. The hag can use her action to transform into a Small ball of fire, or back into her true form. While in fire form, the hag can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the hag or hits her with a melee attack while within 5 feet of her takes 3 (1d6) fire damage. In addition, the hag can enter a hostile creature’s space and stop there. The first time she enters a creature’s space on a turn, that creature takes 3 (1d6) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 3 (1d6) fire damage at the start of each of its turns.
Innate Spellcasting. The hag’s spellcasting trait is Charisma (spell save DC 15). She can innately cast the following spells without the need for material components:
At will: control flame, produce flame
3/day each: inflict wounds, scorching ray, sleepSkin Shape. The hag can spend 5 minutes donning a prepared skin that gives her the appearance of a young humanoid woman. While disguised in this manner, she can’t use her Fiery Form or Claws attack, and her type is humanoid. The hag can spend 1 minute carefully removing the disguise, or can use her action to burst out of it, destroying the disguise.
The hag has advantage on Charisma (Deception) checks made to disguise herself as the person to whom the skin originally belonged. A true seeing spell can penetrate the blood hag's disguise, but while wearing it, she isn't affected by spells that affect fey, such as detect evil and good.Actions
Multiattack. the hag makes two attacks: either two with her claws, or one with her claws and one with produce flame.
Claws. Melee Weapon Attack: +9 to hit, Reach 5 ft., one target. Hit: 9 (1d6+6) slashing damage plus 3 (1d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the hag regains hit points equal to that amount. The reduction lasts until the target finishes a Short or Long rest. The target dies if this effect reduces its hit point maximum to 0.
Hannya
Large fey (shapechanger), chaotic evil
- Armor Class 16 (natural armor)
- Hit Points 77 (9d10+27)
- Speed 30 ft.
STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 16 (+3)
- Skills Deception +5, Nature +2, Perception +3, Stealth +4
- Senses darkvision 60 ft., passive Perception 13
- Languages Common, Draconic, Sylvan
- Challenge 3 (700 XP)
Innate Spellcasting. The hannya’s spellcasting trait is Charisma (spell save DC 13). She can innately innately cast the following spells, without the need for material components:
At will: animal friendship (snakes only)
3/day each: detect thoughts, suggestionShapechanger. The hannya can use her action to polymorph into a specific Medium human or back into its true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if it dies.
Actions
Multiattack. The hannya uses her constrict attack, and then bites.
Bite. Melee Weapon Attack: +5 to hit, Reach 5 ft., one target. Hit: 6 (1d4+3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.
Constrict. Melee Weapon Attack: +5 to hit, Reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the creature is restrained, and the hannya can’t constrict another target.
Silat
Large fey (shapechanger), chaotic evil (70%) or chaotic neutral (30%)
- Armor Class 17 (natural armor)
- Hit Points 85 (9d10+36)
- Speed 40 ft.
STR DEX CON INT WIS CHA 19 (+4) 18 (+4) 18 (+4) 16 (+3) 14 (+2) 16 (+3)
- Skills Arcana +5, Deception +5, Insight +5
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities charmed, frightened, poisoned
- Senses darkvision 60 ft., passive Perception 12
- Languages Common, Giant, Sylvan
- Challenge 6 (2,300 XP)
Innate Spellcasting (3/day). The silat can innately cast polymorph without the need for material components. It’s spellcasting attribute is Charisma (spell save DC 13).
Regeneration. The silat regains 5 hit points at the start of its turn if it has at least 1 hit point.
Shapechanger. The silat can use its action to polymorph into a beast of CR 1 or lower or into a Medium female humanoid form, or back into its true form. Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Actions
Multiattack. The silat makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, Reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, Reach 5 ft., one target. Hit: 9 (1d10+4) slashing damage.
Ijiraq
Ijiraqs are protectors of the tundra. They are as merciless and mysterious as a winter’s blizzard. In their true forms, they look like hunched-over humanoids, their faces covered with a mask made of an elk’s skull; their true faces are unknown. They wear heavy fur coats and necklaces made of leather and scrimshawed ivory.
Ijiraq appear only when they wish to. Most of the time, theycan be seen only of the corner of the eye for just a fleeting moment, then vanish again. They can be quite cruel, bringing doom to those who would despoil their chosen territory.
Leading Astray. The irijaq’s gaze causes even experienced travelers to become lost—to the fey’s victim, the world seems to twist and warp and become unreal, and even normally well-known landmarks become unfamiliar. When confronted with a group of travelers, the irijaq will typically charm the group’s pathfinder and let that person lead his or her group to its demise as they become hopelessly lost. Only if this doesn’t work will the ijiraq actually attack.
However, like the weather, they are unpredictable and can be kind as well, and will sometimes choose to help a person. There is no apparent rhyme or reason to whom they choose to aid; it appears entirely random. One day, an ijiraq might do everything in its power to destroy a party of hunters and trappers; the next day, it might lead them (or at least the survivors) to a place where game and shelter are both plentiful. The day after that, it may finish the job and kill the remaining people.
Guardians. The arctic and sub-arctic climes where ijiraq dwell are, like deep swamps and the deepest parts of the Underdark, known as places where strange and eldritch and tainted things sometimes gather. As guardians of the purity of nature, ijiraq fight to keep those strange entities out.
Ijiraq
Medium fey, chaotic neutral
- Armor Class 16 (natural armor)
- Hit Points 78 (12d8+24)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 14 (+2) 15 (+2) 15 (+2) 17 (+3)
- Skills Nature +5, Perception +5, Stealth +8
- Damage Immunities cold
- Condition Immunities charmed, paralyzed
- Senses darkvision 60 ft., passive Perception 14
- Languages Sylvan
- Challenge 5 (1,800 XP)
Charge. If the irijaq moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Corner of the Eye. Attack rolls against the ijiraq have disadvantage unless the ijiraq is incapacitated or restrained.
Innate Spellcasting. The ijiraq’s spellcasting trait is Charisma (spell save DC 143). It can innately cast the following spells, without the need for material components:
3/day each: dimension door, fly, hallucinatory terrain, investiture of wind
1/day each: control winds, ice storm, sleet stormStormy Sight. The ijiraq can see normally in areas obscured by snowfall or blizzard.
Actions
Multiattack. The ijiraq makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, Reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
Ram. Melee Weapon Attack: +6 to hit, Reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
Disorienting Gaze. The irijaq targets one humanoid it can see within 30 feet of it. If the target can see the irijaq, the target must succeed on a DC 14 Wisdom saving throw or be charmed by the irijaq for 1 day. While charmed, the creature has disadvantage on Wisdom (Perception) and Wisdom (Survival) checks.
Change Shape. The irijaq magically polymorphs into a beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the irijaq's choice). In a new form, the irijaq retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the irijaq can use its bite in that form.
Leshii
A leshii is a dangerous forest spirit that acts as the personification of nature’s wild unpredictability. It resembles a large, brawny satyr with shaggy fur, wild and tangled hair and beard, and startling, emerald-green eyes. Those who live in or near a forest claimed by a leshii are wise to leave it gifts and try to placate it, because leshii are tricksters. They often appear as animals and in that form watch intruders, looking for any moment of weakness. Although not evil, they are as unkind as nature itself.
Bargain-Strikers. Leshii are known for striking bargains with morals, agreeing to do some minor task in exchange for goods or services. A leshii will use magic or simple intimidation to get the other to do what it wants. Fortunately, their demands are usually simple, such as requesting treats—but they are not above kidnapping or stealing in order to fulfill their half of the bargain.
Lone Guardians. Except in the very largest of forests, there are never more than a single leshii in any particular woodlands. They either can’t or won’t leave the boundaries of their forest, either. They don’t reproduce in the way of other creatures; should one die, a new one will appear, born out of the earth and plants. It’s rumored that they sometimes mate with dryads and other female fey but can only sire satyrs or korreds. Whether this is true or not, those creatures frequently refer to leshii as “Father Forest.”
Leshii
Medium fey, chaotic neutral
- Armor Class 13 (natural armor)
- Hit Points 78 (12d8+24)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 15 (+2) 12 (+1) 10 (+0) 15 (+2)
- Skills Deception +4, Nature +3, Perception +2, Stealth +3
- Damage Resistances cold, fire, lightning
- Senses darkvision 60 ft., passive Perception 12
- Languages Common, Sylvan
- Challenge 4 (1,100 XP)
Innate Spellcasting. The leshii’s spellcasting trait is Charisma (spell save DC 12). It can innately cast the following spells without the need for material components:
3/day each: confusion, hallucinatory terrain, invisibility, pass without trace, plant growth, suggestionSpeak with Beasts and Plants. The leshii can communicate with beasts and plants as if they shared a language.
Actions
Multiattack. The leshii makes two melee attacks.
Ram. Melee Weapon Attack: +4 to hit, Reach 5 ft., one target. Hit: 6 (1d6+2) bludgeoning damage.
Greatclub. Melee Weapon Attack: +4 to hit, Reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage.
Change Shape. The leshii magically polymorphs into a beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the leshii's choice).
In a new form, the leshii retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the leshii can use its bite in that form.
Midnight Cat
There are many superstitions about cats: that they plot against their owners, that they can see ghosts, that they can bring bad luck, that they can suck the breath out of babies. The midnight cat is the reason for these superstitions.
Midnight cats look like normal felines with luxurious fur and luminous green or gold eyes. They are normally black-furred, but a rare few are snow-white in color with blue eyes--unlike real cats with this color-combination, white midnight cats are never deaf (but they sometimes fake it).
Bad Cats. Midnight cats demand pampering and bring ruin to those who fail to deliver it. They are capable of laying magical curses on people--and even entire towns--that displease them.
Their curses are often insidious but can also be quite showy--it depends entirely on their mood, and midnight cats are notoriously mercurial. Most of the time, though, midnight cats act like normal cats, so only the superstitious think to blame them for their misfortunes.
Master of Curses. As good as they are at laying curses, midnight cats also excel at removing them. As such, they are much in demand by those suffering from a magical affliction. Midnight cats demand much from those that they heal from curses.
Breath-Stealers. These cats feed on the breath they steal from others. While they demand the most delicious foods from others, they only truly need to consume breath.
Midnight Cat
Tiny fey, chaotic evil
- Armor Class 15 (natural armor)
- Hit Points 27 (6d4+12)
- Speed 40 ft., climb 30 ft.
STR DEX CON INT WIS CHA 3 (-4) 16 (+3) 14 (+2) 14 (+2) 15 (+2) 20 (+5)
- Skills Deception +7, Perception +4, Stealth +5
- Damage Resistances cold, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities charmed, frightened, poisoned
- Senses darkvision 60 ft., truesight 30 ft., passive Perception
- Languages Abyssal, Common, Sylvan
- Challenge 2 (450 XP)
Innate Spellcasting. The midnight cat’s spellcasting trait is Charisma (spell save DC 15). It can cast the following spells, requiring only verbal components:
3/day each: bane, false life, gust, misty step, thaumaturgy
1/day each: bestow curse, remove curse
The bestow curse spell lasts until dispelled, and doesn’t require concentration.Keen Hearing and Smell. The midnight cat has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Magic Resistance. The midnight cat has advantage on saving throws against spells and other magical effects.
Nimble Escape. The midnight cat can take the Disengage or Hide action as a bonus action on each of its turns.
Standing Leap. The midnight cat’s long jump is up to 15 feet and its high jump is up to 10 feet, with or without a running start.
Actions
Claws. Melee Weapon Attack: +5 to hit, Reach 5 ft., one target. Hit: 1 slashing damage
Steal Breath. The midnight cat can target an incapacitated, restrained, or unconscious creature it can see within 5 feet of it. That creature must make a DC 15 Constitution saving throw against this magic or take one level of exhaustion.
It can choose to instead target a creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 15 Constitution saving throw against this magic or die.
In either case, the midnight cat regains 10 (3d6) hit points.
Oread
Kin to the dryads, an oread is a spirit of stone who is bound to a mountain, cliff, or tor. Like their forest cousins, all oreads are female. An oread resembles a beautiful woman with stone-colored skin. The exact type of stone varies from oread to oread: some have tawny or reddish skin like sandstone; others are colored in mottled white, brown, green, gray, or pink, like granite; others are shiny black, like obsidian; and still others are gray-white, like limestone. Some oreads have sharp features, like newly-hewn rock, while others are soft and rounded, like water-smoothed stone. Their eyes are clear and beautiful gemstones, and their hair resembles thread-spun metal. When they wear clothing, oreads prefer loose gowns with flowing ribbons, necklaces, or shawls.
Mountain-Bound. A single mountain may have several oreads bound to it. They don’t spend much time with each other, though. They can leave their mountain homes and feel much safer in doing so than dryads feel, as mountains are far harder to destroy than trees. Mining and tunneling cause them pain but no true harm, and they can be vicious towards those who destroy rock for greed. Oreads and dwarfs are often at odds because of that.
Nature’s Ally. Although they can charm animals, they prefer to befriend them through their own effort. They become fiercely protective of these creatures, as they have few other friends.
Oread
Medium fey, neutral
- Armor Class 13 (natural armor)
- Hit Points 33 (6d8+6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 12 (+1) 14 (+2) 15 (+2) 18 (+4)
- Skills Perception +4, Stealth +3
- Senses darkvision 60 ft., passive Perception 14
- Languages Sylvan, Terran
- Challenge 1 (200 XP)
Earth Glide. The oread can burrow through nonmagical, unworked earth and stone. While doing so, the oread doesn't disturb the material she moves through. Once on her turn, the oread can use 10 feet of her movement to step magically into part of her mountain within her reach and emerge from another part of her mountain within 100 feet, appearing in an unoccupied space within 5 feet of that part.
Innate Spellcasting. The oread’s spellcasting trait is Charisma (spell save DC 14). She can innately cast the following spells without the need for material components:
At will: magic stone, mold earth
3/day each: stone shape, stoneskin
1/day: mold earthMagic Resistance. The oread has advantage on saving throws against spells and other magical effects.
Actions
Club. Melee Weapon Attack: +3 to hit, Reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.
Magic Stone. Ranged Weapon Attack: +6 to hit, Reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage.
Fey Charm. The oread targets one humanoid or beast that she can see within 30 feet of her. If the target can see the oread, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the oread as a trusted friend to be heeded and protected. Although the target isn't under the oread's control, it takes the oread's requests or actions in the most favorable way it can.
Each time the oread or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the oread dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the oread's Fey Charm for the next 24 hours.
The oread can have no more than one humanoid and up to three beasts charmed at a time.
These oreads are truly ancient and have broken the bonds of their ties to a particular mountain and instead have become bound to an entire mountain range. They look like still-lovely elderly women with snow-white hair.
A snowhair has 66 (12d8+12) hit points, Intelligence 19 (+4), and the Intelligence (History) skill at +8. In addition, she can cast earthquake once per day. Her CR is 3 (700 XP).Snowhairs
Snowhairs
Powrie
Perhaps one of the cruelest fey, powries are nasty, wasp-winged, grotesque-featured parodies of pixies and sprites. Their eyes are large and snake-like; their teeth are jagged and uneven, but definitely sharp; their hair is wild and unkempt, and the males have wiry beards; their voices are shrill and harsh and their wings sound like the buzzing whine of stinging insects.They often serve as assassins, at least for those who want their victims to die a death of a thousand stabs and bites. Powries love nothing more than to lead people astray until they’re horribly lost, then slowly torment them to death.
Embodiment of Contempt. Powries often serve more powerful evil fey as something like a cross between a jester and a familiar. They are born to be servants, but hate this role, which makes them hate everyone even more. They are obsessed with creating pain and anguish, because it’s the only way they can have control over anyone in their life. However, a powrie that serves no one is just as murderous, because they simply enjoy inflicting pain.
Disliked By All. Powrie are insulting and offensive, even to their allies. They see no reason to police their speech, even when faced with imminent threats. Only their master can hope to get a powrie to behave, and then only for a short time.
Powrie
Tiny fey, chaotic evil
- Armor Class 14
- Hit Points 4 (1d4+2)
- Speed 10 ft., fly 40 ft.
STR DEX CON INT WIS CHA 4 (-3) 18 (+4) 14 (+2) 10 (+1) 12 (+1) 12 (+1)
- Skills Perception +3, Sleight of Hand +6, Stealth +6
- Senses passive Perception 13
- Languages Sylvan
- Challenge 1/4 (50 XP)
Innate Spellcasting. The powrie’s spellcasting trait is Charisma (spell save DC 11). It can innately cast the following spells without the need for material components:
At will: minor illusion
1/day: mirror image, silent imagePack Tactics. The powrie has advantage on an attack roll against a creature if at least one of the powrie's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +6 to hit, Reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 12 Constitution saving throw or be blinded for 1 minute. A creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.
Dagger. Melee Weapon Attack: +6 to hit, Reach 5 ft., one target. Hit: 1 piercing damage.
Frightful Presence (Recharge 6). Each creature of the powrie's choice that is within 30 feet of the powrie and can see it must succeed on a DC 11 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the powrie's Frightful Presence for the next 24 hours.
Shriek (Recharge 6). The powrie lets loose with a shrill scream. All creatures within 30 feet of the powrie that can hear it must make a DC 12 Constitution saving throw or be deafened for 1 minute. A creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.
Sakina
The first sakina was created when a group of pixies were swept into the Plane of Air. Over the generations, they grew in size and the magic of the plane changed them, turning them into creatures of mercurial winds. It didn’t change their generally sunny disposition, however, and upon returning to the Material Plane, sakina remain a friendly fey. Few ground-dwellers encounter them, though, as they dwell high in the sky and rarely approach ground level.
Sakina are naturally invisible, as they are made of solid air, but with a few seconds of concentration they can draw mist and dust into their body, revealing their form as a butterfly-winged humanoid with indistinct features, made of whirling winds.
Fey Biology. These fey never eat; instead, they consume scents of any sort: the aroma of a well-cooked meal, fine incense, freshly-cut herbs, or good wine is all ambrosia to them. They drink the rains that fall on and through their bodies as they fly. When they sleep, they let the high-altitude winds take them to new and random places, where they delight in new discoveries.
Sakina roam the sky, never setting foot on the ground. They have no homes and are constantly afloat, traveling wherever they wish. Sakina who wish to stay together hold hands as they sleep. Although they are friendly, they rarely stay in one place for more than a few days at a time. They quickly become bored and fly off to find new things to see and do.
Friendly Faeries. These fey are known to be kind-hearted and helpful. They often ally with creatures such as favonians, djinn, sphinxes, and good dragons, and will always join in a fight against evil—assuming they can sit still long enough to do so.
Sakina
Medium fey, chaotic good
- Armor Class 16
- Hit Points 38 (7d8+7)
- Speed 0 ft., fly 120 (hover)
STR DEX CON INT WIS CHA 12 (+1) 22 (+6) 12 (+1) 13 (+1) 14 (+2) 19 (+4)
- Skills Perception +4
- Damage Immunities cold, poison
- Condition Immunities petrified, poisoned, prone
- Senses passive Perception 14
- Languages Auran, Common, Sylvan
- Challenge 4 (1,100 XP)
Innate Spellcasting. The sakina’s spellcasting trait is Charisma (spell save DC 14). It can innately cast the following spells without the need for material components:
At will: feather fall, gust, gust of wind, prestidigitation
3/day each: control winds, fly, skywrite, warding windInvisibility. The sakina is invisible. It can use a bonus action to negate this trait for 1 minute.
Keen Sight and Smell. The sakina has advantage on Wisdom (Perception) checks that rely on sight or smell.
Magic Resistance. The sakina has advantage on saving throws against spells and other magical effects.
Actions
Wind Blast. Ranged Weapon Attack: +8 to hit, Range 20 ft., one target. Hit: 10 (3d6) damage, and the target must make a DC 11 Strength saving throw or be knocked prone.
Shee
Perhaps the most beautiful of all fey, shee look like tall, slender half-elves, with pale hair and eyes. Their voices are soft and soothing, and they hold themselves with inhuman grace and almost emotionless poise. They consider themselves to be the aristocracy of the the faerie courts—and they are definitely among the more manipulative fey.
Artists and Performers. Shee are among the most artistically talented of all faeries, and their musical performances can make the best bards weep with envy. Shee appreciate mortal art a great deal, for although they are excellent artists themselves, they are not creative ones; they can only copy, not invent.
Fey Diplomats. Shee are sometimes sent to infiltrate mortal courts (they use the term mortal with derision, and use it to describe even elves), to manipulate those courts for purposes known only to the shee and the archfey they serve. Shee dislike violence, and they rarely attempt to manipulate people to go to war, unless war would best serve them.
Create Changeling
If a humanoid dies within 30 feet of the shee, it can use its action to capture its shadow. It retains the shadow until it uses it or finishes a long rest.
The shee can then engage in an hour-long ritual to turn the shadow into a changeling, which believes itself to be the humanoid it is duplicating. The changeling is a simulacrum, as per the spell. It casts no shadow and when it is reduced to 0 hit points, it dissolves into shadows. In addition, the changeling is neutral, it is charmed by the shee, and its Intelligence, Wisdom, and Charisma scores are each reduced by 2.
A shee can have up to six changelings at a time. Should it produce a seventh, its oldest changeling immediately dies.
Unless it is slain earlier, the changeling lives for a year and a day and then dissolves into shadows.
Shee
Medium fey, any neutral
- Armor Class 19
- Hit Points 36 (8d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 17 (+3) 10 (+0) 14 (+2) 14 (+2) 22 (+6)
- Skills Arcana +5, Deception +9, History +5, Perform +9, Perception +5, Persuasion +9
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities charmed, frightened
- Senses darkvision 60 ft., passive Perception 15
- Languages Common, Elven, Sylvan
- Challenge 5 (1,800 XP)
Faerie Grace. While the shee is wearing no armor and wielding no shield, its AC includes its Charisma modifier.
Innate Spellcaster. The shee’s spellcasting trait is Charisma (spell save DC 16). It can cast the following spells without the need for any components:
At will: dancing lights, druidcraft, guidance, prestidigitation, thaumaturgy
3/day each: animal messenger, disguise self, fly, healing word, hunter's mark, invisibility, longstrider
2/day each: calm emotions, major image
1/day each: compulsion, guardian of nature, mass healing word, polymorph, tree strideMagic Resistance. The shee has advantage on saving throws against spells and other magical effects.
Magic Weapons. The shee’s weapon attacks are magical.
Actions
Multiattack. The shee makes two shortbow attacks or three rapier attacks.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
Shortbow. Melee Weapon Attack: +6 to hit, Reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
Magic Arrow (Recharge 4-6). The shee magically creates one of the following arrows. The arrow vanishes after 1 minute, whether it is used or not. When struck by the arrow, the target takes damage and must succeed on a DC 17 Charisma saving throw or be affected by the arrow's special ability.
Cursed Arrow. The target takes an additional 7 (2d6) force damage if it fails its save, and until the end of the shee's next turn, the target has disadvantage on all attack rolls and saving throws.
Beguiling Arrow. The target takes an additional 7 (2d6) psychic damage, and is charmed by the shee until the end of the shee's next turn.
Enfeebling Arrow. The target takes an additional 7 (2d6) necrotic damage, and the damage dealt by its weapon attacks is halved until the end of the shee's next turn.
Sleeping Arrow. The target falls prone and is unconscious for 1 minute, or someone uses an action to shake or slap the sleeper awake. If the target fails its save by 5 or more, it remains unconscious until it is woken up.Fey Charm. One humanoid the shee can see within 30 feet of it must succeed on a DC 17 Wisdom saving throw or be magically charmed for 1 day. The charmed target regards the shee as a trusted friend to be heeded and protected. If the shee harms the target, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this shee's Charm for the next 24 hours.
The shee can have no more than two humanoids charmed at a time.Reactions
Parry. The shee adds 3 to its AC against one melee attack that would hit it. To do so, the shee must see the attacker and be wielding a melee weapon.
Teg
Tegs are among the most feral of fey. They are human-sized, but short, stout, and heavily muscular, with fox-like ears and vulpine features, which give hint to their ability to transform into foxes. This foxiness extends to their manners—they act like wild foxes, their eyes constantly darting about, their noses twitching, and always sniffing, biting, or spraying things.
Although generally loners, they get along well with others of their kind, and will work together to bring down large prey.
Hunters. Teg have no interest in fey politics, except when they agree to act as hunting hounds for fey lords. They find this terribly amusing; among humans, dogs are often used to hunt foxes. Among fey, foxes are used to hunt humans.
Teg
Medium fey (shapechanger), neutral evil
- Armor Class 13 (natural armor)
- Hit Points 39 (6d8+12)
- Speed 30 ft. (40 ft., climb 10 ft. in fox form)
STR DEX CON INT WIS CHA 15 (+2) 15 (+2) 14 (+2) 13 (+1) 13 (+1) 12 (+1)
- Saving Throws Dex +4
- Skills Nature +3, Perception +5, Stealth +4
- Senses darkvision 120 ft., passive Perception 15
- Languages Sylvan
- Challenge 2 (450 XP)
Canine Spies (Recharges After a Short or Long Rest). The teg touches a canid beast, such as a dog, fox, or wolf. For one hour afterwards the teg can use its action to see through the beast's eyes and hear what it hears, but it is blinded and deafened to its own surroundings while doing so.
Evasion. If the teg is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Keen Hearing and Smell. The teg has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Light Sensitivity. While in bright light, the teg has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Nimble Escape. The teg can take the Disengage or Hide action as a bonus action on each of its turns.
Shapechanger. The teg can use its action to polymorph into a fox or a giant fox (use mastiff statistics, but add 10-foot climb speed) or back into its true form. Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Speak with Beasts. The teg can communicate with beasts as if they shared a language.
Actions
Multiattack (True Form Only). The teg makes two claw attacks.
Bite. Melee Weapon Attack: +4 to hit, Reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.
Claw. Melee Weapon Attack: +4 to hit, Reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.
Terrifying Howl. The teg howls magically. Every enemy within 300 feet of the teg that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the teg's next turn or until the teg is incapacitated. A frightened target that starts its turn within 30 feet of the teg must use all its movement on that turn to get as far from the teg as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the howling of all tegs for the next 24 hours.
Thorn
Thorns are small fey that look remarkably plant-like. They are thin and wiry, and their skin is green, although it fades to brown in winter, and their hair, which resembles spiky grass, is typically dark brown or berry-colored. They are stern and unsmiling, ever-mindful of their self-imposed duties as protectors.
Guardians of the Feywild. Thorns are warriors, wardens, and woodsmen of the faerie world. They wear armor made from thick leaves, which are as tough as leather, and carry swords crafted from thorns harvested from giant roses, and these wooden blades are as strong and sharp as steel. They carry bows that fire arrows that magically put their targets to sleep. They often domesticate giant wasps to carry them when they’re on their duties.
Thorns are utterly dedicated to their tasks. They are always ready to help other fey when needed, whether in combat or in everyday life. Although they are good front-line combatants, thorns prefer stealth and sneak attacks.
Thorn
Small fey, lawful good
- Armor Class 15 (leather armor)
- Hit Points 27 (6d6+6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 19 (+4) 12 (+1) 10 (+0) 14 (+2) 15 (+2)
- Skills Perception +4, Stealth +6, Survival +4
- Senses darkvision 60 ft., passive Perception 14
- Languages Common, Elven, Sylvan
- Challenge 2 (450 XP)
Forest Stride. Moving throw magical or nonmagical difficult terrain in forested environments doesn't cost the thorn extra movement. In addition, when in a forested environment, the thorn can take the Hide action as a bonus action.
Innate Spellcasting. The thorn's spellcasting trait is Charisma (spell save DC 12). It can innately cast the following spells without the need for material components:
3/day each: ensnaring strike, hunter's mark, longstrider, pass without trace, snareSneak Attack (1/Turn). The thorn deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the thief that isn't incapacitated and the thief doesn't have disadvantage on the attack roll.
Actions
Multiattack. The thorn makes two weapon attacks.
Thorn Sword. Melee Weapon Attack: +6 to hit, Reach 5 ft., one target. Hit: 6 (1d6+4) slashing damage.
Shortbow. Ranged Weapon Attack: +6 to hit, Range 80/320 ft., one target. Hit: 6 (1d6+4) piercing damage, and the target must succeed on a DC 13 Wisdom saving throw or fall asleep and remain unconscious for 10 minutes. If the save fails by 5 or more, the target is unconscious for 24 hours instead. The target awakens if it takes damage or another creature takes an action to wake it.
Tikbalang
A tikbalang is a fey creature that looks like a cross between a human and a horse. Its legs are disproportionately long, and its mane is made of long, thick spines, which it use as weapons. Its hide is usually pale tan, its mane (it has no tail) is iron blue, and its eyes glow yellow.
Leads Astray. Tikbalangs lurk in sparse and desolate forests, boulder-strewn hills, and in ancient ruins, and use magic and their innate ability to mimic voices to lead travelers astray. Those who get lost are snatched up by the tikbalang, eventually becoming its meal or being traded to other creatures in exchange for whatever goods or services the creature wants.
They target those they consider to be intruders—a traveler who offers the tikbalang a gift or asks permission before entering its territory is usually left alone. Likewise, they have a weakness for music and dance, and a creature that puts on a show for the tikbalang is usually allowed to pass on by unmolested.
Tikbalang
Large fey, chaotic evil
- Armor Class 15 (natural armor)
- Hit Points 102 (12d10+36)
- Speed 40 ft., climb 20 ft.
STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 13 (+1)
- Skills Deception +5, Insight +4, Perception +4, Stealth +5
- Senses passive Perception 14
- Languages Common, Sylvan
- Challenge 4 (1,100 XP)
Innate Spellcasting. The tikbalang’s spellcasting trait is Charisma (spell save DC 11). It can innately cast the following spells without the need for material components:
At will: silent image
1/day each: hallucinatory terrain, major imageLimited Spines. The tikbalang has twelve spines on its mane. Used spines regrow by the time the tikbalang finishes a long rest.
Mimicry. The tikbalang can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check.
Spider Climb. The tikbalang can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The tikbalang makes up three attacks: one with its bite and two with its mane spines.
Bite. Melee Weapon Attack: +6 to hit, Reach 10 ft., one target. Hit: 9 (2d4+4) piercing damage.
Mane Spine. Ranged Weapon Attack: +5 to hit, Range 60 ft., one target. Hit: 5 (1d4+3) piercing damage.
Invisibility. The tikbalang magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the tikbalang wears or carries is invisible with it.