### Hannya 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) \pagebreak ### 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).
> ##### Curse of the Beast > 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. > The silat’s target must make a DC 13 Constitution saving throw. > > 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. \pagebreak ___ > ## 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 touch* > > ### Actions > ***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. \columnbreak ___ > ## 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. \pagebreak ___ ___ > ## 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 > - **Senses**darkvision 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, sleep* > > ***Skin 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. \pagebreak ___ > ## 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, suggestion* > > ***Shapechanger.*** 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.
\columnbreak ___ > ## 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. \pagebreak # 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 storm* > > ***Stormy 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. \pagebreak # 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.” \columnbreak ___ > ## 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, suggestion* > > ***Speak 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. \pagebreak # 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. \pagebreak # 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. ___ \columnbreak ___ > ***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 earth* > > ***Magic 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.
### Snowhairs 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.
> #### Snowhairs > 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). \pagebreak # 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. \columnbreak ___ > ## 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 image* > > ***Pack 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. \pagebreak # 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. \columnbreak ___ > ## 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 wind* > > ***Invisibility.*** 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. \pagebreak # 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. \pagebreak ___ ___ > ## 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 stride* > > ***Magic 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. \pagebreak # 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. \pagebreak # 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. \columnbreak ___ > ## 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, snare* > > ***Sneak 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. \pagebreak # 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. \columnbreak ___ > ## 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 image* > > ***Limited 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.