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Dryad Hag, Green

Blink Dog Medium fey, neutral


Medium fey, neutral evil
Medium fey, lawful good Armor Class 11 (16 with barkskin)
Armor Class 17 (natural armor)
Hit Points 22 (5d8)
Armor Class 13 Hit Points 82 (lld8 + 33)
Speed 30 ft.
Hit Points 22 (4d8 + 4) Speed 30 ft.
STR DEX CON INT WIS CHA
Speed 40 ft. 10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4) STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA Skills Perception +4, Stealth +5 18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2)
12 (+1) 17 (+3) 12 (+1) 10 (+0) 13 (+1) 11 (+0) Senses darkvision 60ft., passive Perception 14 Skills Arcana +3, Deception +4, Perception +4, Stealth +3
Languages Elvish, Sylvan
Senses darkvision 60ft., passive Perception 14
Skills Perception +3, Stealth +5 Challenge 1 (200 XP)
Languages Common, Draconic, Sylvan
Senses passive Perception 13 Innate Spellcasting. The dryad's innate spellcasting ability is Charisma (spell
Challenge 3 (700 XP)
save DC 14). The dryad can innately cast the following spells, requiring no
Languages Blink Dog, understands Sylvan but can’t speak it material components: At will: druidcraft; 3/day each: entangle, goodberry;
Amphibious. The hag can breathe air and water.
Challenge 1/4 (50 XP) 1/day each: barkskin, pass without trace, shillelagh
Magic Resistance. The dryad has advantage on saving throws against spells Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell
Keen Hearing and Smell. The dog has advantage on and other magical effects. save DC 12). She can innately cast the following spells, requiring no material
Speak with Beasts and Plants. The dryad can communicate with beasts and components: At will: dancing lights, minor illusion, vicious mockery
Wisdom (Perception) checks that rely on hearing or smell. plants as if they shared a language.
Mimicry. The hag can mimic animal sounds and humanoid voices. A creature
Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to
that hears the sounds can tell they are imitations with a successful DC 14
step magically into one living tree within her reach and emerge from a second
Actions living tree within 60 feet of the first tree, appearing in an unoccupied space
Wisdom (Insight) check.
within 5 feet of the second tree. Both trees must be large or bigger
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Actions Actions
Hit: 4 (1d6 + 1) piercing damage. Club. Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4)
target. Hit: 2 (1 d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage slashing damage.
Teleport (Recharge 4–6). The dog magically teleports, along with shillelagh. Illusory Appearance. The hag covers herself and anything she is wearing or
with any equipment it is wearing or carrying, up to 40 feet to Fey Charm. The dryad targets one humanoid or beast that she can see within carrying with a magical illusion that makes her look like another creature of her
30 feet of her. If the target can see the dryad, it must succeed on a DC 14 general size and humanoid shape. The illusion ends if the hag takes a bonus
an unoccupied space it can see. Before or after teleporting, Wisdom saving throw or be magically charmed. The charmed creature regards action to end it or if she dies. The changes wrought by this effect fail to hold up to
the dog can make one bite attack. the dryad as a trusted friend to be heeded and protected. Although the target physical inspection. For example, the hag could appear to have smooth skin, but
isn't under the dryad's control, it takes the dryad's requests or actions in the someone touching her would feel her rough flesh. Otherwise, a creature must
most favorable way it can .Each time the dryad or its allies do anything harmful take an action to visually inspect the illusion and succeed on a DC 20
to the target, it can repeat the saving throw, ending the effect on itself on a Intelligence (Investigation) check to discern that the hag is disguised.
success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a Invisible Passage. The hag magically turns invisible until she attacks or casts a
different plane of existence from the target, or ends the effect as a bonus spell, or until her concentration ends (as if concentrating on a spell). While
action. If a target 's saving throw is successful, the target is immune to the invisible, she leaves no physical evidence of her passage, so she can be tracked
dryad's Fey Charm for the next 24 hours The dryad can have no more than only by magic. Any equipment she wears or carries is invisible with her.
one humanoid and up to three beasts charmed at a time.

Hag, Sea
Medium fey, chaotic evil Pixie Satyr
Armor Class 14 (natural armor) Tiny fey, neutral good Medium fey, chaotic neutral
Hit Points 52 (7d8 + 21)
Armor Class 15 Armor Class 14 (leather armor)
Speed 30ft., swim 40ft.
Hit Points 1 (1d4 - 1) Hit Points 31 (7d8)
STR DEX CON INT WIS CHA
Speed 10ft., fly 30 ft. Speed 40 ft.
16 (+3) 13 (+1) 16 (+3) 12 (+1) 12 (+1) 13 (+1)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
Senses darkvision 60ft., passive Perception 11
Languages Aquan, Common, Giant
2 (- 4) 20 (+5) 8 (- 1) 10 (+0) 14 (+2) 15 (+2) 12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 14 (+2)
Challenge 2 (450 XP) Skills Perception +4, Stealth +7 Skills Perception +2, Performance +6, Stealth +5
Amphibious. The hag can breathe air and water. Senses passive Perception 14 Senses passive Perception 12
Horrific Appearance. Any humanoid that starts its turn within30 feet of the hag Languages Sylvan Languages Common, Elvish, Sylvan
and can see the hag's true form must make a DC 11 Wisdom saving throw. On Challenge 1/4 (50 XP) Challenge 1/2 (100 XP)
a failed save, the creature is frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns , with disadvantage if the hag is
within line of sight, ending the effect on itself on a success. If a creature's Magic Resistance. The pixie has advantage on saving Magic Resistance. The satyr has advantage on saving
saving throw is successful or the effect ends for it, the creature is immune to throws against spells and other magical effects. throws against spells and other magical effects.
the hag's Horrific Appearance for the next 24 hours. Unless the target is
surprised or the revelation of the hag's true fo rm is sudden, the target can Innate Spellcasting. The pixie's innate spellcasting ability is
avert its eyes and avoid making the initial saving throw. Until the start of its next
turn, a creature that averts its eyes has disadvantage on attack rolls against the
Charisma (spell save DC 12). It can innately cast the Actions
following spells, requiring only its pixie dust as a component:
hag.
At will: druidcraft Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Actions 1/day each: confusion, dancing lights, detect evil and good, Hit: 6 (2d4 + 1) bludgeoning damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) detect thoughts, dispel magic, entangle, fly, phantasmal Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
slash ing damage. force, polymorph, sleep. one target. Hit: 6 (1 d6 + 3) piercing damage.
Death Glare. The hag targets one frightened creature she can see within 30 feet
of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320
throw against this magic or drop to 0 hit points.
Illusory Appearance. The hag covers herself and anything she is wearing or Actions ft., one target. Hit: 6 (ld6 + 3) piercing damage.
carrying with a magical illusion that makes her look like an ugly creature of her
general size and humanoid shape. The effect ends if the hag takes a bonus Superior Invisibility. The pixie magically turns invisible until
action to end it or if she dies. The changes wrought by this effect fail to hold up to its concentration ends (as if concentrating on a spell). Any
physical inspection. For example, the hag could appear to have no claws, but
someone touching her hand might feel the claws. Otherwise, a creature must equipment the pixie wears or carries is invisible with it.
take an action to visually inspect the illusion and succeed on a DC 16
Intelligence (Investigation) check to discern that the hag is disguised.

Sprite
Tiny fey, neutral good
Armor Class 15 (leather armor)
Hit Points 2 (1d4)
Speed 10ft., fly 40ft.
STR DEX CON INT WIS CHA
3 (- 4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0)
Skills Perception +3, Stealth +8
Senses passive Perception 13
Languages Common, Elvish, Sylvan
Challenge 1/4 (50 XP)

Actions
Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 1 slashing damage.
Shortbow. Ranged Weapon Attack: +6 to hit, range 40/1 60 ft.,
one target. Hit: 1 piercing damage, and the target must succeed on
a DC 10 Constitution saving throw or become poisoned for l min
ute. If its saving th row result is 5 or lower, the poisoned target fa lls
unconscious for the same duration, or until it takes damage or
another creature takes an action to shake it awake.
Heart Sight. The sprite touches a creature and magically knows
the creature's current emotional state. If the target fails a DC 10
Charisma saving throw, the sprite also knows the creature's
alignment. Celestials, fiends, and undead automatically fail the
saving throw.
Invisibility. The sprite 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.

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