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More 5e Feys
More 5e Feys
Actions
Multiattack. The Alphyn makes three attacks, one whit its bite
and two whit its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (1d10 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Armor Class 14
Hit Points 6 (3d4)
Speed 30 ft. Fly 60 ft
Actions
Multiattack. The atomie makes two attacks with is melee
weapon.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft. one
target. Hit: 5 (1-3+4) piercing damage.
Hand crossbow. Ranged Weapon Attack : +6 to hit, range
30ft/120ft. Hit 1 piercing damage.
Armor Class 14
Hit Points 7 (2d6)
Speed 30 ft.
Actions
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft. one
target. Hit: 7 (1d6 + 4) piercing damage.
Brownies appeared as small elves roughly one and a half feet tall. They favored brightly colored garments.
ACTION
Club. Melee Weapon Attack: +3 to hit (+7 to hit with
shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning
damage, or 9 (1d8 + 5) bludgeoning damage with shillelagh.
Fey Charm. The advanced dryad targets one humanoid or
beast that she can see within 30 feet of her. If the target can
see the dryad, it must succeed on a DC 15 Wisdom saving
throw or be magically charmed. The charmed creature regards
the dryad as a trusted friend to be heeded and protected.
Although the target isn't under the advanced dryad's control, it
takes the dryad's requests or actions in the most favorable
way it can . Each time the advanced dryad 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 dryad 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 dryad's Fey Charm for the next 24 hours.
The advanced dryad can have no more than one humanoid
and up to three beasts charmed at a time.
ACTION
Club. Melee Weapon Attack: +3 to hit (+9 to hit with
shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning
damage, or 10 (1d8 + 6) bludgeoning damage with shillelagh.
Thorn whip. Ranged spell attack : +9 to hit, range 30 ft one
target. Hit : 7 (2d6) piercing damage.
Fey Charm. The dryad targets one humanoid or beast that
she can see within 30 feet of her. If the target can see the
dryad, it must succeed on a DC 17 Wisdom saving throw or be
magically charmed. The charmed creature regards the dryad
as a trusted friend to be heeded and protected. Although the
target isn't under the dryad's control, it takes the dryad's
requests or actions in the most favorable way it can .
Each time the dryad 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
dryad 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 dryad's Fey Charm
for the next 24 hours.
The dryad can have no more than one humanoid and up to
three beasts charmed at a time.
DRYAD, MONARCH
Medium fey, neutral
ACTION
Club. Melee Weapon Attack: +4 to hit (+11 to hit with
shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning
damage, or 11 (1d8 + 7) bludgeoning damage with shillelagh.
Thorn whip. Ranged spell attack : +11 to hit, range 30 ft one
target. Hit : 7 (2d6) piercing damage.
Fey Charm. The dryad targets one humanoid or beast that
she can see within 30 feet of her. If the target can see the
dryad, it must succeed on a DC 19 Wisdom saving throw or be
magically charmed. The charmed creature regards the dryad
as a trusted friend to be heeded and protected. Although the
target isn't under the dryad's control, it takes the dryad's
requests or actions in the most favorable way it can .
Each time the dryad 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
dryad 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 dryad's Fey Charm
for the next 24 hours.
The dryad can have no more than one humanoid and up to
three beasts charmed at a time.
GRIG
Tiny fey, neutral good
Armor Class 15
Hit Points 9 (3d4 + 3)
Speed 10 ft. see standing leap
Skills Performance +5
Senses Darkvision 120 ft Passive Perception 14
Languages Common, Sylvan
Challenge 3 (700 XP)
ACTION
Multiattack. The grig makes two attacks with is melee weapon
or three attack with is dart.
Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft. one
target. Hit: 6 (1-2+5) piercing damage.
Dart. Ranged Weapon Attack : +7 to hit, range 30ft/120ft. Hit
1 piercing damage.
Variant : Grig Fiddler
A grig might carry fiddle that it can play to create magical
effects. Usually, only one grig in a group carries such fiddle. If
a grig has pipes, it gains the following additional action option.
Fiddle. The grig plays its pipes and Any creature within 60
feet of the grig that can hear the pipes must succeed on a DC
13 Wisdom saving throw or be affected as described below for
1 minute. Other grig and creatures that can't be charmed are
unaffected.
An affected 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 these fiddle for the next 24 hours.
ACTION
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing
damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage, and the target
must succeed on a DC 13 Constitution saving throw or be
poisoned for 1 hour. Until this poison ends, the target is
unconscious. Another creature can use an action to shake the
target awake.
LEPRECHAUN
Tiny Fey, Neutral
Armor Class 13
Hit Points 6 (2d4+2)
Speed 40 ft.
Actions
Superior Invisibility. The Leprechaun magically turns
invisible until its concentration ends (as if concentrating on a
spell). Any equipment the Leprechaun wears or carries is
invisible with it.
Leprechauns are diminutive folk who are found in fair, green lands and enjoy frolicking, working magic, and causing harmless mischief.
Rumored to be a cross between a species of halfling and a strong strain of pixie, leprechauns are about 2 feet tall. They have pointed ears,
and their noses also come to a tapered point. About 30% of all male leprechauns have beards. Pointed shoes, brown or green breeches,
green or gray coats, and either wide-brimmed or stocking caps are the preferred dress of the wee folk. Many leprechauns also enjoy
smoking a pipe, usually a long-stemmed one.
NIXIE
Small Fey, Neutral
Armor Class 12
Hit Points 6 (2d6)
Speed 20 ft. Swim 30 ft.
ACTION
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) piercing damage. Ranged weapon
Attack : +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2)
piercing damage.
Javelin. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage. Ranged weapon
Attack : +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2)
piercing damage.
Fey Charm. The nixie targets one humanoid or beast that she
can see within 30 feet of her. If the target can see the dryad, it
must succeed on a DC 14 Wisdom saving throw or be
magically charmed. The charmed creature regards the nixie as
a trusted friend to be heeded and protected. Although the
target isn't under the dryad's control, it takes the nixie's
requests or actions in the most favorable way it can .
Each time the nixie 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
dryad 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 nixie's Fey Charm for
the next 24 hours.
The nixie can have no more than one humanoid and up to
three beasts charmed at a time.
NYMPH
Medium fey, chaotic good
Actions
Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 8 (1d4 + 6) piercing damage.
Stunning Glance. The Nymph mentally disrupts a creature
within 30 feet with a look. The target must succeed on a DC 18
Wisdom saving throw or be stunned for 2 rounds. Anyone who
successfully saves against this effect cannot be affected by it
from the same nymph for 24 hours.
This being’s beauty exceeds mere words; she is captivating and dangerous because of the emotions she inspires. She has long, copper
hair, perfect skin, large eyes, and long, swept-back ears.
Nymphs are nature’s embodiment of physical beauty, and the guardians of the sacred places of the wild. They are so unbearably lovely that
even a glimpse of one can blind an onlooker. Nymphs hate evil and any who would despoil the wilds for any reason.
A nymph’s demeanor is wild and mercurial. Like nature itself, she embodies both great beauty and fearsome danger. She can be kind and
graceful to mortals who revere the wild places of the world, but is also quick to strike against mortals who take more than they need or who
treat nature thoughtlessly.
Animals of all types flock to a nymph, ignoring the presence of natural enemies; injured beasts know that the nymph will tend their wounds.
SATYR, ADVANCED
Medium fey, chaotic neutral
ACTION
Multiattack. The Inured Satyr makes two attacks with is
weapon or one with is ram and one with is melee weapon.
Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) bludgeoning damage.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft.,
one target. Hit: 7 (ld6 + 4) piercing damage.
VARIANT: SATYR PIPES
A n inuredsatyr might carry panpipes that it can play to create
magical effects. Usually, only one satyr in a group carries such
pipes. If a satyr has pipes, it gains the following additional
action option.
Panpipes. The inured satyr plays its pipes and chooses one
of the following magical effects: a charming melody, a
frightening strain, or a gentle lullaby. Any creature within 60
feet of the satyr that can hear the pipes must succeed on a DC
14 Wisdom saving throw or be affected as described below.
Other satyrs and creatures that can't be charmed are
unaffected.
An affected 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 these panpipes for the next 24
hours.
Charming Melody. The creature is charmed by the satyr for
1 minute. If the satyr or any of its companions harms the
creature, the effect on it ends immediately.
Frightening Strain. The creature is frightened for 1 minute.
Gentle Lullaby. The creature falls asleep and is unconscious
for 1 minute. The effect ends ifthe creature takes damage or if
someone takes an action to shake the creature awake.
SPRIGGAN
Small Fey, chaotic nautral
Actions
Enlarge (Recharges after a Short or Long Rest). For 1
minute, the spriggan magically increases in size, along with
anything it is wearing or carrying. While enlarged, the
spriggan is Large, doubles its damage dice on weapon attacks
(included in the attack), makes Strength checks and Strength
saving throws with advantage, and has advantage on
Intimidation checks. The spriggan’s speed is 30ft. While
enlarged and it also also gains 10 (3d6) temporary hit points
which are lost when the enlarge ends. If the spriggan lacks the
room to become Large, it attain the maximum size possible in
the space available. While enlarged a spriggan is unable to
use its sneak attack and innate spellcasting abilities.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft. one
target. Hit: 7 (1d6 + 4) piercing damage. Enlarged Hit: 10 (2d6
+ 4) piercing damage
Spriggans are evil, nomadic gnomekin with the strange ability to grow to a large size at will. They wander in packs through woodland areas,
sometimes venturing into towns and villages. Spriggans live to rob and pillage as they journey. They are a numerous people, but pose little
threat to civilized races because of their inability to organize.
Spriggans resemble ugly, mean gnomes with greasy, reddish-brown hair and dull, yellow skin. They grow their hair to ridiculous proportions,
proudly sporting bushy mustaches, sideburns and ponytails. They are disgustingly unclean things, exuding an almost nauseating smell of
rancid flesh.
SPRIGGAN SOCIETY
Raucous and nasty fey, spriggans only linger in an area for short periods of time before being driven out by nearby inhabitants. They usually
settle underground in woodland areas in dismal burrows or in long forgotten ruins. Spriggans live by thievery and murder, robbing and
terrorizing all who pass near their lair. During particularly desperate times, spriggan packs disband and individual spriggans disguise
themselves as gnomes to gain entry into towns and cities. Spriggans are extremely fond of weapons and armor, which they usually acquire
unlawfully.