You are on page 1of 14

More Feys

Designed & Playtested for your Campaign


ALPHYN
Large Monstrosity, Chaotic Neutral

Armor Class 15 (natural)


Hit Points 68 (8D10+24)
Speed 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 16 (+3) 17 (+3) 7 (-2) 15 (+2) 10 (+0)

Skills Stealth +5, Perception +4


Senses darkvision 60 ft., passive perception 14
Languages understand Sylvan
Challenge 4 (1.100 XP)

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.

Originaire du Feywild et rarement vue dans le plan matériel.

Callenge Rating adjusted after playtesting


ATOMIE
Tiny Fey, Chaotic Neutral/Good

Armor Class 14
Hit Points 6 (3d4)
Speed 30 ft. Fly 60 ft

STR DEX CON INT WIS CHA


5 (-3) 18 (+4) 10 (+0) 13 (+1) 15 (+2) 20 (+5)

Skills perception+4, stealth +6


Senses darkvision 120 ft, passive perception 14
Languages Common, Sylvan.
Challenge 1 (200 XP)

Innate Spellcasting. The atomie innate spellcasting ability is


Charisma (spell save DC 13). It can innately cast the following
spells, requiring no material components:

At will: blink, invisibility, speak with animal, tree stride


1/day: conjure animal (insect only)
Keen sense. The atomie has advantage on Wisdom
(Perception) checks that rely on hearing or sight.
Nimble Escape. The atomie can take the Disengage or Hide
action as a bonus action on each of its turns.
Magic Resistance. The atomie has advantage on saving
throws against spells and other magical effects.

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.

Callenge Rating adjusted after playtesting


BROWNIE
Small Fey, Lawful Good

Armor Class 14
Hit Points 7 (2d6)
Speed 30 ft.

STR DEX CON INT WIS CHA


7 (-2) 18 (+4) 10 (+0) 14 (+2) 15 (+2) 17 (+3)

Skills perception+4, stealth +7


Senses Darkvision 60 ft, Passive perception 14
Languages Elven, Halfling, Sylvan.
Challenge 2 (450 XP)

Innate Spellcasting. The Brownie innate spellcasting ability is


Charisma (spell save DC 13). It can innately cast the following
spells, requiring no material components:

At will: dancing light, minor illusion


1/day each: confusion, dimension door, mirror image,
protection from good and evil
Keen sense. The brownie has advantage on Wisdom
(Perception) checks that rely on hearing or sight.
Nimble Escape. The Brownie can take the Disengage or
Hide action as a bonus action on each of its turns.

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.

Callenge Rating adjusted after playtesting


DRYAD, ADVANCED
Medium fey, neutral

Armor Class 11 (16 with barkskin)


Hit Points 45 (10d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 11 (+1) 14 (+2) 15 (+2) 20 (+5)

Skills Perception +5, Stealth +6


Senses darkvision 60 ft. Passive Perception 14
Languages Elvish, Sylvan
Challenge 3 (700 XP)

Innate Spellcasting. The advanced dryad's innate


spellcasting ability is Charisma (spell save DC 15). The
advanced dryad can innately cast the following spells,
requiring no material components:
At will: druidcraft,, shillelagh
3/day each: entangle, goodberry, barkskin, pass without trace
Magic Resistance. The advanced dryad has advantage on
saving throws against spells and other magical effects.
Speak with Beasts and Plants. The advanced dryad can
communicate
with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, the advanced dryad can use 10
feet of her movement to step magically into one living tree
within her reach and emerge from a second living tree within
60 feet of the first tree, appearing in an unoccupied space
within 5 feet of the second tree. Both trees must be large or
bigger.

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.

Callenge Rating adjusted after playtesting


DRYAD, ELDER
Medium fey, neutral

Armor Class 11 (16 with barkskin)


Hit Points 93 (17d8+17)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 13 (+1) 14 (+2) 15 (+2) 22 (+6)

Skills Perception +5, Stealth +7


Senses darkvision 60 ft. Passive Perception 15
Languages Common, Elvish, Sylvan
Challenge 6 (2300 XP)

Innate Spellcasting. The dryad's innate spellcasting ability is


Charisma (spell save DC 17). The dryad can innately cast the
following spells, requiring no material components:
At will: druidcraft,, shillelagh, thorn whip
3/day each: entangle, goodberry, barkskin, pass without trace
1/day each: grasping vine, wall of thorn
Magic Resistance. The dryad has advantage on saving
throws against spells and other magical effects.
Speak with Beasts and Plants. The dryad can communicate
with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, the dryad can use 10 feet of
her movement to step magically into one living tree within her
reach and emerge from a second living tree within 60 feet of
the first tree, appearing in an unoccupied space within 5 feet of
the second tree. Both trees must be large or bigger.

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

Armor Class 11 (16 with barkskin)


Hit Points 156 (24d8+48)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 15 (+2) 14 (+2) 15 (+2) 24 (+7)

Skills Perception +6, Stealth +9


Senses darkvision 60 ft. Passive Perception 16
Languages Common, Elvish, Sylvan
Challenge 10 (5900 XP)

Innate Spellcasting. The dryad's innate spellcasting ability is


Charisma (spell save DC 19). The dryad can innately cast the
following spells, requiring no material components:
At will: druidcraft, entangle, goodberry, barkskin, pass without
trace, shillelagh, thorn whip
3/day each: grasping vine, wall of thorn
1/day each: commune with nature, transport via plant
Magic Resistance. The dryad has advantage on saving
throws against spells and other magical effects.
Speak with Beasts and Plants. The dryad can communicate
with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, the dryad can use 10 feet of
her movement to step magically into one living tree within her
reach and emerge from a second living tree within 60 feet of
the first tree, appearing in an unoccupied space within 5 feet of
the second tree. Both trees must be large or bigger.

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

STR DEX CON INT WIS CHA


5 (-1) 20 (+5) 13 (+1) 10 (+1) 13 (+1) 17 (+3)

Skills Performance +5
Senses Darkvision 120 ft Passive Perception 14
Languages Common, Sylvan
Challenge 3 (700 XP)

Innate Spellcasting. The grig innate spellcasting ability is


Charisma (spell save DC 13). It can innately cast the following
spells, requiring no material components:

At will: gust*, minor illusion,


1/day each: disguise self, entangle, pyrotechnic, invisibility
Keen sense. The grig has advantage on Wisdom
(Perception) checks that rely on hearing or sight.
Magic Resistance. The grig has advantage on saving throws
against spells and other magical effects.
Standing Leap. The grig's long jump is up to 30 feet and
its high jump is up to 15 feet, with or without a running start.

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.

Irresistible dance.The affected creatures begins a comic


dance in place: shuffling, tapping its feet, and capering for the
duration. A dancing creature must use alt its movement to
dance without leaving its space and has disadvantage on
Dexterity saving throws and attack rolls. While the target is
affected by this spell, other creatures have advantage on
attack rolls against it.
HYBSIL
Small fey, neutral good

Armor Class 14 (natural armor)


Hit Points 9 (2d6 + 2)
Speed 50 ft.

STR DEX CON INT WIS CHA


8 (-1) 17 (+3) 13 (+1) 13 (+1) 11 (+0) 10 (+0)

Skills Nature +3, Perception +4, Stealth +5


Damage Immunities poison
Condition Immunities poisoned
Senses Passive Perception 14
Languages Common, Elvish, Sylvan
Challenge 1/2 (100 XP)

Innate Spellcasting. The hybsil's spellcasting ability is


Wisdom. The hybsil can innately cast the following spells,
requiring no material components:
At will: dancing lights, See invisibility
1/day: jump, mirror image, pass without trace
Magic Resistance. The hybsil has advantage on saving
throws against spells and other magical effects.

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.

STR DEX CON INT WIS CHA


6 (-2) 16 (+3) 12 (+1) 16 (+3) 12 (+1) 10 (+0)

Skills perception+3, sleight of hand +5, stealth +5


Senses Darkvision 60 ft, Passive perception 13
Languages Sylvan
Challenge 1/2 (100 XP)

Magic Resistance. The Leprechaun has advantage on saving


throws against spells and other magical effects.
Innate Spellcasting. The Leprechaun's innate spellcasting
ability is Intelligence (spell save DC 13). The Leprechaun can
innately cast the following spells, requiring no material
components:
At will: minor illusion.vicious mockery
3/day each: phantasmal force

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.

Vicious mockery. The leprechaun unleash a string of insults


laced with subtle enchantments at a creature he can see
within 60 ft. If the target can hear you (though it need not
understand you), it must succeed on a Wisdom saving throw
DC 13 or take Id4 psychic damage and have disadvantage on
the next attack rall it makes before the end of its next turn.

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.

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 10 (+0) 15 (+2) 14 (+2) 18 (+4)

Skills Perception+4, stealth +6


Senses Darkvision 60 ft, Passive perception 14
Languages common, sylvan
Challenge 1 (200 XP)

Amphibious. The nixie can breathe air and water.


Innate Spellcasting. The nixie's innate spellcasting ability is
Charisma (spell save DC 14). The nixie can innately cast the
following spells, requiring no material components:
At will: druidcraft
3/day each: water breathing
Magic Resistance. The Nixie has advantage on saving throws
against spells and other magical effects.
Speak with Beasts and Plants. The nixie can communicate
with beasts and plants as if they shared a language.
Sunlight Sensitivity. While in sunlight, the nixie has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

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

Armor Class 14 (16 with barkskin)


Hit Points 9d8+38 (76 hp)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 18 (+4) 18 (+3) 16 (+3) 16 (+3) 25 (+7)

Skills Deception+10, Persuasion +10, Stealth +7


Saving Throws Dex +7, Cha +10
Senses darkvision 60 ft., passive perception 13
Languages Common, Sylvan
Challenge 5 (1,100 XP)

Blinding Beauty: All creatures within 30 feet of a nymph who


look directly at her must succeed on a DC 18 Charisma saving
throw or be blinded permanently. A creature can avoid this effect
for one full round by choosing to avert its eyes at the start of its
turn, but it then has disadvantage on any attacks or other rolls
directed against the nymph until the start of its next turn. A nymph
can suppress or resume this ability as a bonus action. Anyone
who successfully saves against this effect cannot be affected by
it from the same nymph for 24 hours.
Innate Spellcasting. The Nymph's innate spellcasting ability is
Charisma. It can innately cast the following spells, requiring no
spell component:
1/day each: dimension door
Magic Resistance. The nymph has advantage on saving throws
against spells and other magical effects.
Spellcasting. The shadow nymph is an 7th-level spellcaster. Her
spellcasting ability is charisma (spell save DC 18, +10 to hit with
spell attacks). She requires no material components to cast her
spells. The nymph has the following druid spells prepared:
Cantrips (at will): druidcraft, poison spray, shape water, produce
flame.
1st level (4 slots): animal friendship, charm person, cure
wounds, entangle, fog cloud, speak with animal.
2nd level (3 slots): barkskin, hold person, mirror images, misty
step
3rd level (3 slots): call lightning, water breathing.
4th level (3 slots): conjure woodland beings, hallucinatory terrain

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

Armor Class 15 (Leather armor)


Hit Points 62 (14D8)
Speed 40 ft.

STR DEX CON INT WIS CHA


14 (+2) 18 (+4) 11 (+0) 12 (+1) 10 (+0) 16 (+3)

Skills Perception +2, performance* +, Stealth +6


Senses Passive Perception 12
Languages Common, Elvish, Sylvan
Challenge 2 (400 XP)

Magic Resistance. The dryad has advantage on saving


throws against spells and other magical effects.

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

Armor Class 16 (studded leather)


Hit Points 44 (8d6+16)
Speed 20 ft. (enlarged 30 ft)

STR DEX CON INT WIS CHA


10 (0) 18 (+4) 14 (+2) 12 (+1) 9 (-1) 11 (0)

Skills Intimidation+2, Sleight of hand, +6, Stealth +6


Senses darkvision 60 ft., passive perception 9
Languages Gnome, Sylvan
Challenge 4 (1 100 XP)

Sneak Attack (1/Turn). The spriggan 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 spriggan that isn’t incapacitated and the
spriggan doesn’t have disadvantage on the attack roll.
Innate Spellcasting. The Spriggan’s innate spellcasting ability
is Intelligence (spell save DC 11). It can innately cast the
following spells, requiring no material components:

At will: produce flame


1/day each: shatter, fear

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.

You might also like