You are on page 1of 4

Spell

Introduction Corruptive Shadow


While most that think of the Feywild think of the Seelie
5th-level Necromancy
courts, lands of bountiful beauty and blessings, there is a
Casting Time:​ 1 Action
second side to the coin. The Unseelie court, led by the
Range:​ Touch
Queen of Air and Darkness, is a land of grotesque beauty
Components: ​V,S,M (A small black diamond)
and twisted amalgamations of forest life. There, you find
yourself standing before one of the hand-picked generals Duration:​ 7 Days
of the Unseelie Fey, blessed by the Queen herself. As he Classes:​ Warlock
draws his shortsword, he begins to cast a spell, and pure You attempt to impose a fey-like corruption upon the
fear washes over you as you see the power the Unseelie target. When you cast this spell, the creature must
truly holds. succeed on a Wisdom saving throw. On a failure,
The ‘Legends of the Unseelie’ is fully packed with new corruption begins to overtake their body. Their
Unseelie Fey themed content to add to your D&D 5e physical features become but a blank silhouette of their
Games. You come across a cave, lit by glowing purple race, signifying the shift. The target may remake the
flowers, surrounded by dark, grotesque trees. This saving throw at each dawn. If the target fails on the
collection includes a new Item “Wreath of Charm seventh day, they become a corrupted husk of their
Immunity”, a new Spell “Spread Corruption”, a new former selves, seeking only to serve the Queen of Air
Monster “The Unseelie General”, and a new Dungeon and Darkness however they can. A Remove Curse or
“Unseelie Encampment”. We hope you enjoy this Greater Restoration spell ends this effect.
homebrew expansion for Dungeons and Dragons 5e.

Item
Wreath of Charm Immunity
Wondrous Item, Very Rare (requires attunement)
This wreath is created from various plants from the
Unseelie court of the fey wild, and imbued with
abjuration magic. While wearing this wreath, you gain
immunity to the charmed condition and charm effects.
Monster
Unseelie General 
Unseelie General, Followers of Large Fey, Neutral Evil
the Queen of Air and Darkness. Armor Class​ 18 (Studded Leather)
Hit Points​ 180 (19d10 + 76)
Unseelie generals are the most loyal followers of the Speed​ 30 ft.
Queen of Air and Darkness, the ruler of the Unseelie fey.
STR DEX CON INT WIS CHA
Though they are few in number, they will tirelessly 12 (+1) 22 (+6) 14 (+2) 13 (+2) 18 (+4) 22 (+6)
pursue whatever action she has set them on. Appearing
Elven in stature, if any piece of their armor was to be Saving Throws​ Dex+10, Wis+8 Cha+10
removed, it would reveal a simple, indistinguishable, Skills​ Acrobatics +10, Arcana +6, Insight +8, Perception +8
silhouette of an elf, their individuality taken by the Queen Damage Resistances​ bludgeoning, piercing, and slashing
from non magical weapons that aren't silvered
in return for her power. As such, nobody is sure exactly
Condition Immunities​ Charmed, Frightened
which General they are interacting with at any given time,
Senses​ Darkvision 60 ft., passive Perception 18
nor how many there actually are. Languages​ Common, Sylvan, Infernal
Blessed by the Queen. T ​ he Queen of Air and Darkness Challenge​ 12 (8,400XP)
have imbued these fey with a fraction of her own power,
giving them unnatural resistance to damage and access to ​ nseelie Generals has advantage on saving
Magic Resistance. U
throws against spells and other magical effects.
some of her more devastating magic.
​ nseelie Generals have advantage on
Keen Hearing and Sight. U
Baneful Weaponry. T ​ he Unseelie fey have learned how to Wisdom (Perception) checks that rely on hearing or sight.
imbue their weapons with a necrotic energy, similar to
War Caster. ​Unseelie Generals have the War Caster feat.
that which distorts the realm they inhabit. As such, their
weapons inflict necrosis upon the bodies of any they Spellcasting. ​The Unseelie General is a 9th-level spellcaster. It’s
strike. spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell
attacks). It regains its expended spell slots when it finishes a short
  or long rest. It knows the following warlock spells:

 
Cantrips (at will): Eldritch Blast, Friends, Infestation
1st-5th level (2 5th-level slots): Armor of Agathys, Cause Fear,
Crown of Madness, Charm Person, Charm Monster, Enthrall, Far
  Step, Spread Corruption, Summon Fey (Fuming), Synaptic Static

 
Actions
 
Mutliattack. ​The Unseelie General Makes two attacks: Two with

 
it’s shortsword or two with its Longbow.

Shortsword.​ ​Melee Attack:​ +11 to hit., one target. ​Hit:​ 11 (1d6 + 7)


  damage. The target must succeed a DC 18 Constitution saving
throw or take an additional 5d8 (25) Necrotic damage, or half as
much on a successful save.
 
Longbow.​ ​Ranged Attack:​ +11 to hit, range 150/600., one target.
Hit:​ 12 (1d8 + 7) damage. The target must succeed a DC 18
  Constitution saving throw or take an additional 5d8 (25) Necrotic
damage, or half as much on a successful save.

 
 
 
Dungeon: Unseelie Encampment
Location: Feywild
The rune holds a permanently engraved Otto’s
Suggested Level: 8-10 Irresistible Dance spell, cast on those who step within
the runes boundaries. The Unseelie fey use it as a way
This cave on the edges of the Unseelie realm is one of to have music readily available to them whenever they
many throughout the land of the fey. Simply by wish to dance, as well as capture any non-fey that may
wandering on the edge of the border between the wander into their camp. The rune may be destroyed by
Seelie and Unseelie courts could result in you finding breaking a piece of the stone the rune is carved into, or
one. Inside holds a small piece of what the Unseelie by casting Dispel Magic at 6th level or higher. A
court appears as. Lit by small globules of purple light, creature becomes immune to the spells effects for an
alongside various flowers, this encampment of the hour on a successful Wisdom Saving Throw (DC 17)
Unseelie fey is as beautiful as it is dangerous.
3. Prison
As the party enters the cave, there are three pathways to This room is a 45ft by 35ft prison area. At the
take. The pathway to the left leads to the Ballroom, and south-west and south-east of the room are four cells,
the path to the right leads to the Prison. The path to the each holding the skeletons of the previous inhabitants.
center leads to a fork in the cave. Taking the left path at Each cell is locked, and can be opened with the cell key,
the fork will lead to either the Ballroom or the War or a DC 18 Dexterity (Thieves Tools) check. In the
room, and taking the right path will lead to the Housing south-west cell, wrapped in ragged clothes, a female elf
Area. sits in the corner. Surprised by the entrance of
someone other than the Unseelie, she attempts to get
1. Cave Entrance the parties attention, introducing herself as Sarya
Approaching this cave shows a small amount of the Petren, with the promise of information if they free
purple flowers, blooming from seemingly dead bushes, her.
lighting a 25ft entrance. Two ​Hell Hounds​ guard the
entrance, noticing the party if they do not approach Sarya was captured while exploring the Ballroom,
stealthily. If the Hell Hounds notice the party first, they stepping on the Otto’s Irresistible Dance rune, and
will howl before engaging them, warning the captured by one of the Unseelie Elves. Upon being
inhabitants of the cave of intruders. freed, she is able to offer the following information:

She is aware that there are four Unseelie Elves in the


2. Ballroom cave, as well as an Unseelie General, a figure of great
This 60ft by 60ft octagonal room is the most lit in the power and importance to the Unseelie fey. She knows
cave, bright purple globes of light shining down from the Unseelie General to be a figure hand-picked by the
four pillars in the room, alongside more purple Queen of Air and Darkness, to corrupt members of the
blossoms around the perimeter. The room appears set Seelie court into working for her. She expresses relief
up as a ballroom, a place of revelry for those inside the that she hadn’t yet been approached by the general, as
cave. In the center of the room, a large rune is carved she is uncertain what they would have done to corrupt
into the stone, meeting at each of the pillars. Standing her.
on the rune, enjoying some brevity, stands a pair of
Unseelie Elves (using the ​Shadow Dancer​ stat block), ​ m’s note.​ If you are introducing this dungeon during
(D
dancing until they are aware of the party's presence. a campaign, you could replace the NPC in this room with
an NPC of importance to the party, giving a potential
If the Hell Hounds alerted the inhabitants of the cave as reason for the party to enter the cave.)
the party entered, these Unseelie Elves will instead be at
the War Room, prepared to fight the party.
the Shadow Dancers from the Ballroom should they
4. Housing Area been previously alerted of the parties presence). The
This room in the cave is split into three different General simply draws their shortsword, speechlessly
sections: inviting the party into a fight. Upon defeating the
The Common Area, a barren, hallway like area which general, the shadows at the back of the room
the party enters from disappear, revealing a chest in the back of the room.,
and the area appears to slowly, slowly transform back
The Living Quarters, a 30ft by 25ft room holding four to it’s natural self. If the players search the general,
beds and three chests, the resting quarters of the they find only his armor, weapons, and the key to his
Unseelie elves posted in this cave. The room is room. If the party opens the chest in the back of the
immaculately clean, bereft of dust or any other signs of room, the find a Wreath of Charm Immunity, a Staff of
humanoids living here. Trancing on two of the beds are the Woodlands, and 1d6x100 gold pieces.
two Unseelie Elves (using the ​Shadow Dancer​ stat
block, AC 13 if not alerted by the Hell Hounds), their
trance broken as the party enters. If the Hell Hounds
alerted the cave inhabitants previously, the Elves are
instead prepared for the party to enter, having just
finished donning their armor. The chests in the room
are unlocked, and each contain a pouch holding
1d6x10 gold pieces and Unseelie common clothing. The
eastern chest also contains the key to the jail cells.

The Generals Quarters, a 45ft by 20ft room holding a


double bed, desk, small chest, and chair. The resting
quarters of the Unseelie General. The door leading into
this room is magically locked, and can only be opened
with a Knock spell, or the key. Once in the room, the
party finds a spotless room, lit with small purple
flames. If the party searches the desk, they find a
detailed map of the area, marked with locations meant
to be corrupted with Unseelie energy in the near
future, and details explaining that the General deep in
the cave is creating the corruption, upon succeeding a
DC 15 Intelligence (Investigation) check. The chest
near the bed is unlocked, and contains 1d4x100 gold
pieces and a Superior Healing Potion.

5. War Room
This oval shaped room, lit by purple blooms and
floating globules of green and yellow light, disappears
into shadowy darkness near the halfway point of the
room. The shadows thin towards the entrance to the
room and imperceptibly leave the room, spreading to
the rest of the cave. A gloomy and foreboding feeling
begins to weigh on the party as stepping out from the
darkness, standing at the northern edge of the room, is
an Unseelie General, flanked by two hellhounds (And

You might also like