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Contents

Introduction 1
Tips for the DM 1
Ashengrasp 2
Boglurk 4
Huskwalker 6
Cristyran 8
Fingerlicker 10
Flitterick 12
Glitterwing 13
Goldtooth 16
Sufferling 18
Verdaere 19
Creatures by Challenge Rating 21

Credits DUNGEONS & DRAGONS, D&D, Wizards of the


Coast, Forgotten Realms, the dragon ampersand, Player’s
Handbook, Monster Manual, Dungeon Master’s Guide,
Interior Art D&D Adventurers League, all other Wizards of the Coast
Ashengrasp, Glitterwing, Goldtooth, and Huskwalker art product names, and their respective logos are trademarks
by David Markiwsky (@DavidMarkiwsky on Twitter) of Wizards of the Coast in the USA and other countries.
All characters and their distinctive likenesses are property
Boglurk, Cristyran, Fingerlicker, Flitterick, Shadoweater, of Wizards of the Coast. This material is protected under
Sufferling art provided by the DMs Guild Creator the copyright laws of the United States of America. Any
Resources reproduction or unauthorized use of the material or
Designer & Producer: Zeke Gonzalez artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.
Layout: Natalie Ash

©2016 Wizards of the Coast LLC, PO Box 707, Renton,


WA 98057-0707, USA. Manufactured by Hasbro SA, Rue
Emile-Boéchat 31, 2800 Delémont, CH. Represented by
Hasbro Europe, 4 The Square, Stockley Park, Uxbridge,
Middlesex, UB11 1ET, UK.
Introduction
“The Mistwood is a large and mysterious forest that
swathes across the land. Many wicked creatures prowl
beneath its boughs and legends abound of fae incursions.
Lumberjacks & hunters tell stories of fearsome critters and
children whisper scary stories about its vicious
residents. Even when traveling the official roads
through the Mistwood, the cautious traveler would
do well to stay on high alert…”
A.Z.Z. Konezegel, The Traveler’s Guide to
Meikelium, Second Edition

Alister Konezegel's Field Guide Volume VI: Fickle Fey is


a supplement containing 11 new fey monsters
designed for D&D 5th Edition. These monsters
Tips for the DM
use rules, spells, and concepts from Wizards of As with any supplement, Fickle Fey should be
the Coast’s D&D 5th Edition and are intended adapted to work for your group. If you don’t like
to supplement your campaigns. the way a monster works, please feel free to
change it. Adjust the hit points, damage, abilities,
This bestiary is a collection of new fey with new spells, and lore of these creatures to suit your
traits and abilities inspired by classic Germanic games and your players. For example, if you want
fairy tales, the lore of the Feywild through the to use a monster, but think that its ability to
editions of Dungeons & Dragons, and scientific impose certain conditions on the characters won't
literature. If you want more new monsters, be fun for your group, instead have it deal extra
investigate the other volumes of Alister's Field damage or give it a new trait!
Guide: Monstrous Arthropods, Aquatic Terrors, Fearful
Flora & Fungi, Outrageous Owlbears, Inhuman Angels, To deliver an optimum experience for your
and Legendary & Mythic Monsters. And remember, players, it is best to read the stat blocks of the
if you seek the truly terrifying, you need look no monsters you intend to use in full before
further than the strange monsters with which attempting to run them. There are spells, attacks,
we share our world... and abilities that you need to understand in
advance to run a fun and effective encounter.
Have fun using these monsters! It was highly
enjoyable to create these creatures and set them
loose on my own players, and I hope that you can
share in that experience!

—1—
Ashengrasp
A playful, capering fool in the tattered remains of
finery. Its uncanny large and round head bears Grim Playfulness
painted-on eyes and a smile that is far too wide.
The creature snickers from behind its long, Ashengrasp are monsters which manifest when
stalked fingers. These horrible monsters lurk on the laughter of a child turns to pain or fear. They
the edges between the Feywild and the Material lurk around small hamlets and wait for young
Plane, eager to consume and kidnap victims. children or lonely mages to pass by, whereupon
they enact short, unsettling performances to
capture attention and distract their prey. Once
within range, an ashengrasp launches its
unnaturally long arms like a rubbery, tethered
projectile. Each of their fingers ends in a bulbous
gland that drips with an acidic glue, allowing the
ashengrasp to reel in and swallow its prey whole.
A sated ashengrasp is obvious due to the fashion
in which their hollow bodies become grotesquely
distended by those they swallow, with the
humanoid outline within only barely disguised by
the monster’s noble clothing.

The Lullaby Man


It is said that deep in the Feywild dwells the
Lullaby Man, the nightmarish king of the
ashengrasp. Although his role within the Fey
Courts is uncertain, it is known that the Lullaby
Man is fond of tormenting the very nobles whose
clothing he emulates. The Lullaby Man sends his
emissaries to capture heirs of noble blood and
bring them back to Castle Hysterics, where he
feeds on their laughter and screams until they run
dry and hollow, whereupon he enchants them
into an unending sleep plagued by bleak,
unending nightmares. It is said that Castle
Hysterics is filled with dozens of noble children
covered in dust, sleeping undisturbed and unaging
once the Lullaby Man has finished with them.
When noble children have dreams of being
stalked by these widely-smiling monsters, it is
often a sign that they have been targeted by this
cruel and capricious Archfey.

—2—
Ashengrasp Reel. The ashengrasp pulls each creature
grappled by it up to 30 feet straight towards it.
Medium fey, lawful evil Swallow. The ashengrasp makes one bite attack
Armor Class: 15 against a Medium or smaller creature it is
Hit Points: 183 (33d8 + 33) grappling. If the attack hits, the target takes the
bite's damage, the target is swallowed, and the
Speed: 30 ft.
grapple ends. While swallowed, the creature is
STR DEX CON INT WIS CHA blinded and restrained, it has total cover against
12 (+1) 21 (+5) 13 (+1) 14 (+2) 15 (+2) 14 (+2) attacks and other effects outside the ashengrasp.
If the creature is a spellcaster or innate
Saving Throws: Dex +8, Wis +5, Cha +5 spellcaster, it takes 28 (8d6) acid damage at the
start of each of the ashengrasp's turns and the
Skills: Deception +5, Perception +5, Performance
ashengrasp regains a number of hit points equal
+5, Stealth +8
to the acid damage dealt this way.
Damage Resistances: bludgeoning, piercing,
and slashing from nonmagical attacks not made If the ashengrasp takes 30 damage or more on a
with silvered weapons single turn from a creature inside it, the
ashengrasp must succeed on a DC 20
Condition Immunities: charmed, exhausted, Constitution saving throw at the end of that
frightened, poisoned turn or regurgitate the swallowed creature,
Senses: darkvision 60 ft., passive Perception 15 which falls prone in a space within 10 feet of
Languages: Common, Sylvan the ashengrasp. If the ashengrasp dies, a
Challenge: 8 (3,900 XP) swallowed creature is no longer restrained by it
and can escape from the corpse by using 10 feet
Ambusher. In the first round of combat, the of movement, exiting prone.
ashengrasp has advantage on attack rolls against
any creature it surprised. Reactions
Actions Spell-Hungry. When the ashengrasp would
take force damage from a spell or magical effect,
Multiattack. The ashengrasp makes two sticky it takes no damage and gains that many
finger attacks and uses Reel. temporary hit points instead.
Bite. Melee Weapon Attack: +8 to hit, reach 5 Arcane Belch. When a creature provokes an
ft., one target. Hit: 31 (4d12 + 5) piercing attack of opportunity from the ashengrasp while
damage plus 28 (8d6) acid damage. If the target it has swallowed a spellcaster or innate
is a creature, it must succeed on a DC 14 spellcaster, the ashengrasp casts a spell the
Constitution saving throw or be paralyzed for 1 swallowed spellcaster knows at the target
minute. A creature can repeat the saving throw instead of making a melee attack. The
at the end of each of its turns, ending the effect ashengrasp uses the spell attack bonus and spell
on itself on a success. save DC of the swallowed spellcaster for this
Sticky Finger. Melee Weapon Attack: +8 to hit, spell.
reach 30 ft., one target. Hit: 14 (2d8 + 5)
bludgeoning damage plus 10 (3d6) acid damage,
and the target is grappled (escape DC 14) if it is
a Medium or smaller creature. Until the
grapple ends, the target is restrained. The
ashengrasp has two arms and can grapple up to
two creatures at once.

—3—
Boglurk
A shaggy, fur-covered creature with pale and
luminous eyes gazes across the landscape of the A Faerie Curse?
body of water to which it is bound, protecting it
from the greedy and the cruel. Its shaggy fur Opinion on the nature and origin of these fey is
disguises its iron skin and unbreakable claws split between myths and academic knowledge.
while its hulking form belies its formidable Some claim that boglurks are simply a particular
strength and power. type of naiad or dryad who become obsessed with
their self-appointed charge. Others confidently
assert that boglurks were once humanoids who
Home Sweet Home were cursed by powerful eladrin, hags, or archfey
to guard something as punishment for their
Each boglurk is magically sworn to protect a avarice or rudeness. While stories of these
particular body of water, be it a swamp, lake, bay, creatures abound, they are rare to encounter in
or even a well. These creatures are called different the Material Plane and live alone, with only fish,
things depending on where they are found, with eels, and frogs for company. It is said that a
freshwater boglurks often called mirren while strange feature of the boglurk anatomy (or
saltwater boglurks are called sea dogs or wet perhaps a curse inflicted upon them) ensures a
witches (despite having no discernable gender). In boglurk’s solitude: if two boglurks guard one
addition, local boglurks often earn a colloquial place, all other living inhabitants of that place
name from nearby inhabitants. The boglurk of (both plants and animals) slowly turn to the same
Hell’s Lake, a warm and sulfurous place, is often black iron that makes up their own skin and
called The Beast of the Bay or Bestie for short. claws.
Wherever they are found, boglurks protect
something strange and magical. Some guard
underwater gates to the Feywild while others Weakness from Within
protect ancient magical relics that have been
swallowed by the silt or sand. And while most Boglurks are famous for their iron skin, claws,
boglurks care not if their body of water is and fangs. Many stories feature their terrifying
disturbed as long as the object of their protection bite: when a boglurk punctures an unwary
is safe, others zealously guard the entire body of adventurer with its vicious fangs, motes of metal
water from all intruders. begin to circulate and spread in the bloodstream.
This metal moves through the body, transforming
the hapless victim into a cold iron statue for an
entire day. However, it is less widely known that
boglurks are vulnerable to the very same iron that
makes up their body and that they trap their
enemies within! By wielding a weapon of cold
iron, one can more readily puncture their metallic
bodies.

—4—
Goldilocks and the Reflectless Pool
One legend tells of Reflectless Pool within the Mistwood,
which turns the hair of those who drink from it to living
gold. Goldilocks, the boglurk which guards this pool, is a
highly territorial creature with shining hair, golden flesh,
and iron fangs. It is said that the Reflectless Pool is
surrounded by the cold iron statues of adventurers who are
continually petrified over and over again by Goldilocks.

Boglurk Underwater Camouflage. The boglurk has


Medium fey, lawful neutral advantage on Dexterity (Stealth) checks made
Armor Class: 18 (natural armor) while underwater.
Hit Points: 94 (22d8 + 22) Actions
Speed: 30 ft., swim 30 ft.
Multiattack. The boglurk makes two claw
STR DEX CON INT WIS CHA attacks.
18 (+4) 8 (-1) 13 (+1) 7 (-2) 12 (+1) 8 (+-1) Bite. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 30 (4d12 + 4) piercing
Saving Throws: Con +4 damage and the target must succeed on a DC 12
Skills: Nature +4, Perception +4, Stealth +4 Constitution saving throw to avoid being
Damage Resistances: poison; bludgeoning, magically petrified. On a failed save, the
piercing, and slashing from attacks not made creature begins to turn to solid iron and is
with cold iron weapons restrained. It must repeat the saving throw at
the end of its next turn. On a success, the effect
Damage Vulnerabilities: acid ends. On a failure, the creature is petrified as a
Condition Immunities: petrified, poisoned cold iron statue for 24 hours.
Senses: darkvision 60 ft., passive Perception 14 Claw. Melee Weapon Attack: +7 to hit, reach 5
Languages: Sylvan ft., one target. Hit: 15 (2d10 + 4) piercing
Challenge: 5 (1,800 XP) damage.
Amphibious. The boglurk can breathe air and Reactions
water.
Spread Rust. When the boglurk is hit by a
Stench. Any creature other than a boglurk that
nonmagical melee weapon, it corrodes the
starts its turn within 5 feet of the boglurk must
weapon. After dealing damage, the weapon takes
succeed on a DC 12 Constitution saving throw
a permanent and cumulative -1 penalty to attack
or be poisoned until the start of the creature's
rolls and damage rolls. If its penalty drops to -5,
next turn. On a successful saving throw, the
the weapon is destroyed.
creature is immune to the stench of all boglurks
for 1 hour.
Undertow. As a bonus action when the boglurk
is underwater, it can cause all water within 60
feet of it to be difficult terrain for other
creatures until the start of its next turn.

—5—
Huskwalker
A scuttling creature, darting in and out of sight but do not be deceived: these ferocious fey are
on its armored, jointed legs. This terrifying ruthless hunters.
monster’s patterned abdomen arcs over its head
like a scorpion about to sting. The head itself is
hollow like honeycomb but possesses a grotesquely Blood in the Canopy
human face with a mouth of needle-like teeth and
A huskwalker’s natural prey includes goofus birds,
covered in compound eyes. The huskwalker is a
bandersnatch cubs, and other small warm-blooded
fey predator unlike any other.
creatures. They strike rapidly, snatching their
victim and biting repeatedly to induce shock.
Hollow Birth Once the prey stops moving, the huskwalker
retreats into the silence of the canopy to enjoy its
When circumstances align just right, an insect meal in solitude. Due to their quiet pursuit of
sheds its exoskeleton in the same moment a their quarry, huskwalkers are kept in elaborate
Feywild crossing flares. The abandoned husk is cages by rulers within the Feydark. These wicked
infused with energy and begins the process of fey use huskwalkers like hounds to track and
metamorphosis that grows into a huskwalker. wound a quarry while their master follows close
These creatures give off the rasping sound of behind.
fragile paper when crawling through the forest,

—6—
Huskwalker Actions
Medium fey, unaligned Multiattack. The huskwalker makes two
Armor Class: 15 (natural armor) attacks with its claws. If both claw attacks hit
the same target, the target is grappled (escape
Hit Points: 90 (20d8) DC 11).
Speed: 40 ft. Bite. Melee Weapon Attack: +6 to hit, reach 5
STR DEX CON INT WIS CHA ft., one target. Hit: 15 (2d10 + 4) piercing
12 (+1) 19 (+4) 10 (+0) 14 (+2) 15 (+2) 9 (-1) damage. The target must succeed on a DC 10
Constitution saving throw or be paralyzed for 1
Saving Throws: Dex +6 minute. The target can repeat the saving throw
Skills: Perception +4, Stealth +8, Survival +6 at the end of each of its turns, ending the effect
Condition Immunities: charmed, exhausted, on itself on a success.
frightened Claws. Melee Weapon Attack: +6 to hit, reach
Senses: darkvision 60 ft., passive Perception 14 5 ft., one target. Hit: 8 (1d8 + 4) slashing
damage.
Languages: Common, Elvish, Sylvan
Challenge: 4 (1,100 XP) Reactions
Avoidance. If the huskwalker is subjected to an Shed Exoskeleton. When the huskwalker
effect that allows it to make a saving throw to takes acid, cold, fire, lightning, or thunder
only take half damage, it instead takes no damage, it sheds its exoskeleton, granting it
damage if it succeeds on the saving throw, and resistance to the triggering damage type until
only half damage if it fails. the start of its next turn. The next time it hits
Spider Climb. The huskwalker can climb with a melee attack on its next turn, the target
difficult surfaces, including upside down on takes an extra 1d8 damage of the triggering
ceilings, without needing to make an ability type.
check.
Spiny Exoskeleton. A creature grappled by the
huskwalker takes 3 (1d6) piercing damage at
the start of each of its turns. A creature that
touches the huskwalker or hits it with a melee
attack while within 5 feet of it takes 3 (1d6)
piercing damage.

—7—
Cristyran
This sleek, muscular creature has a coat of glossy Meanwhile, the smaller males care for the young,
black fur with unique red starbursts of color. keeping them warm and chewing up wood pulp
Their broad paws and claws are built for digging and fungus to build spongey nests in the heart of
and their bodies hug the ground. Hidden against their tunnel networks. It is not uncommon to
this creature’s belly are flaps of hanging skin come across females performing their flying
which can unfurl into wings as it launches itself mating dances or stealing purple items from
at threats to the colony. human settlements to use as nuptial gifts to attract
the attention of the choosy males.
Fairy Pests
These creatures are often mistaken for cats or
Cult Following
dogs, but the reality is that they are much more The scratch of a cristyran causes dissociation in
damaging to hearth and home. Cristyran humanoids, a temporary period during which the
(colloquially called “molebats” by residents in and injured mindlessly dig into the nearest loose
around the Mistwood) are voracious tunnelers gravel or soil. Some find this experience
which move in colonies of 4 to 12 individuals. pleasurable and have formed a religious order
Once they settle in an area, they quickly build a around finding cosmic patterns in the digging and
network of tunnels in the earth that collapse behavior of the cristyrans. This Creed of Earthen
nearby humanoid structures and damage Secrets follow cristyran and protect them, even
settlements. Although cristyran are considered spending hours digging alongside them in a
pests, they are more difficult to deal with than meditative trance. Members of the order are
rats or roaches, requiring the help of novice known to dig their own tunnels within cristyran
adventurers to capture and relocate the protective colonies to live alongside them. These cultists
creatures. grow quite violent if they believe their cristyran
are threatened, going so far as to attack and kill
Mother May I? outsiders who intrude on the colony.

The larger cristyran females forage for


earthworms, small amphibians, and (when they
get extremely lucky) a pixie, goldtooth, or sprite.

—8—
Cristyran Actions
Small fey, unaligned Bite. Melee Weapon Attack: +3 to hit, reach 5
Armor Class: 11 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Hit Points: 28 (8d6) Claw. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 3 (1d4 + 1) slashing damage.
Speed: 20 ft., burrow 30 ft., fly 30 ft. The target must succeed on a DC 8 Wisdom
STR DEX CON INT WIS CHA saving throw or be charmed by the cristyran for
13 (+1) 12 (+1) 14 (+2) 4 (-4) 11 (+0) 7 (-2) 1 minute. While charmed this way, the target
spends their action digging into the nearest
Skills: Perception +2 earthen substrate. The charmed target can
Senses: tremorsense 60 ft., passive Perception repeat the saving throw at the end of each of its
12 turns, ending the effect on itself on a success.
Languages: - Reactions
Challenge: 1/8 (25 XP)
Take Flight. When the cristyran takes damage
Pack Tactics. The cristyran has advantage on from a creature it can see, it may fly up to its
an attack roll against a creature if at least one of speed in the direction of its attacker without
the cristyran's allies is within 5 feet of the incurring attacks of opportunity.
creature and the ally isn't incapacitated.
Tunneler. The cristyran can burrow through
solid rock at half its speed and leaves a tunnel
wide enough for a Small creature in its wake.

—9—
Fingerlicker
A short, amphibious figure hops through the provides significant protection from the vengeful
forest, happily splashing in pools of rainwater. It stings of the bees and it secretes a sticky substance
suddenly straightens up to stand on its hind legs that allows it to slather itself in bees and save
as it catches a sweet, aromatic scent on the warm them as a snack for later.
wind. In its excitement, treacle-like substance
begins to ooze from its skin and fill its footprints.
In one fluid burst of motion, it leaps upwards and Bargain-Brokers
grabs onto a beehive nestled in the trees above.
These strange creatures lurk throughout sylvan
woods and will even make homes in damp places
Natural Enemies under the floorboards or walls of good-smelling
hovels and inns. When they hear the residents
These frog-like fairies are amusing and capricious wish for food or clean water, it will speak through
creatures with a particular penchant for honey. the floor or walls to offer a deal. It can provide
When they sense a beehive nearby, they use their near-indefinite food and water (though the food
powerful legs to reach the hive and tear it apart, will be nearly tasteless), in exchange for a shiny
licking the honey from inside and consuming any family heirloom or nicely woven hat or scarf. If
bees it can grab. In fact, these fey receive their the families refuse, the fingerlicker is insulted
name from the common sight of discovering a and leaves the hollow husks of honeybee remains
grinning, well-fed one of these creatures licking scattered on the floor of their home until it finds
its long fingers to get every last drop of honey and a new place to stay.
crunchy bee stuck to its hands. Its rubbery skin

— 10 —
Fingerlicker
Small fey, chaotic neutral
Armor Class: 12
Hit Points: 63 (14d6 + 14)
Speed: 25 ft.
STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 12 (+1) 9 (-1) 12 (+1)

Saving Throws: Cha +3


Skills: Perception +1, Survival +1
Damage Resistances: piercing
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception
11
Languages: Common, Elvish, Gnomish, and
Sylvan
Challenge: 2 (450 XP)
Keen Smell. The fingerlicker has advantage
on any Wisdom (Perception) checks that rely
on smell.
Innate Spellcasting. The fingerlicker’s
spellcasting ability is Charisma (spell save
DC 11). Te fingerlicker can innately cast the
following spells, requiring only verbal
components:
• At will: control water, dancing lights,
poison spray (1d12)
• 3/day: create food and water, fog cloud
Standing Leap. The fingerlicker's long jump
is up to 12 feet and its high jump up to 10
feet, with or without a running start.
Sticky Secretion. As a bonus action, the
fingerlicker covers its skin in sticky slime
that lasts for 1 minute. A Medium or smaller
creature that touches the fingerlicker or hits
it with a melee attack while within 5 feet of
it must succeed on a DC 11 Strength saving
throw or be grappled (escape DC 11) by the
fingerlicker. While grappled this way, a
creature is restrained.
Actions
Claws. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 4 (1d4 + 2)
slashing damage.

— 11 —
Flitterick
A pair of dark purple squirrels with red eyes and
especially narrow and pointed ears chase one
another around the trunk of a tree, winding
higher into the canopy. Just when one is about
to be caught, it leaps into the air and somersaults
before disappearing in a green haze. Not to be
deterred, its pursuer launches itself in the same
direction before flicking its tail and disappearing
in a similar burst of colorful light.

Migratory Fey
The ancestors of these squirrel-like fey are said
to have lived in both the Feywild and the
Material Plane simultaneously through the
power of their unusual magic. However, a
calamity struck long ago which changed their Flitterick
bodies and constrained them to corporeality just Tiny fey, chaotic good
as other living creatures. Now flitterick colonies
migrate between the two planes, enjoying the Armor Class: 12
summer of the Material Plane and planeshifting Hit Points: 40 (16d4)
en-masse back to the Feywild during the colder Speed: 30 ft., climb 30 ft.
months. Flittericks are a peaceful people who STR DEX CON INT WIS CHA
keep to themselves, though their small stature
and magical history make them a target of 7 (-2) 14 (+2) 10 (+0) 8 (-1) 12 (+1) 6 (-3)
imperialist sprite tyrants who claim them as part
Skills: Perception +3, Survival +3
of their kingdom.
Senses: passive Perception 13
Lost Civilization Languages: Common, Elvish, Sylvan
Challenge: 1/2 (100 XP)
Although the nature of the calamity which Innate Spellcasting. The flitterick’s
struck the flitterick is unknown, the husks of old spellcasting ability is Wisdom (spell attack
flitterick civilization can be found mirroring one bonus +3, spell save DC 11). The flitterick can
another on both planes. These structures range innately cast the following spells, requiring no
from beautifully decorated hollowed-out trees to components:
elaborate spherical structures formed of
• At will: animal friendship, mending, thorn
delicately woven branches, leaves, and vines that
whip
rest in the boughs of large trees. Many believe
that the magical key to instant teleportation • 1/day: planeshift (self only)
across planes can be discovered in these Nimble Escape. The flitterick can take the
abandoned places, simply waiting for those brave Disengage or Hide action as a bonus action on
enough to bypass the ghosts of the past and the each of its turns.
traps of long-dead flitterick druids.
Actions
Bite. Melee Weapon Attack: +4 to hit, range 5
feet, one target. Hit: 2 piercing damage.

— 12 —
Glitterwing
With the fluttering of long, tailed wings, a
glowing butterfly drifts into view and alights
upon a pale rose. As its proboscis probes the
depths of the flower’s petals, its wings slowly
open and close, showing off their exquisitely
detailed golden wings and glowing sapphire
runes. Its magical nature is unmistakable and
awe-inspiring.

Magic Eater
Although these fey seem to act like traditional
butterflies, it is not nectar they search for, but
magical residue. These unearthly beauties have
the ability to sense and hone in on locations
which well with magical power, the sites of past
wizard duels, and even the lair of a magical
creature. It is the residue that magic leaves
behind by which glitterwings navigate to and
consume; when they sup of this power, their
wings grow brighter and they use that energy to
fuel their own magical ability. Variant: Glitterwing Familiar
Great Exodus Some glitterwings are willing to serve
spellcasters as a familiar (including Warlocks
with the Pact of the Chain feature). Such
Once every generation, the Feywild is rocked by glitterwings have the following trait:
an event of great magical potency, such as a
battle between two Archfey, an assault on a Fey Familiar. The glitterwing can serve another
court, or the opening of a great rift to another creature as a familiar, forming a magic,
world. These extraordinary events draw telepathic bond with that willing companion.
glitterwings from across the Feywild, resulting While the two are bonded, the companion can
in a roiling, shining cloud of these breathtaking sense what the glitterwing senses as long as
creatures across the sky. In large groups such as they are within 1 mile of each other. While the
this, glitterwings are empowered by the glitterwing is within 10 feet of its companion,
proximity to one another which they lack in the companion gains the glitterwing’s Sense
their typically lonely travels. Great swarms of Magic trait. At any time and for any reason,
glitterwings are capable of magical feats that are the glittering can end its service as a familiar,
impossible for a traditional mage. ending the telepathic bond.

— 13 —
Glitterwing Sense Magic. The glitterwing senses magic
within 120 feet of it at will. This trait otherwise
Tiny fey, unaligned works like the detect magic spell but isn't itself
Armor Class: 12 magical.
Hit Points: 1 (1d4 - 1) Actions
Speed: 10 ft., fly 30 ft. Arcane Burst. Ranged Spell Attack: +3 to hit,
STR DEX CON INT WIS CHA range 30 ft., one target. Hit: 3 (1d4 +1) force
2 (-5) 14 (+2) 8 (-1) 4 (-3) 11 (+0) 12 (+1) damage.
Legendary Resistance (2/Day). If the seraph
Skills: Perception +2 fails a saving throw, it can choose to succeed
Senses: passive Perception 12 instead.
Languages: - Radiant Impact. When the seraph dies, it
Challenge: 0 (10 XP) explodes in an outpouring of divine energy, and
each creature within 60 feet of it must make a
Innate Spellcasting. The glitterwing’s innate DC 21 Dexterity saving throw, taking 70 (20d6)
spellcasting ability is Charisma (spell save DC radiant damage on a failed save, or half as
11). It can innately cast the following spells, much damage on a successful one. The
requiring no components: explosion causes any magical items in the area
• At will: gust, light to glow for 1 minute as if the light spell was
cast on them.

— 14 —
Swarm of Glitterwings Actions
Large swarm of Tiny fey, unaligned Multiattack. The swarm makes four attacks
Armor Class: 16 with its arcane burst.
Hit Points: 110 (20d10) Arcane Burst. Ranged Spell Attack: +9 to hit,
range 120 ft., one target. Hit: 13 (2d12) force
Speed: 10 ft., fly 30 ft. damage, or 6 (1d12) force damage if the swarm
STR DEX CON INT WIS CHA has half of its hit points or fewer.
7 (-2) 22 (+6) 11 (+0) 9 (-1) 13 (+1) 20 (+5) Spell Storm. The swarm casts two of the
following spells (spell save DC 17) at random
Saving Throws: Dex +10, Wis +5, Cha +9 (reroll duplicates), choosing targets it can see
Skills: Arcana +3, Perception +9 within 60 feet of it:
Damage Resistances: force; bludgeoning, 1. Erupting Earth
piercing, and slashing 2. Fireball
Damage Immunities: fire, radiant
Condition Immunities: charmed, frightened, 3. Lightning Bolt
grappled, paralyzed, petrified, prone, restrained
stunned 4. Blight
Senses: truesight 120 ft., passive Perception 19 5. Ice Storm
Languages: - 6. Cone of Cold
Challenge: 12 (11,500 XP) Reactions
Magic Resistance. The swarm has advantage
on saving throws against spells and other Magical Refraction. When the swarm takes
magical effects. damage from a spell, the swarm takes only half
the triggering damage. If the spellcaster is
Sense Magic. The swarm senses magic within within 60 feet of the swarm, the swarm can
120 feet of it at will. This trait otherwise works force the caster to make a DC 17 Dexterity
like the detect magic spell but isn't itself saving throw. Unless the save succeeds, the
magical. caster takes the other half of the damage.
Swarm. The swarm can occupy another
creature's space and vice versa, and the swarm
can move through any opening large enough for
a Tiny scroll. The swarm can't regain hit points
or gain temporary hit points.

Variant: Wild Magic Aura


When a swarm of glitterwings has consumed a
great deal of magical residue, the area around it
crackles with arcane power and causes spells to
act unpredictably. Such swarms have the
following additional trait:
Wild Magic Aura. When a creature other than
the swarm casts a spell of 1st level or higher
within 30 feet of it, the spell triggers a wild
magic surge (see “Sorcerer” in the Player’s
Handbook).Keen Sight. The seraph has
advantage on Wisdom (Perception) checks that
rely on sight.

— 15 —
Goldtooth
A small, winged figure zips and buzzes around a the fresh meat and bone marrow. When they
young boy, who is delighted to meet a fairy from return to the hive, they regurgitate the gory mess
one of his bedtime stories. But there’s something to their domesticated bees, which use it to
strange about this one: rather than the beautiful, produce a shining, golden nectar. Goldtooth
gossamer wings he expected, it has hard, shiny nectar is an aromatic and extremely sweet
beetle wings. Instead of a beautiful outfit of leaves substance with a slight coppery aftertaste that is
and flowers, its body is covered in fine, downy considered a divine delicacy by most fey. It is the
hairs like that of a bumblebee. Before he can regular consumption of this sticky sweet liquid
process what this might mean, the fairy crouches that gives these fairies their characteristic golden
on the boy’s hand. It looks up at him, smiling teeth. If one wishes to bargain with a fairy,
insidiously with a wide mouth of tiny golden goldtooth nectar is a guaranteed way to gain the
shark-like teeth. In that instant the boy feels a upper hand in negotiations.
flare of panic, but it is too late. Before the boy has
a chance to run, the little figure bites viciously
into the boy’s palm and rips away a small, gory
piece. As the boy cries out, he hears the buzz
intensify as a dozen more of the creatures
surround him.

Busy as Bees
These strange Feywild residents live and
work in small communities to build and
maintain hives, which they construct from mud,
spit, and bone with the assistance of the wasps
and bees they domesticate. Over time, these hives
grow into massive structures, housing dozens
of goldteeth and hundreds of their
domesticated insects. They spend
most of their days caring for the
flowers in the immediate
vicinity of their hive to ensure
their bees always have a handy
source of pollen. A goldtooth hive subsists
mostly on the honey and larvae produced by their
bees, but they are territorial and carnivorous
creatures. When an intruder, be it man, fey, or
animal, disrupts their hive or their gardens, the
goldteeth fly into a buzzing fury, unleashing their
wasps into battle and eagerly biting the invader. It
is what they do with the corpses that earn them
the nickname carrion fairies.

Nectar of the Gods


When the goldtooth colony fells an intruder with
their violent onslaught, they gorge themselves on

— 16 —
Goldtooth
Tiny fey, chaotic neutral
Armor Class: 14 (hide armor)
Hit Points: 3 (1d4 + 1)
Speed: 10 ft., fly 40 ft.
STR DEX CON INT WIS CHA
3 (-4) 18 (+4) 12 (+1) 13 (+1) 13 (+1) 9 (-1)

Skills: Perception +3, Stealth +6


Senses: passive Perception 13
Languages: Common, Elvish, Sylvan
Challenge: 1/4 (50 XP)
Pack Tactics. The goldtooth has advantage on
an attack roll against a creature if at least one
of the goldtooth's allies is within 5 feet of the
creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +6 to hit, range 5
feet, one target. Hit: 1 piercing damage.
Reactions
Redirect Attack. When a creature the
goldtooth can see targets it with an attack, the
goldtooth chooses a swarm of insects within 5
feet of it. The two creatures swap places, and
the chosen swarm becomes the target instead.

— 17 —
Sufferling
These short, green creatures have thick tufts of
black hair and bloodshot yellow eyes. They are
identifiable by their preferred weapon: the
garrote that they create from the tightly wound
sinews of their victims.

Painfully Polite
These vicious gremlins are born from pain that
festers and turns to hate, materializing especially
when children are treated badly. It is not
uncommon for an abusive parent to die under
mysterious circumstances near sylvan woods,
their head placed at the foot of an abused child’s Sufferling
bed. These fey believe that the thoughtful and Small fey, lawful evil
practical application of violence, especially Armor Class: 13 (leather armor)
murder, can solve most problems. Sufferlings
strictly follow the code of manners and niceties Hit Points: 81 (18d6 + 18)
observed by the fey courts and are quick to Speed: 25 ft., climb 25 ft.
revile those who do not follow or even do not STR DEX CON INT WIS CHA
know these oft-unspoken rules.
13 (+1) 12 (+1) 13 (+1) 6 (-2) 5 (-3) 5 (-3)

Faerie Assassins Saving Throws: Str +3


Skills: Stealth +5
Due to their strict adherence to code, they are Senses: darkvision 60 ft., passive Perception 10
most often found employed by powerful fey and
mortals alike as killers and toughs. Sufferlings Languages: Common, Sylvan
operate in groups ranging in size from a pair to Challenge: 1 (200 XP)
a dozen, depending on the duration of their Ambusher. The sufferling has advantage on
contract. They accept a contract from anyone as attack rolls against any creature it surprised.
long as proper manners are observed and their
fees are paid in full. Their preferred payment Sneak Attack (1/Turn). The sufferling deals
method is goose eggs covered in liverwort (their an extra 7 (2d6) damage when it hits a target
favorite food) but sufferlings also accept gold or with a weapon attack and has advantage on the
copper pieces (but never silver). When a kill attack roll, or when the target is within 5 ft. of
order is issued, sufferlings wait in a dark alley an ally of the sufferling that isn't incapacitated
for their target to approach. Then the and the sufferling doesn't have disadvantage on
murderous band strikes quickly and ferociously, the attack roll.
working in concert to pin and decapitate their Actions
target. Sufferlings always take the head of their
victims and will often remove fragments of bone Garrote. Melee Weapon Attack: +3 to hit,
and sinew from the victim’s neck to enhance reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing
and repair their garrotes or construct fishing damage and the target is grappled (escape DC
lures to use in their spare time. 9). If the target has a head and is reduced to 0
hit points, it is decapitated and dies.

— 18 —
Verdaere
A tall, ethereal figure slides its palm over dappled,
sunlit branches, which bloom and then rot at its Servants of
touch. The creature’s bare feet cause the sudden
growth of beautiful flowers which then Cendriane
immediately recoil and die behind it. Looking
directly at one of these faeries is difficult and yet Some say that the
strangely enticing, despite their unsettling first of these
features. Light reflects off of their bodies in ways creatures was born
that defy natural laws and create colors that vision when the Archfey
cannot comprehend. Verdaere are faerie parasites Lord Kannoth was
that glide across the land, sowing terror and transformed into a
trailing wreckage behind it like dandelion seeds vampire. Kannoth’s
suspended on the wind. shadow, disgusted by
his weakness in the
face of the forces of the Shadowfell, separated
Bright Vampires from him and went off in search of its own path.
However, it separated too late. As it took corporeal
Hiding amongst the brilliant flora and glowing shape, it developed a hunger for vibrance and
fauna are the Feywild reflection of the color not dissimilar from Kannoth’s newfound
Shadowfell’s vampire. Although every bit as bloodthirst. The verdaere collect brightness from
severely beautiful and entrancing as their blood- their victims not only to sustain themselves, but
drinking counterparts, these creatures draw their also to pay homage to the first of their kind, the
meal from their victim’s mental fortitude. Over one which created them in its image. Kannoth’s
time, victims of a verdaere bloom into a veritable shadow hoards the color collected for it in the
meadow as they themselves weaken and fade into hope that he can collect enough life and vitality to
grayscale. If the infection lasts for long enough, fill the hole that was once Kannoth’s soul. Until
the victims are overcome and transform into a that day, verdaere dreamily roam the Fewild as
shadow of their former selves. lost silhouettes with crooked fingers in the dark
and hungry green eyes.

Emeraldshoot At the end of each long rest, an infected


creature makes a DC 12 Constitution saving
throw. On a success, the victim regains 1 point
This disease targets humanoids. While afflicted of Constitution and 1 point of Strength lost to
with emeraldshoot, bright green saplings begin the disease. If the infected creature regains all
to sprout from the victims exposed skin, scales, the points lost to the disease, it is cured. Other
or body covering. Victims most often acquire it effects that raise the victim’s ability scores do
when their mind is punctured by a verdaere. not cure the disease. On a failed saving throw,
The disease’s saplings manifest in 1d4 hours, the victim gains 1 level of exhaustion as the
causing the victim’s Constitution and Strength plants continue to grow and spread. A creature
score to decrease by 1d4 each, to a minimum of who gains 6 levels of exhaustion while infected
5. This is quickly followed by hallucinations of by emeraldshoot is consumed by rapid growth of
flowers growing from the faces of other plants and the blooming of large, black flowers.
creatures, making visual recognition of allies The creature’s shadow separates from the corpse
impossible. An infected creature has and becomes a shadow (see the Monster
disadvantage on Dexterity saving throws and Manual). The infected creature cannot be
checks due to the inflammation caused by the brought back to life by any means until the
growing plants. shadow created by their death is slain.

— 19 —
Verdaere Actions
Medium fey, chaotic evil Multiattack. The verdaere uses its Uncanny
Armor Class: 15 (natural armor) Visage then makes three attacks, but uses its
Drain Mind only once.
Hit Points: 178 (20d8 + 80)
Drain Mind. Melee Spell Attack: +10 to hit,
Speed: 40 ft. reach 15 ft., one target. Hit: 18 (4d8) psychic
STR DEX CON INT WIS CHA damage. The verdaere regains hit points equal
18 (+4) 21 (+5) 21 (+5) 18 (-4) 20 (+5) 23 (+6)
to that amount. The target must make a DC 14
Wisdom saving throw against disease or contract
Saving Throws: Wis +9, Cha +10 emeraldshoot (see Emeraldshoot sidebar). A
target which fails this saving throw by 5 or
Skills: Deception +10, Insight +9, History +9, move loses all color, becoming greyscale until
Perception +9, Persuasion +10, Stealth +10 the target finishes a short or long rest.
Damage Resistances: radiant; bludgeoning,
piercing, and slashing from nonmagical attacks Greatsword. Melee Weapon Attack: +9 to hit,
not made with cold iron weapons reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing
damage plus 4 (1d8) radiant damage.
Damage Immunities: psychic
Uncanny Visage. Each non-fey creature within
Condition Immunities: charmed, exhaustion, 60 feet of the verdaere that can see it must
frightened succeed on a DC 17 Wisdom saving throw or be
Senses: darkvision 60 ft., passive Perception 19 charmed for 1 minute. A charmed target can
Languages: Common, Elvish, Sylvan repeat the saving throw at the end of each of its
Challenge: 9 (5,000 XP) turns, with disadvantage if the verdaere is
within line of sight, ending the effect on itself
Innate Spellcasting. The verdaere’s innate on a success. If a target's saving throw is
spellcasting ability is Charisma (spell attack successful or the effect ends for it, the target is
bonus +10, spell save DC 18). It can innately immune to the verdaere's Uncanny Visage for
cast the following spells, requiring no material the next 24 hours.
components:
• At will: charm person, faerie fire, message, Reactions
mind spike Last Gasp. When a creature the verdaere can
• 3/day: detect thoughts, dissonant whispers, see drops to 0 hit points, the verdaere siphons
hold person, sending vitality from their body and gains 13 (2d12)
• 1/day each: modify memory temporary hit points. The target must succeed
on a DC 18 Constitution saving throw or fail a
Psychic Defenses. Unless the verdaere is death saving throw.
incapacitated, it is immune to magic that allows
other creatures to read its thoughts, determine
whether it is lying, or know its alignment.
Creatures can telepathically communicate with
a verdaere only if it allows it.
Fortitude. If damage reduces the verdaere to 0
hit points, it must make a Constitution saving
throw with a DC of 5 + the damage taken,
unless the damage is necrotic or from a critical
hit. On a success, the verdaere drops to 1 hit
point instead.

— 20 —
Creatures by Challenge Rating
Challenge Rating 0
Glitterwing

Challenge Rating 1/8


Cristyran

Challenge Rating 1/4


Goldtooth

Challenge Rating 1/2


Flitterick

Challenge Rating 1
Sufferling

Challenge Rating 2
Fingerlicker

Challenge Rating 4
Huskwalker

Challenge Rating 5
Boglurk

Challenge Rating 8
Ashengrasp

Challenge Rating 9
Verdaere

Challenge Rating 12
Swarm of Glitterwings

— 21 —

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