Creatures of Faerie – New Monsters for D&D 5th Edition

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The fey are elusive and mysterious creatures, hailing from across the multiverse itself.  Their strange realm of Arcadia is a world of magicks both lost and untold.  The denizens of this realm range from helpful to outright hostile at the first encounter.  Some have more mysterious agendas entirely.

Author’s Note:  To keep up with my fey theme, I figure some monsters are in order!  While two of which are alternate looks at an existing creature, the other two are originals (albeit one is an homage to a certain Labyrinth character.)  I’ll likely craft up some more creatures for my next post, so that way you all have a nice sampling of fey creatures to run with. 

And to give credit where it’s due, I’d like to thank Brynvolk again for the idea of a fey theme in general.  This is in part because she’s also the DM for a game I’ve been playing, which also has a faerie theme to it.

 

Ælfr.

While similar to the elves of the Prime Material, the Ælfr are actually a race all their own.  From the earthy realms of Arcadia, these creatures rise up to hunt, the celebrate or to interact with the outside world.  Unlike the elves, they are extremely secretive and are unlikely to show themselves to any creature that clashes with the ideals of the fey.

Medium fey, neutral

Armor Class 17 (Mithral Armor)

Hit Points 27 (5d8+5)

Speed 35 ft.

STR 12 (+1), DEX 16 (+3), CON 13 (+1), INT 13 (+1), WIS 14 (+2), CHR 15 (+2)

Skills. Arcana +3, Stealth +5

Senses. Darkvision 60 ft., passive Perception 12

Languages.  Common, Undercommon, Elf, Sylvan

Challenge 2 (450 XP)

Dissolving Death.  When killed, the Ælfr turns into stone and quickly breaks apart into rubble.  There is a 25% chance that equipment will survive.

Innate Magic.  The Ælfr are capable of magical talents.  Charisma is the base for their abilities, with a save DC of 12.

At-Will: Detect Magic, Healing Word, Invisibility (self only), Longstrider, Mold Earth,  Shield

1/Day Each : Lesser Restoration, Meld into Stone, Pass without Trace

Magical Fortune.  Once per day, whenever the Ælfr takes damage, they gain inspiration.  They may use this on an attack roll or skill check of their choice.

Woodland Stride.  Ælfr are not impeded by natural difficult terrain.

ACTIONS.

Ælfr’s Bow.  Ranged Weapon Attack.  +5 to hit., ranged 80/120, one target.  Hit: 8 (1d10+3) piercing damage.

Shining Sword.  Melee Weapon Attack.  +3 to hit., reach 5 ft., one target.  Hit: 4 (1d6+1) piercing damage plus 3 (1d6) radiant damage.

Planar Jump (1/Day).  The Ælfr may jump back or forth between the realm of Arcadia and their current position in the Material plane.

 

Elder Hag.

Elder Hags are evolved hags that have accumulated great power over decades or even centuries.  Their advanced use of dark magicks has made them near immortal, beginning to rival the Queen of Hags herself!  In an effort to prolong their life, these hags have taken it upon themselves to drain the life force of lesser creatures, while practicing dark occult arts.

Many become the leaders of Hag Covens.  If part of a Coven, the Hag’s challenge becomes 13 (10,000 XP) instead.

Medium fey, neutral evil

Armor Class 19 (natural armor)

Hit Points 160 (21d8+63)

Speed 30 ft.

STR 18 (+4), DEX 16 (+3), CON 17 (+3), INT 21 (+5), WIS 15 (+2), CHR 20 (+5)

Skills.  Arcana +9, Deception +10, Intimidation +10, Perception +6

Damage Resistances. cold, fire, necrotic, psychic, bludgeoning, piercing, slashing damage from non-magical weapons

Damage Immunity. poison

Condition Immunities. charmed, poisoned

Darkvision 120 ft., passive Perception 16

Languages.  Common, Infernal, Abyssal, Draconic, Sylvan

Challenge.  11 (7,200 XP)

Innate Casting.

The Elder Hag has her own magical talents, manifesting as spells she can cast.  The Spell DC is 17, Charisma is the casting stat.

At-Will: Arms of Hadar, Augury, Black Barbed Curse, Black Barbed Shield, Charm Person, Detect Magic, Entangle, Hex

1/Day Each: Divination, Dream, Mislead, Polymorph

Magic Resistance.

The Hag has advantage on all saving throws against magic.

ACTIONS.

Multiattack.  The Elder Hag can make two attacks per round, such as Hag’s Claw.  If a target is grabbed during one of the attacks, she can also Soul Drain in the same round.

Dread Hag’s Claw.  Melee Weapon Attack.  +9 to hit, Reach 5 ft., One target.  Hit: 12 (2d6+5) slashing damage plus 6 (1d12) necrotic damage.  The hag can forgo damage to grapple an opponent instead.

Change Shape.  The Hag can take the form of any medium or small sized female humanoid as an action.  Her stats remain the same otherwise, as does her equipment.  When reduced to 0 HP, she reverts to her true form.

Soul Drain (Recharge 5 or 6)  Melee Weapon Attack.  The grappled target must make a Constitution saving throw (DC 17)., Reach 5 ft., One target.  Failure: The target takes 22 (4d10) necrotic damage plus 16 (3d10) psychic damage.  The target cannot regain hit points or even temporary hit points for 1d10 minutes.  Success:  Take half damage, do not suffer adverse effects otherwise.

 

Faerie Goblin.

Goblins from the land of faerie are different from their material planar cousins.  These beings tend to embody fierce energy and raw, destructive impulse.  Not to mention, one wonders how their small bodies support their huge watermelon shaped heads.

Small fey, chaotic evil

Armor Class 14 (leather armor)

Hit Points 45 (13d6+0)

Speed 30 ft.

STR 8 (-1), DEX 16 (+3), CON 11 (+0), INT 13 (+1), WIS 13 (+1), CHR 14 (+2)

Darkvision 60 ft., Passive Perception 12

Languages.  Common, Sylvan, Goblin

Challenge 1 (200 XP)

Innate Magic.  The Faerie Goblin is capable of magical spells.  Their DC is 12, their casting stat is Charisma.

At-Will: Dancing Lights, Acid Splash

1/Day Each: Crown of Madness, Misty Step, Tasha’s Hideous Laughter

Magic Resistance.  The Faerie Goblin has advantage on saving throws against magic and magical effects.

ACTIONS.

Goblin Sword.  Melee Weapon Attack.  +5 to hit.  Reach 5 ft.  One target.  Hit: 7 (1d6+3) piercing damage.

Shortbow.  Ranged Weapon Attack.  +5 to hit.  Ranged 60/120 ft.  One target.  Hit:  (1d6+3) piercing damage.

Invisible Sneak  (Recharge 5 or 6).  At the start of the goblin’s turn, it can become invisible as a bonus action.  If it uses a spell or takes an attack action, this effect ends.  Otherwise, it remains active for up to 1d6 rounds.

 

Lord of Goblins.  (Beguiling Goblin)

When a goblin becomes so powerful, their magic transcends what is possible for their kind, they undergo a metamorphosis.  Their new form is pure magic, but they gain the ability to change to whatever form fits them best.  Many take the form of a near perfect, yet uncanny human to lure victims through force of attractive charisma, yet unnerve them by being slightly off as well.  These goblins are far more cunning, dangerous and powerful than any other kind of goblin.  Approach with caution!

Medium fey, lawful evil

Armor Class 18 (natural armor)

Hit Points 208 (32d8+64)

Speed 30 ft.

STR 17 (+3), DEX 18 (+4), CON 14(+2), INT 19 (+4), WIS 16 (+3), CHR 21 (+5)

Saving Throws.  Intelligence +9, Wisdom +8

Skills. Acrobatics +9, Arcana +9, Deception +15, Persuasion +10

Damage Resistances.  Acid, Force, Radiant, Thunder

Damage Immunities.  Poison, Psychic, Bludgeoning, Piercing and Slashing from non-magical weapons

Darkvision 120 ft. (magical darkness), Passive Perception 13

Languages.  Common, Sylvan, Goblin

Challenge 15 (13,000 XP)

Innate Magic.  The Faerie Goblin is capable of magical spells.  Their DC is 12, their casting stat is Charisma.

At-Will: Acid Splash, Charm Person, Confusion, Hold Person, Misty Step, Ray of Sickness, Tasha’s Hideous Laughter

3/Day Each: Geas, Conjure Fey, Divination, Fabricate, Hypnotic Pattern, Teleport (Self Only), Vitriolic Sphere

1/Day Each: Antimagic Field, Control Weather, Foresight, Programmed Illusion, Whirlwind

Legendary Resistance (3/Day).  The Lord of Goblins can choose to succeed a failed saving throw up to 3 times per day.

Magic Resistance.  They have advantage on saving throws against magic and magical effects.

Magical Attack.  Their attacks count as magical.

ACTIONS.

Multiattack.  They may attack up to 3 times per round while taking an attack action.

King Goblin Saber.  Melee Weapon Attack.  +10 to hit.  Reach 5 ft.  One target.  Hit: 16 (2d10+5) piercing damage plus 7 (2d6) psychic damage.  Targets hit by this attack must succeed a Wisdom saving throw (DC 18) or become frightened until the end of their next turn.  Creatures who succeed this saving throw aren’t affected by the frightening effect for 24 hours.

Mystical Missile.  Ranged Spell Attack.  +10 to hit.  Ranged 100/200 ft.  One target.  Hit: 21 (6d6) force damage.  Targets hit by this attack must make a Constitution saving throw (DC 18) or take an extra 7 (2d6) poison damage.

Enchanting Voice (Recharge 6).  Ranged Spell Attack.  Charisma saving throw (DC 18), burst 60 ft., All creatures within range.  Failure: Targets are incapacitated and their speed becomes 0 ft for 1d10 rounds or until they succeed their save at the end of their turns.  Deaf creatures or creatures incapable of hearing are not affected.  Use of the Silence spell or similar effect also cancels out this ability.

Invisible Sneak.  At the start of the goblin’s turn, it can become invisible as a bonus action.  If it uses a spell or takes an attack action, this effect ends.

Change Shape.  The Lord of Goblins can take the shape of a small to large humanoid, using the same stats as the Lord.  It may also take the form of any animal within Challenge 6 range.  One of the most popular forms among Goblin Lords is a white owl.  When a Lord drops to 0 HP, it reverts to its original form… or at least its most comfortable form.

LEGENDARY ACTIONS.  The Lord of Goblins can take up to 3 Legendary Actions.

I Can’t Allow That! (2 LAs) You force a target to reroll a saving throw as a reaction.  They must take the second result.

Have At Thee!  You gain another attack.

Theater of Illusion (3 LAs)  You turn a whole environment around you into a masterful illusion depicting a scene.  Targets must make a Wisdom saving throw (DC 18) or think they’ve been transported to somewhere else.  A popular illusion used by Lords of Goblins is a masquerade ball.

 

Image Credit:  Hades and Persephone by Sandara

Created by Doctor Necrotic, for Doctor Necrotic Media.

 

 

 

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5 thoughts on “Creatures of Faerie – New Monsters for D&D 5th Edition

  1. Hmmm, I like!
    The only thing that confuses me a bit is with the Elder Hag’s multi attack. Is it just with her claws, or can she choose to cast two spells or one melee attack and one spell? Please specify this.

    Like

    • Just the attack actions (being the claws, as well as the Soul Drain… so long as it’s recharged.) Spells consume separate actions, and thus, are not multiattack compatible. I’m sure there’s some rule clarification I’m accidentally ignoring though, by saying this.

      Like

      • It’s an ability used by other monsters in the MM, so I took it straight from that. In reference to the attack being a straight up grapple instead of damage, it would require an escape action as per PHB rules. And to my knowledge, it wouldn’t in this case.

        Like

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