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

From many reaches of Arcadia, countless fantastical and strange spiritual beings gather and dwell.  Many spirits from this plane of existence break free into the mortal realm for a variety of reasons.  All have their own goals and means of expressing themselves.  These fey creatures have manifested at different points of the multiverse, showing themselves to different cultures and transforming public perception forever more.  Those who remain in this realm still have their ways of dragging creatures from the mortal realm into theirs’.

These magnificent beings come in a variety of shapes and sizes, born from multiple ideas across multiple realities.  It’s likely that Arcadia itself was born from a collective of powerful ideas, rather than existing as an alternate Material Plane.  This expansive plane is still a world onto its own, ranging from the great rulers of powerful Courts to the lowliest of peons that grovel just to get by.

Author’s Note:  My first post felt incomplete.  With that, here’s another helping of fey that take inspiration from various myths and folklore around the world.


Skin Hag.  (Boo Hag)

Skin Hag are hags that have prolong their existence by destroying another creature’s.  Unlike the immortal elder hag, these creatures depend on grafting another creature’s skin onto them.  Their natural form is raw and a meaty red, as they have no skin of their own and just have muscle tissue and sinew.  Because of their true grotesque form, Skin Hags tend to vanish from view when their true forms are exposed for too long.  Many theorize the origin of skin hags are simply the result of a ritual to become an Elder Hag gone horribly awry.  It’s more than likely, this is the case.

Living in Shadow.  In an attempt to be mighty, like the Elder Hag, something went terribly wrong.  The ritual to evolve into a superior hag backfired, leaving the hag as a ruined husk; a shadow of its former self.  In order to survive, these hags must steal from others.  Some have adapted to it, making them savvy killers who lurk in the darkness until the time is right.  To an extent, they are more savage than their kin.  However, the of act being a hungry, near dead creature has rewarded them in some sense.  They do not need to eat, breath or sleep.  The act of feasting on a victim is a purely psychological need or satisfaction.

While part of a coven, the Skin Hag’s challenge increases to 11 (7,200 XP) instead.

Medium fey, chaotic evil

Armor Class 16 (natural armor)

Hit Points 170 (26d8+52)

Speed 30 ft. (30 ft. flight in Skinless form)

STR 13 (+1), DEX 16 (+3), CON 14 (+2), INT 14 (+2), WIS 15 (+2), CHR 18 (+4)

Saving Throws Constitution +6, Wisdom +6

Damage Resistances. Cold, Necrotic, Bludgeoning, Piercing, and
Slashing from non magical weapons that aren’t silvered

Damage Immunity. Fire, Poison

Condition Immunity.  Charmed, Poisoned

Senses.  Darkvision 120 ft. (see through magical darkness), passive Perception 12

Languages.  Common, Sylvan, Infernal, Abyssal

Challenge 9 (5,000 XP)

Innate Magic.  The Skin Hag is capable of some magical talents.  Her spell save (DC 16) goes off of her Charisma stat.

At-Will: Disguise Self, Darkness, False Life, Friends, Fire Bolt

1/Day Each: Cloud of Daggers, Spiritual Weapon

Turn and Spin!  Come Off, Skin!  The Skin Hag can take a minute to remove or graft skin, as if it were donning and doffing light armor.  It requires sewing tools (or in some cases, a sewing machine) and a hot surface (such as hot coals) to do so.  It can remove skin from a freshly slain creature or try to flay a living creature.  When removed, the skin is stored somewhere safe.  This is their main weakness, as destroying the skin is the only way to truly kill a Skin Hag.

While skinless, the hag gains the following qualities:

  • Disgusting Claws – Its claw attacks deal an extra 5 (1d10) piercing damage.  Creatures hit by this attack must make a Constitution saving throw (DC 16) or the target is unable to recover hit points for 1d10 minutes.  Total minutes stack.
  • Fly Away -The Skin Hag gains a flight speed equal to her land speed.
  • Burning Flesh – While in direct sunlight, the Hag takes 10 radiant damage per round.  If brought down to 0 HP by sunlight, the Skin Hag disintegrates into dust.
  • Hideous – The hag has disadvantage on Charisma checks (except Intimidation) as well as checks to disguise itself.

While wearing a skin, the hag gains the following qualities:

  • Magic Resistance – The hag has advantage on saving throws against magic and magical effects.
  • Alternate Identity – The hag can assume an identity based on the skin they are wearing, gaining advantage on deception checks and disguise checks to do so.


Multiattack.  The Skin Hag can make 2 attacks.  Only 1 can be Flaming Bolt or Steal Breath.

Shrieking Bone Shard.  Ranged Weapon Attack.  +7 to hit, ranged 45/90 ft., one target.  Hit: 9 (1d12+3) piercing damage.  The target must also make a Constitution saving throw (DC 16) or take 5 (1d10) thunder damage.

Sickly Claw.  Melee Weapon Attack.  +7 to hit, 5 ft. reach, one target.  Hit:  14 (2d10+3) slashing damage plus 4 (1d8) poison damage.  The hag can forgo damage to grapple the target instead.

Flaming Bolt.  Ranged Spell Attack.  +8 to hit, ranged 120 ft., one target.  Hit: 16 (3d10) fire damage.

Steal Breath.  Melee Spell Attack.  Charisma saving throw (DC 16) , reach 5 ft., one grappled target.  Failure: 22 (4d10) cold damage.  The target must make a Constitution saving throw.  Failure results in losing maximum HP equal to the total damage dealt.  This lasts until a Remove Curse or related spell is cast upon the victim as well as taking a long rest.



Commonly considered capricious and greedy, the Leprechaun is a fey spirit that rarely deals in the affairs of outsiders… except for some good old fashioned trickery.  They’re typically preparing tricky puzzles and witty crafts to keep outsiders away from their magical rainbows and stash of gold.

Small fey, chaotic neutral

Armor Class 13

Hit Points 54 (12d6+12)

Speed 30 ft.

STR 8 (-1), DEX 17 (+3), CON 13 (+1), INT 12 (+1), WIS 10 (+0), CHR 14 (+2)

Skills.  Deception +4, Stealth +5

Condition Immunities.  Charmed, Sleep

Senses. Darkvision 60 ft.; passive Perception 10

Languages.  Common, Gnome, Sylvan

Challenge 1/2 (100 XP)

Innate Magic.  Leprechauns can craft a wide variety of spells and tricks to their disposal.  Casting depends on their Charisma.  (DC 12)

  • At-Will: Dancing Lights, Friends, Minor Illusion, Vicious Mockery
  • 1/Day Each: Confusion, Color Spray, Fabricate, Faerie Fire, Invisibility (self only), Silent Image

Run Away!  When hit with an attack that lowers its total HP to 10 or less, it can summon its rainbow as a bonus action or reaction in an attempt to get away.  It may use a movement to get on the rainbow and ride it.  The rainbow promptly vanishes as it rides it away.  A character can make a Perception check as the Leprechaun escapes to see where the rainbow went.

Treasure Horde.  A Leprechaun keeps countless treasures in its cauldron and will be very angry if players discover it.


Cane Bash.  Melee Weapon Attack.  +1 to hit, reach 5 ft, one target. Hit: 3 (1d8-1; min 1) bludgeoning damage.  Creatures hit by this attack must make a Constitution saving throw (DC 10) or fall prone.

A Stone’s Throw.  Ranged Weapon Attack.  +4 to hit, ranged 30/60 ft., one target.  Hit: 5 (1d4+3) bludgeoning damage.



Swollen and sickly, these spirits exist to spread the powers of disease and illness wherever they go.  They look vaguely humanoid, save for their strange faces and warped flesh.  If not huddled or disguising itself, the creature itself is quite large in size.

Large fey, neutral evil

Armor Class 18 (natural armor)

Hit Points 153 (18d10+54)

Speed 25 ft.

STR 20 (+5), DEX 8 (-1), CON 17 (+3), INT 10 (+0), WIS 16 (+3), CHR 10 (+0)

Damage Immunities. Acid, Lightning, Poison

Condition Immunities. Fear, Poisoned

Senses.  Blindsight 120 ft.

Languages. –

Challenge. 8 (3,900 XP)

Aura of Wretched Decay.  Around this spirit is a presence of entropy and despair.  All creatures who start their turn in its 10 ft. aura must make a Charisma saving throw (DC 15) or take 7 (2d6) necrotic damage.


Shot of Filth.  Ranged Spell Attack.  +7 to hit, ranged 60 ft., one target.  Hit: 14 (4d6) poison damage plus 14 (4d6) acid damage.  The target must make a Constitution saving throw (DC 15) is poisoned for 1 round until the end of their next turn.

Swamp Muck Slam.  Melee Weapon Attack.  +9 to hit, reach 5 ft., one target.  Hit: 16 (2d10+5) bludgeoning damage plus 18 (4d8) poison damage.

Human Disguise.  It can take the form of a human-like creature as an action, suppressing its abilities in the process.  However, it still looks bloated and has a warped face, even as a human.  A creature can attempt to see through the disguise with an Intelligence (Investigation) or Wisdom (Insight) check (DC 19).



Lively spirits that hold wealth and knowledge of health.  They are summoned by the gods to protect their many artifacts on other realms, whether it’s Arcadia or the Material Plane.  These creatures are prone to mischief, even when on duty.  However, they’re also hardy and enjoy a good time as well.  Many assume they’re distant cousins of the Dwarves.

Medium fey, chaotic neutral

Armor Class 14 (divine armor)

Hit Points 52 (6d8+18)

Speed 25 ft.

STR 16 (+3), DEX 10 (+0), CON 17 (+3), INT 14 (+2), WIS 17 (+3), CHR 10 (+0)

Skills.  Performance +2, Religion +4

Condition Immunity.  Fear, Sleep

Senses.  Darkvision 60 ft.

Languages.  Common, Sylvan, Dwarven, Celestial

Challenge 2 (450 XP)

Divine Spellcasting.  Yaksha were created to protect various artifacts of the Gods and are thus blessed with divine powers.  They function as 5th level clerics, in terms of spellcasting.  Wisdom (DC 13) is their casting stat.

  • 0th (4) – Resistance, Sacred Flame, Spare the Dying, Thaumaturgy
  • 1st (4) – Bane, Command, Magic Missile, Shield of Faith
  • 2nd (3) – Blindness/Deafness, Hold Person, Spiritual Weapon
  • 3rd (2) – Bestow Curse, Protection from Energy

Fey Origin.  You have advantage on saving throws against charm.  You are immune to sleep effects.



Curved Blade.  Melee Weapon Attack.  +5 to hit, reach 5 ft., one target.  Hit: 6 (1d6+3) slashing damage plus 3 (1d6) force damage.

RACIAL OPTION: Yaksha Sub-Race


You are a sub-race of Dwarf that are of Yaksha descent.

Ability Score Increase.  Your Wisdom goes up by 1.

Yaksha Origin.  You are immune to sleep and fear effects.  You have advantage against charm effects.



Kitsune are fox spirits native to Arcadia and perhaps the Wyld, the demiplane of nature.  To the most studied, they’re a breed of Foxfolk that is closer to their spiritual heritage than other varieties.  These fey beings can range from being playful and tricky to downright cruel and blood thirsty.  Like fire, they are uncontrollable and have a certain free attitude to them.

Medium fey, any chaotic alignment

Armor Class 14 (modified leather armor)

Hit Points 27 (5d8+5)

Speed 30 ft. (40 ft. in fox form)

STR 12 (+1), DEX 14 (+2), CON 13 (+1), INT 10 (+0), WIS 13 (+1), CHR 14 (+2)

Damage Resistance. Fire

Condition Immunity. Sleep

Senses. Darkvision 60 ft., Passive Perception 11

Languages.  Common, Sylvan, Vulpine

Challenge 1 (200 XP)

Fey Heritage.  Kitsune have advantage on saves versus charm effects and are immune to sleep effects.

Kitsune Magic.  Kitsune are able to shape magical powers from their spiritual origins.  The casting stat is Charisma (DC 12.)

At-Will: Dancing Lights, Fire Bolt, Minor Illusion, Vicious Mockery

1/Day Each: Faerie Fire, Flaming Sphere, Longstrider

Shapechanger.  A Kitsune is capable of shifting between a humanoid form (typically elf or human looking in nature), a bipedal hybrid form and a fox form.  Besides minor differences (such as attack and defense), the kitsune’s stats remain the same.


Bite. (Fox and Hybrid forms only)  Melee Weapon Attack.  +3 to hit, reach 5 ft., one target.  Hit: 6 (1d6+2) piercing damage.

Swift Blade.  (Humanoid and Hybrid forms only)  Melee Weapon Attack.  +3 to hit, reach 5 ft., one target.  Hit: 7 (1d8+2) slashing damage.

Ball of Flame.  Ranged Spell Attack.  +3 to hit, ranged 40/80 ft., one target.  Hit: 7 (2d6) fire damage.



Requirement: Foxfolk race.

You gain the ability to cast Control Flames and Vicious Mockery, as well as Disguise Self At-Will.  In addition, you may cast the following each 1/Long Rest: Faerie Fire, Flaming Sphere, Longstrider.  These spells go off of your Charisma.


IMAGE SOURCE:  Nath’s Elite by Wayne Reynolds

Created by Doctor Necrotic, for Doctor Necrotic Media.


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

  1. Pingback: Faerie-themed Content Masterlist | Daemons & Deathrays

  2. Could you add your content to dmsguild? i’d like to have them as pdfs, and it would be a way for you to gain some money on the side if you make it pay what you want

    Liked by 1 person

    • I’ve been thinking of ways to compile everything into a proper PDF, but I want it to be of quality. I’m interested in brushing everything up first and possibly commissioning art. I won’t just settle for slapping things onto a word doc and calling it a day. Also, I’d be more apt to using DriveThruRPG… if I don’t end up rewriting all of my fluff (as Arcadia is a prominent part of my home setting.)


      • Good point on the DriveThruRPG, I reccomend breaking your content up into different pdfs if you plan to do that, like a horror pdf, a fey pdf, and a sci fi pdf


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