More 5e Feys

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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.

KILLMOULIS Tiny Fey, Chaotic Good Armor Class 14 Hit Points 2 (1d4) Speed 40 ft. STR

DEX

CON

INT

WIS

CHA

3 (-3)

18 (+4)

10 (+0)

10 (+0)

14 (+2)

6 (-2)

Skills Perception+4, stealth +6 Senses Darkvision 60 ft, Passive perception 14 Languages understand Sylvan, communicate with each other by telepathy Challenge 0 (10 XP) Magic Resistance. The Killmoulis has advantage on saving throws against spells and other magical effects. Sneaky. The Killmoulis has advantage on Dexterity (Stealth) checks made to hide.

Actions Activate trap. Killmoulis are known to use trap for defence of their lairs. Killmoulis always dwell where some industry is in progress, preferably one involving grain or other foodstuffs. They inhabit the areas under floors, in cracks in walls or amidst the dark rafters, only coming out when the human workers leave. Brownie-like, the killmoulis then work and otherwise make themselves useful, at the same time devouring prodigious amounts of meal, flour, grain or whatever other foodstuffs are available. It is also an integral part of their nature to play tricks and practical jokes - certain to be destructive or harmful if the inhabitants of the place molest any of the killmoulis, but otherwise of merely bothersome and irksome nature without undue destruction. Killmoulis are very fast and are able to blend with their surroundings and conceal themselves in shadowy places so as to be virtually undetectable. They hate dogs and cats almost as much as they do rats, for these animals will attack killmoulis. While the latter are snared or killed with long pins, the former are typically poisoned if they prove a threat, the killmoulis gaining access to whatever poison is available nearby. If the killmoulis are unable to kill the cats, dogs and rats which threaten them, they will certainly move to another locale. A killmoulis is typically quite small, usually under a foot in height. Each has a thin body and limbs, but a large head with proportionate ears. There is no mouth in the head, food being drawn into the huge nose. Killmoulis appear to communicate with each other on the telepathic level.

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 1/4 (50 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.

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